From 675c6f2daa7ba85d6e5cddbcbfdd01aaaa8c3601 Mon Sep 17 00:00:00 2001 From: Tim Angus Date: Tue, 20 Aug 2013 18:30:56 +0100 Subject: Update SDL2 headers... oops --- src/SDL2/include/SDL_mouse.h | 109 +++++++++++++++++++------------------------ 1 file changed, 47 insertions(+), 62 deletions(-) (limited to 'src/SDL2/include/SDL_mouse.h') diff --git a/src/SDL2/include/SDL_mouse.h b/src/SDL2/include/SDL_mouse.h index e0cb8e62..36c29e90 100644 --- a/src/SDL2/include/SDL_mouse.h +++ b/src/SDL2/include/SDL_mouse.h @@ -1,6 +1,6 @@ /* Simple DirectMedia Layer - Copyright (C) 1997-2012 Sam Lantinga + Copyright (C) 1997-2013 Sam Lantinga This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages @@ -21,24 +21,8 @@ /** * \file SDL_mouse.h - * - * Include file for SDL mouse event handling. - * - * Please note that this ONLY discusses "mice" with the notion of the - * desktop GUI. You (usually) have one system cursor, and the OS hides - * the hardware details from you. If you plug in 10 mice, all ten move that - * one cursor. For many applications and games, this is perfect, and this - * API has served hundreds of SDL programs well since its birth. - * - * It's not the whole picture, though. If you want more lowlevel control, - * SDL offers a different API, that gives you visibility into each input - * device, multi-touch interfaces, etc. * - * Those two APIs are incompatible, and you usually should not use both - * at the same time. But for legacy purposes, this API refers to a "mouse" - * when it actually means the system pointer and not a physical mouse. - * - * The other API is in SDL_input.h + * Include file for SDL mouse event handling. */ #ifndef _SDL_mouse_h @@ -51,9 +35,7 @@ #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus -/* *INDENT-OFF* */ extern "C" { -/* *INDENT-ON* */ #endif typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */ @@ -63,18 +45,18 @@ typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */ */ typedef enum { - SDL_SYSTEM_CURSOR_ARROW, // Arrow - SDL_SYSTEM_CURSOR_IBEAM, // I-beam - SDL_SYSTEM_CURSOR_WAIT, // Wait - SDL_SYSTEM_CURSOR_CROSSHAIR, // Crosshair - SDL_SYSTEM_CURSOR_WAITARROW, // Small wait cursor (or Wait if not available) - SDL_SYSTEM_CURSOR_SIZENWSE, // Double arrow pointing northwest and southeast - SDL_SYSTEM_CURSOR_SIZENESW, // Double arrow pointing northeast and southwest - SDL_SYSTEM_CURSOR_SIZEWE, // Double arrow pointing west and east - SDL_SYSTEM_CURSOR_SIZENS, // Double arrow pointing north and south - SDL_SYSTEM_CURSOR_SIZEALL, // Four pointed arrow pointing north, south, east, and west - SDL_SYSTEM_CURSOR_NO, // Slashed circle or crossbones - SDL_SYSTEM_CURSOR_HAND, // Hand + SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */ + SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */ + SDL_SYSTEM_CURSOR_WAIT, /**< Wait */ + SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */ + SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */ + SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */ + SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */ + SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */ + SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */ + SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */ + SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */ + SDL_SYSTEM_CURSOR_HAND, /**< Hand */ SDL_NUM_SYSTEM_CURSORS } SDL_SystemCursor; @@ -87,7 +69,7 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); /** * \brief Retrieve the current state of the mouse. - * + * * The current button state is returned as a button bitmask, which can * be tested using the SDL_BUTTON(X) macros, and x and y are set to the * mouse cursor position relative to the focus window for the currently @@ -106,11 +88,11 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); /** * \brief Moves the mouse to the given position within the window. - * + * * \param window The window to move the mouse into, or NULL for the current mouse focus * \param x The x coordinate within the window * \param y The y coordinate within the window - * + * * \note This function generates a mouse motion event */ extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, @@ -118,25 +100,25 @@ extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, /** * \brief Set relative mouse mode. - * + * * \param enabled Whether or not to enable relative mode * * \return 0 on success, or -1 if relative mode is not supported. - * + * * While the mouse is in relative mode, the cursor is hidden, and the * driver will try to report continuous motion in the current window. * Only relative motion events will be delivered, the mouse position * will not change. - * + * * \note This function will flush any pending mouse motion. - * + * * \sa SDL_GetRelativeMouseMode() */ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); /** * \brief Query whether relative mouse mode is enabled. - * + * * \sa SDL_SetRelativeMouseMode() */ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); @@ -144,19 +126,19 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); /** * \brief Create a cursor, using the specified bitmap data and * mask (in MSB format). - * + * * The cursor width must be a multiple of 8 bits. - * + * * The cursor is created in black and white according to the following: * * * * * - * *
data mask resulting pixel on screen
0 1 White
1 1 Black
0 0 Transparent
1 0 Inverted color if possible, black + *
1 0 Inverted color if possible, black * if not.
- * + * * \sa SDL_FreeCursor() */ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, @@ -166,7 +148,7 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, /** * \brief Create a color cursor. - * + * * \sa SDL_FreeCursor() */ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, @@ -190,19 +172,24 @@ extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor); */ extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); +/** + * \brief Return the default cursor. + */ +extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void); + /** * \brief Frees a cursor created with SDL_CreateCursor(). - * + * * \sa SDL_CreateCursor() */ extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor); /** * \brief Toggle whether or not the cursor is shown. - * - * \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current + * + * \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current * state. - * + * * \return 1 if the cursor is shown, or 0 if the cursor is hidden. */ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); @@ -213,24 +200,22 @@ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); * - Button 2: Middle mouse button * - Button 3: Right mouse button */ -#define SDL_BUTTON(X) (1 << ((X)-1)) -#define SDL_BUTTON_LEFT 1 -#define SDL_BUTTON_MIDDLE 2 -#define SDL_BUTTON_RIGHT 3 -#define SDL_BUTTON_X1 4 -#define SDL_BUTTON_X2 5 -#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) -#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) -#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) -#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) -#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) +#define SDL_BUTTON(X) (1 << ((X)-1)) +#define SDL_BUTTON_LEFT 1 +#define SDL_BUTTON_MIDDLE 2 +#define SDL_BUTTON_RIGHT 3 +#define SDL_BUTTON_X1 4 +#define SDL_BUTTON_X2 5 +#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) +#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) +#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) +#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) +#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) /* Ends C function definitions when using C++ */ #ifdef __cplusplus -/* *INDENT-OFF* */ } -/* *INDENT-ON* */ #endif #include "close_code.h" -- cgit