native_audio 0.1.0
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- checksums.yaml +7 -0
- data/assets/include/GL/glew.h +26427 -0
- data/assets/include/GLES2/gl2.h +656 -0
- data/assets/include/GLES2/gl2ext.h +3949 -0
- data/assets/include/GLES2/gl2ext_angle.h +701 -0
- data/assets/include/GLES2/gl2platform.h +27 -0
- data/assets/include/GLES3/gl3.h +1192 -0
- data/assets/include/GLES3/gl31.h +1507 -0
- data/assets/include/GLES3/gl32.h +1808 -0
- data/assets/include/GLES3/gl3platform.h +27 -0
- data/assets/include/KHR/khrplatform.h +290 -0
- data/assets/include/SDL2/SDL.h +233 -0
- data/assets/include/SDL2/SDL_assert.h +326 -0
- data/assets/include/SDL2/SDL_atomic.h +415 -0
- data/assets/include/SDL2/SDL_audio.h +1500 -0
- data/assets/include/SDL2/SDL_bits.h +126 -0
- data/assets/include/SDL2/SDL_blendmode.h +198 -0
- data/assets/include/SDL2/SDL_clipboard.h +141 -0
- data/assets/include/SDL2/SDL_config.h +61 -0
- data/assets/include/SDL2/SDL_config_android.h +194 -0
- data/assets/include/SDL2/SDL_config_emscripten.h +218 -0
- data/assets/include/SDL2/SDL_config_iphoneos.h +217 -0
- data/assets/include/SDL2/SDL_config_macosx.h +277 -0
- data/assets/include/SDL2/SDL_config_minimal.h +95 -0
- data/assets/include/SDL2/SDL_config_ngage.h +89 -0
- data/assets/include/SDL2/SDL_config_os2.h +207 -0
- data/assets/include/SDL2/SDL_config_pandora.h +141 -0
- data/assets/include/SDL2/SDL_config_windows.h +331 -0
- data/assets/include/SDL2/SDL_config_wingdk.h +253 -0
- data/assets/include/SDL2/SDL_config_winrt.h +220 -0
- data/assets/include/SDL2/SDL_config_xbox.h +235 -0
- data/assets/include/SDL2/SDL_copying.h +20 -0
- data/assets/include/SDL2/SDL_cpuinfo.h +594 -0
- data/assets/include/SDL2/SDL_egl.h +2352 -0
- data/assets/include/SDL2/SDL_endian.h +348 -0
- data/assets/include/SDL2/SDL_error.h +163 -0
- data/assets/include/SDL2/SDL_events.h +1166 -0
- data/assets/include/SDL2/SDL_filesystem.h +149 -0
- data/assets/include/SDL2/SDL_gamecontroller.h +1074 -0
- data/assets/include/SDL2/SDL_gesture.h +117 -0
- data/assets/include/SDL2/SDL_guid.h +100 -0
- data/assets/include/SDL2/SDL_haptic.h +1341 -0
- data/assets/include/SDL2/SDL_hidapi.h +451 -0
- data/assets/include/SDL2/SDL_hints.h +2569 -0
- data/assets/include/SDL2/SDL_image.h +2173 -0
- data/assets/include/SDL2/SDL_joystick.h +1066 -0
- data/assets/include/SDL2/SDL_keyboard.h +353 -0
- data/assets/include/SDL2/SDL_keycode.h +358 -0
- data/assets/include/SDL2/SDL_loadso.h +115 -0
- data/assets/include/SDL2/SDL_locale.h +103 -0
- data/assets/include/SDL2/SDL_log.h +404 -0
- data/assets/include/SDL2/SDL_main.h +275 -0
- data/assets/include/SDL2/SDL_messagebox.h +193 -0
- data/assets/include/SDL2/SDL_metal.h +113 -0
- data/assets/include/SDL2/SDL_misc.h +79 -0
- data/assets/include/SDL2/SDL_mixer.h +2784 -0
- data/assets/include/SDL2/SDL_mouse.h +465 -0
- data/assets/include/SDL2/SDL_mutex.h +471 -0
- data/assets/include/SDL2/SDL_name.h +33 -0
- data/assets/include/SDL2/SDL_opengl.h +2132 -0
- data/assets/include/SDL2/SDL_opengl_glext.h +13209 -0
- data/assets/include/SDL2/SDL_opengles.h +39 -0
- data/assets/include/SDL2/SDL_opengles2.h +52 -0
- data/assets/include/SDL2/SDL_opengles2_gl2.h +656 -0
- data/assets/include/SDL2/SDL_opengles2_gl2ext.h +4033 -0
- data/assets/include/SDL2/SDL_opengles2_gl2platform.h +27 -0
- data/assets/include/SDL2/SDL_opengles2_khrplatform.h +311 -0
- data/assets/include/SDL2/SDL_pixels.h +644 -0
- data/assets/include/SDL2/SDL_platform.h +261 -0
- data/assets/include/SDL2/SDL_power.h +88 -0
- data/assets/include/SDL2/SDL_quit.h +58 -0
- data/assets/include/SDL2/SDL_rect.h +376 -0
- data/assets/include/SDL2/SDL_render.h +1919 -0
- data/assets/include/SDL2/SDL_revision.h +6 -0
- data/assets/include/SDL2/SDL_rwops.h +841 -0
- data/assets/include/SDL2/SDL_scancode.h +438 -0
- data/assets/include/SDL2/SDL_sensor.h +322 -0
- data/assets/include/SDL2/SDL_shape.h +155 -0
- data/assets/include/SDL2/SDL_stdinc.h +830 -0
- data/assets/include/SDL2/SDL_surface.h +997 -0
- data/assets/include/SDL2/SDL_system.h +623 -0
- data/assets/include/SDL2/SDL_syswm.h +386 -0
- data/assets/include/SDL2/SDL_test.h +69 -0
- data/assets/include/SDL2/SDL_test_assert.h +105 -0
- data/assets/include/SDL2/SDL_test_common.h +236 -0
- data/assets/include/SDL2/SDL_test_compare.h +69 -0
- data/assets/include/SDL2/SDL_test_crc32.h +124 -0
- data/assets/include/SDL2/SDL_test_font.h +168 -0
- data/assets/include/SDL2/SDL_test_fuzzer.h +386 -0
- data/assets/include/SDL2/SDL_test_harness.h +134 -0
- data/assets/include/SDL2/SDL_test_images.h +78 -0
- data/assets/include/SDL2/SDL_test_log.h +67 -0
- data/assets/include/SDL2/SDL_test_md5.h +129 -0
- data/assets/include/SDL2/SDL_test_memory.h +63 -0
- data/assets/include/SDL2/SDL_test_random.h +115 -0
- data/assets/include/SDL2/SDL_thread.h +464 -0
- data/assets/include/SDL2/SDL_timer.h +222 -0
- data/assets/include/SDL2/SDL_touch.h +150 -0
- data/assets/include/SDL2/SDL_ttf.h +2316 -0
- data/assets/include/SDL2/SDL_types.h +29 -0
- data/assets/include/SDL2/SDL_version.h +204 -0
- data/assets/include/SDL2/SDL_video.h +2150 -0
- data/assets/include/SDL2/SDL_vulkan.h +215 -0
- data/assets/include/SDL2/begin_code.h +187 -0
- data/assets/include/SDL2/close_code.h +40 -0
- data/assets/macos/universal/lib/libFLAC.a +0 -0
- data/assets/macos/universal/lib/libSDL2.a +0 -0
- data/assets/macos/universal/lib/libSDL2_image.a +0 -0
- data/assets/macos/universal/lib/libSDL2_mixer.a +0 -0
- data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
- data/assets/macos/universal/lib/libmodplug.a +0 -0
- data/assets/macos/universal/lib/libmpg123.a +0 -0
- data/assets/macos/universal/lib/libogg.a +0 -0
- data/assets/macos/universal/lib/libvorbis.a +0 -0
- data/assets/macos/universal/lib/libvorbisfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libFLAC.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2_mixer.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libglew32.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmodplug.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmpg123.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libogg.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopus.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopusfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libsndfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libssp.a +1 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libstdc++.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbis.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbisfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libz.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libzstd.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libssp.a +1 -0
- data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
- data/ext/Makefile +270 -0
- data/ext/audio.c +80 -0
- data/ext/audio.o +0 -0
- data/ext/extconf.h +3 -0
- data/ext/extconf.rb +177 -0
- data/ext/mkmf.log +7 -0
- data/lib/audio.bundle +0 -0
- data/lib/native_audio.rb +50 -0
- metadata +198 -0
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_mouse.h
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*
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* Include file for SDL mouse event handling.
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*/
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#ifndef SDL_mouse_h_
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#define SDL_mouse_h_
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
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/**
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* \brief Cursor types for SDL_CreateSystemCursor().
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*/
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typedef enum
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{
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SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
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SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
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SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
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SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
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SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
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SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
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SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
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SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
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SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
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SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
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SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
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SDL_SYSTEM_CURSOR_HAND, /**< Hand */
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SDL_NUM_SYSTEM_CURSORS
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} SDL_SystemCursor;
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/**
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* \brief Scroll direction types for the Scroll event
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*/
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typedef enum
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{
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SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
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SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
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} SDL_MouseWheelDirection;
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/* Function prototypes */
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/**
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* Get the window which currently has mouse focus.
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*
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* \returns the window with mouse focus.
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*
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* \since This function is available since SDL 2.0.0.
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*/
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extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
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/**
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* Retrieve the current state of the mouse.
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*
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* The current button state is returned as a button bitmask, which can be
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* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
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* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
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* mouse cursor position relative to the focus window. You can pass NULL for
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* either `x` or `y`.
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*
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* \param x the x coordinate of the mouse cursor position relative to the
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* focus window
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* \param y the y coordinate of the mouse cursor position relative to the
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* focus window
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* \returns a 32-bit button bitmask of the current button state.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GetGlobalMouseState
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* \sa SDL_GetRelativeMouseState
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* \sa SDL_PumpEvents
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
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/**
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* Get the current state of the mouse in relation to the desktop.
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*
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* This works similarly to SDL_GetMouseState(), but the coordinates will be
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* reported relative to the top-left of the desktop. This can be useful if you
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* need to track the mouse outside of a specific window and SDL_CaptureMouse()
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* doesn't fit your needs. For example, it could be useful if you need to
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* track the mouse while dragging a window, where coordinates relative to a
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* window might not be in sync at all times.
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*
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* Note: SDL_GetMouseState() returns the mouse position as SDL understands it
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* from the last pump of the event queue. This function, however, queries the
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* OS for the current mouse position, and as such, might be a slightly less
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* efficient function. Unless you know what you're doing and have a good
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* reason to use this function, you probably want SDL_GetMouseState() instead.
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*
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* \param x filled in with the current X coord relative to the desktop; can be
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* NULL
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* \param y filled in with the current Y coord relative to the desktop; can be
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* NULL
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* \returns the current button state as a bitmask which can be tested using
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* the SDL_BUTTON(X) macros.
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*
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* \since This function is available since SDL 2.0.4.
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*
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* \sa SDL_CaptureMouse
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
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/**
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* Retrieve the relative state of the mouse.
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*
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* The current button state is returned as a button bitmask, which can be
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* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
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* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
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* mouse deltas since the last call to SDL_GetRelativeMouseState() or since
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* event initialization. You can pass NULL for either `x` or `y`.
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*
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* \param x a pointer filled with the last recorded x coordinate of the mouse
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* \param y a pointer filled with the last recorded y coordinate of the mouse
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* \returns a 32-bit button bitmask of the relative button state.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GetMouseState
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
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/**
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* Move the mouse cursor to the given position within the window.
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*
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* This function generates a mouse motion event if relative mode is not
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* enabled. If relative mode is enabled, you can force mouse events for the
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* warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
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*
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* Note that this function will appear to succeed, but not actually move the
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* mouse when used over Microsoft Remote Desktop.
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*
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* \param window the window to move the mouse into, or NULL for the current
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* mouse focus
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* \param x the x coordinate within the window
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* \param y the y coordinate within the window
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_WarpMouseGlobal
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*/
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extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
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int x, int y);
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/**
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* Move the mouse to the given position in global screen space.
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*
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* This function generates a mouse motion event.
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*
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* A failure of this function usually means that it is unsupported by a
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* platform.
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*
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* Note that this function will appear to succeed, but not actually move the
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* mouse when used over Microsoft Remote Desktop.
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*
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* \param x the x coordinate
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* \param y the y coordinate
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.4.
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*
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* \sa SDL_WarpMouseInWindow
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*/
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extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
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/**
|
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* Set relative mouse mode.
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*
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* While the mouse is in relative mode, the cursor is hidden, and the driver
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* will try to report continuous motion in the current window. Only relative
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* motion events will be delivered, the mouse position will not change.
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*
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* Note that this function will not be able to provide continuous relative
|
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* motion when used over Microsoft Remote Desktop, instead motion is limited
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* to the bounds of the screen.
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*
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* This function will flush any pending mouse motion.
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*
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* \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
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* \returns 0 on success or a negative error code on failure; call
|
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* SDL_GetError() for more information.
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*
|
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* If relative mode is not supported, this returns -1.
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*
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* \since This function is available since SDL 2.0.0.
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*
|
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* \sa SDL_GetRelativeMouseMode
|
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*/
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extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
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+
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/**
|
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* Capture the mouse and to track input outside an SDL window.
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*
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* Capturing enables your app to obtain mouse events globally, instead of just
|
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* within your window. Not all video targets support this function. When
|
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* capturing is enabled, the current window will get all mouse events, but
|
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* unlike relative mode, no change is made to the cursor and it is not
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+
* restrained to your window.
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*
|
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* This function may also deny mouse input to other windows--both those in
|
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* your application and others on the system--so you should use this function
|
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|
+
* sparingly, and in small bursts. For example, you might want to track the
|
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+
* mouse while the user is dragging something, until the user releases a mouse
|
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+
* button. It is not recommended that you capture the mouse for long periods
|
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|
+
* of time, such as the entire time your app is running. For that, you should
|
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|
+
* probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
|
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|
+
* on your goals.
|
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|
+
*
|
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|
+
* While captured, mouse events still report coordinates relative to the
|
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|
+
* current (foreground) window, but those coordinates may be outside the
|
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|
+
* bounds of the window (including negative values). Capturing is only allowed
|
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|
+
* for the foreground window. If the window loses focus while capturing, the
|
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|
+
* capture will be disabled automatically.
|
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|
+
*
|
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|
+
* While capturing is enabled, the current window will have the
|
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|
+
* `SDL_WINDOW_MOUSE_CAPTURE` flag set.
|
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|
+
*
|
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|
+
* Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
|
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|
+
* mouse while the user is pressing a button; this is to try and make mouse
|
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|
+
* behavior more consistent between platforms, and deal with the common case
|
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|
+
* of a user dragging the mouse outside of the window. This means that if you
|
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|
+
* are calling SDL_CaptureMouse() only to deal with this situation, you no
|
255
|
+
* longer have to (although it is safe to do so). If this causes problems for
|
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|
+
* your app, you can disable auto capture by setting the
|
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|
+
* `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
|
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|
+
*
|
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|
+
* \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
|
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|
+
* \returns 0 on success or -1 if not supported; call SDL_GetError() for more
|
261
|
+
* information.
|
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|
+
*
|
263
|
+
* \since This function is available since SDL 2.0.4.
|
264
|
+
*
|
265
|
+
* \sa SDL_GetGlobalMouseState
|
266
|
+
*/
|
267
|
+
extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
|
268
|
+
|
269
|
+
/**
|
270
|
+
* Query whether relative mouse mode is enabled.
|
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|
+
*
|
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|
+
* \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
|
273
|
+
*
|
274
|
+
* \since This function is available since SDL 2.0.0.
|
275
|
+
*
|
276
|
+
* \sa SDL_SetRelativeMouseMode
|
277
|
+
*/
|
278
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
|
279
|
+
|
280
|
+
/**
|
281
|
+
* Create a cursor using the specified bitmap data and mask (in MSB format).
|
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|
+
*
|
283
|
+
* `mask` has to be in MSB (Most Significant Bit) format.
|
284
|
+
*
|
285
|
+
* The cursor width (`w`) must be a multiple of 8 bits.
|
286
|
+
*
|
287
|
+
* The cursor is created in black and white according to the following:
|
288
|
+
*
|
289
|
+
* - data=0, mask=1: white
|
290
|
+
* - data=1, mask=1: black
|
291
|
+
* - data=0, mask=0: transparent
|
292
|
+
* - data=1, mask=0: inverted color if possible, black if not.
|
293
|
+
*
|
294
|
+
* Cursors created with this function must be freed with SDL_FreeCursor().
|
295
|
+
*
|
296
|
+
* If you want to have a color cursor, or create your cursor from an
|
297
|
+
* SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
|
298
|
+
* hide the cursor and draw your own as part of your game's rendering, but it
|
299
|
+
* will be bound to the framerate.
|
300
|
+
*
|
301
|
+
* Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
|
302
|
+
* provides twelve readily available system cursors to pick from.
|
303
|
+
*
|
304
|
+
* \param data the color value for each pixel of the cursor
|
305
|
+
* \param mask the mask value for each pixel of the cursor
|
306
|
+
* \param w the width of the cursor
|
307
|
+
* \param h the height of the cursor
|
308
|
+
* \param hot_x the X-axis location of the upper left corner of the cursor
|
309
|
+
* relative to the actual mouse position
|
310
|
+
* \param hot_y the Y-axis location of the upper left corner of the cursor
|
311
|
+
* relative to the actual mouse position
|
312
|
+
* \returns a new cursor with the specified parameters on success or NULL on
|
313
|
+
* failure; call SDL_GetError() for more information.
|
314
|
+
*
|
315
|
+
* \since This function is available since SDL 2.0.0.
|
316
|
+
*
|
317
|
+
* \sa SDL_FreeCursor
|
318
|
+
* \sa SDL_SetCursor
|
319
|
+
* \sa SDL_ShowCursor
|
320
|
+
*/
|
321
|
+
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
|
322
|
+
const Uint8 * mask,
|
323
|
+
int w, int h, int hot_x,
|
324
|
+
int hot_y);
|
325
|
+
|
326
|
+
/**
|
327
|
+
* Create a color cursor.
|
328
|
+
*
|
329
|
+
* \param surface an SDL_Surface structure representing the cursor image
|
330
|
+
* \param hot_x the x position of the cursor hot spot
|
331
|
+
* \param hot_y the y position of the cursor hot spot
|
332
|
+
* \returns the new cursor on success or NULL on failure; call SDL_GetError()
|
333
|
+
* for more information.
|
334
|
+
*
|
335
|
+
* \since This function is available since SDL 2.0.0.
|
336
|
+
*
|
337
|
+
* \sa SDL_CreateCursor
|
338
|
+
* \sa SDL_FreeCursor
|
339
|
+
*/
|
340
|
+
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
|
341
|
+
int hot_x,
|
342
|
+
int hot_y);
|
343
|
+
|
344
|
+
/**
|
345
|
+
* Create a system cursor.
|
346
|
+
*
|
347
|
+
* \param id an SDL_SystemCursor enum value
|
348
|
+
* \returns a cursor on success or NULL on failure; call SDL_GetError() for
|
349
|
+
* more information.
|
350
|
+
*
|
351
|
+
* \since This function is available since SDL 2.0.0.
|
352
|
+
*
|
353
|
+
* \sa SDL_FreeCursor
|
354
|
+
*/
|
355
|
+
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
|
356
|
+
|
357
|
+
/**
|
358
|
+
* Set the active cursor.
|
359
|
+
*
|
360
|
+
* This function sets the currently active cursor to the specified one. If the
|
361
|
+
* cursor is currently visible, the change will be immediately represented on
|
362
|
+
* the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
|
363
|
+
* this is desired for any reason.
|
364
|
+
*
|
365
|
+
* \param cursor a cursor to make active
|
366
|
+
*
|
367
|
+
* \since This function is available since SDL 2.0.0.
|
368
|
+
*
|
369
|
+
* \sa SDL_CreateCursor
|
370
|
+
* \sa SDL_GetCursor
|
371
|
+
* \sa SDL_ShowCursor
|
372
|
+
*/
|
373
|
+
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
|
374
|
+
|
375
|
+
/**
|
376
|
+
* Get the active cursor.
|
377
|
+
*
|
378
|
+
* This function returns a pointer to the current cursor which is owned by the
|
379
|
+
* library. It is not necessary to free the cursor with SDL_FreeCursor().
|
380
|
+
*
|
381
|
+
* \returns the active cursor or NULL if there is no mouse.
|
382
|
+
*
|
383
|
+
* \since This function is available since SDL 2.0.0.
|
384
|
+
*
|
385
|
+
* \sa SDL_SetCursor
|
386
|
+
*/
|
387
|
+
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
|
388
|
+
|
389
|
+
/**
|
390
|
+
* Get the default cursor.
|
391
|
+
*
|
392
|
+
* \returns the default cursor on success or NULL on failure.
|
393
|
+
*
|
394
|
+
* \since This function is available since SDL 2.0.0.
|
395
|
+
*
|
396
|
+
* \sa SDL_CreateSystemCursor
|
397
|
+
*/
|
398
|
+
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
|
399
|
+
|
400
|
+
/**
|
401
|
+
* Free a previously-created cursor.
|
402
|
+
*
|
403
|
+
* Use this function to free cursor resources created with SDL_CreateCursor(),
|
404
|
+
* SDL_CreateColorCursor() or SDL_CreateSystemCursor().
|
405
|
+
*
|
406
|
+
* \param cursor the cursor to free
|
407
|
+
*
|
408
|
+
* \since This function is available since SDL 2.0.0.
|
409
|
+
*
|
410
|
+
* \sa SDL_CreateColorCursor
|
411
|
+
* \sa SDL_CreateCursor
|
412
|
+
* \sa SDL_CreateSystemCursor
|
413
|
+
*/
|
414
|
+
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
|
415
|
+
|
416
|
+
/**
|
417
|
+
* Toggle whether or not the cursor is shown.
|
418
|
+
*
|
419
|
+
* The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
|
420
|
+
* displays the cursor and passing `SDL_DISABLE` hides it.
|
421
|
+
*
|
422
|
+
* The current state of the mouse cursor can be queried by passing
|
423
|
+
* `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
|
424
|
+
*
|
425
|
+
* \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
|
426
|
+
* `SDL_QUERY` to query the current state without changing it.
|
427
|
+
* \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
|
428
|
+
* cursor is hidden, or a negative error code on failure; call
|
429
|
+
* SDL_GetError() for more information.
|
430
|
+
*
|
431
|
+
* \since This function is available since SDL 2.0.0.
|
432
|
+
*
|
433
|
+
* \sa SDL_CreateCursor
|
434
|
+
* \sa SDL_SetCursor
|
435
|
+
*/
|
436
|
+
extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
|
437
|
+
|
438
|
+
/**
|
439
|
+
* Used as a mask when testing buttons in buttonstate.
|
440
|
+
*
|
441
|
+
* - Button 1: Left mouse button
|
442
|
+
* - Button 2: Middle mouse button
|
443
|
+
* - Button 3: Right mouse button
|
444
|
+
*/
|
445
|
+
#define SDL_BUTTON(X) (1 << ((X)-1))
|
446
|
+
#define SDL_BUTTON_LEFT 1
|
447
|
+
#define SDL_BUTTON_MIDDLE 2
|
448
|
+
#define SDL_BUTTON_RIGHT 3
|
449
|
+
#define SDL_BUTTON_X1 4
|
450
|
+
#define SDL_BUTTON_X2 5
|
451
|
+
#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
|
452
|
+
#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
|
453
|
+
#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
|
454
|
+
#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
|
455
|
+
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
|
456
|
+
|
457
|
+
/* Ends C function definitions when using C++ */
|
458
|
+
#ifdef __cplusplus
|
459
|
+
}
|
460
|
+
#endif
|
461
|
+
#include "close_code.h"
|
462
|
+
|
463
|
+
#endif /* SDL_mouse_h_ */
|
464
|
+
|
465
|
+
/* vi: set ts=4 sw=4 expandtab: */
|