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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997, 1998, 1999, 2000, 2001 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Sam Lantinga
slouken@devolution.com
*/
/* Include file for SDL mouse event handling */
import SDL_types;
import SDL_video;
extern(C):
struct SDL_Cursor {
SDL_Rect area; /* The area of the mouse cursor */
Sint16 hot_x, hot_y; /* The "tip" of the cursor */
Uint8 *data; /* B/W cursor data */
Uint8 *mask; /* B/W cursor mask */
Uint8 *[2] save; /* Place to save cursor area */
void /*WMcursor*/ *wm_cursor; /* Window-manager cursor */
}
/* Function prototypes */
/*
* 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
* current mouse cursor position. You can pass NULL for either x or y.
*/
Uint8 SDL_GetMouseState(int *x, int *y);
/*
* 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 deltas since the last call to SDL_GetRelativeMouseState().
*/
Uint8 SDL_GetRelativeMouseState(int *x, int *y);
/*
* Set the position of the mouse cursor (generates a mouse motion event)
*/
void SDL_WarpMouse(Uint16 x, Uint16 y);
/*
* Create a cursor using the specified 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 if not.
*
* Cursors created with this function must be freed with SDL_FreeCursor().
*/
SDL_Cursor *SDL_CreateCursor
(Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y);
/*
* Set the currently active cursor to the specified one.
* If the cursor is currently visible, the change will be immediately
* represented on the display.
*/
void SDL_SetCursor(SDL_Cursor *cursor);
/*
* Returns the currently active cursor.
*/
SDL_Cursor * SDL_GetCursor();
/*
* Deallocates a cursor created with SDL_CreateCursor().
*/
void SDL_FreeCursor(SDL_Cursor *cursor);
/*
* Toggle whether or not the cursor is shown on the screen.
* The cursor start off displayed, but can be turned off.
* SDL_ShowCursor() returns 1 if the cursor was being displayed
* before the call, or 0 if it was not. You can query the current
* state by passing a 'toggle' value of -1.
*/
int SDL_ShowCursor(int toggle);
/* Used as a mask when testing buttons in buttonstate
Button 1: Left mouse button
Button 2: Middle mouse button
Button 3: Right mouse button
*/
uint SDL_BUTTON(uint X) { return SDL_PRESSED << (X-1); }
const uint SDL_BUTTON_LEFT = 1;
const uint SDL_BUTTON_MIDDLE = 2;
const uint SDL_BUTTON_RIGHT = 3;
const uint SDL_BUTTON_WHEELUP = 4;
const uint SDL_BUTTON_WHEELDOWN = 5;
const uint SDL_BUTTON_LMASK = SDL_PRESSED << (SDL_BUTTON_LEFT - 1);
const uint SDL_BUTTON_MMASK = SDL_PRESSED << (SDL_BUTTON_MIDDLE - 1);
const uint SDL_BUTTON_RMASK = SDL_PRESSED << (SDL_BUTTON_RIGHT - 1);
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