native_audio 0.1.0

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Files changed (156) hide show
  1. checksums.yaml +7 -0
  2. data/assets/include/GL/glew.h +26427 -0
  3. data/assets/include/GLES2/gl2.h +656 -0
  4. data/assets/include/GLES2/gl2ext.h +3949 -0
  5. data/assets/include/GLES2/gl2ext_angle.h +701 -0
  6. data/assets/include/GLES2/gl2platform.h +27 -0
  7. data/assets/include/GLES3/gl3.h +1192 -0
  8. data/assets/include/GLES3/gl31.h +1507 -0
  9. data/assets/include/GLES3/gl32.h +1808 -0
  10. data/assets/include/GLES3/gl3platform.h +27 -0
  11. data/assets/include/KHR/khrplatform.h +290 -0
  12. data/assets/include/SDL2/SDL.h +233 -0
  13. data/assets/include/SDL2/SDL_assert.h +326 -0
  14. data/assets/include/SDL2/SDL_atomic.h +415 -0
  15. data/assets/include/SDL2/SDL_audio.h +1500 -0
  16. data/assets/include/SDL2/SDL_bits.h +126 -0
  17. data/assets/include/SDL2/SDL_blendmode.h +198 -0
  18. data/assets/include/SDL2/SDL_clipboard.h +141 -0
  19. data/assets/include/SDL2/SDL_config.h +61 -0
  20. data/assets/include/SDL2/SDL_config_android.h +194 -0
  21. data/assets/include/SDL2/SDL_config_emscripten.h +218 -0
  22. data/assets/include/SDL2/SDL_config_iphoneos.h +217 -0
  23. data/assets/include/SDL2/SDL_config_macosx.h +277 -0
  24. data/assets/include/SDL2/SDL_config_minimal.h +95 -0
  25. data/assets/include/SDL2/SDL_config_ngage.h +89 -0
  26. data/assets/include/SDL2/SDL_config_os2.h +207 -0
  27. data/assets/include/SDL2/SDL_config_pandora.h +141 -0
  28. data/assets/include/SDL2/SDL_config_windows.h +331 -0
  29. data/assets/include/SDL2/SDL_config_wingdk.h +253 -0
  30. data/assets/include/SDL2/SDL_config_winrt.h +220 -0
  31. data/assets/include/SDL2/SDL_config_xbox.h +235 -0
  32. data/assets/include/SDL2/SDL_copying.h +20 -0
  33. data/assets/include/SDL2/SDL_cpuinfo.h +594 -0
  34. data/assets/include/SDL2/SDL_egl.h +2352 -0
  35. data/assets/include/SDL2/SDL_endian.h +348 -0
  36. data/assets/include/SDL2/SDL_error.h +163 -0
  37. data/assets/include/SDL2/SDL_events.h +1166 -0
  38. data/assets/include/SDL2/SDL_filesystem.h +149 -0
  39. data/assets/include/SDL2/SDL_gamecontroller.h +1074 -0
  40. data/assets/include/SDL2/SDL_gesture.h +117 -0
  41. data/assets/include/SDL2/SDL_guid.h +100 -0
  42. data/assets/include/SDL2/SDL_haptic.h +1341 -0
  43. data/assets/include/SDL2/SDL_hidapi.h +451 -0
  44. data/assets/include/SDL2/SDL_hints.h +2569 -0
  45. data/assets/include/SDL2/SDL_image.h +2173 -0
  46. data/assets/include/SDL2/SDL_joystick.h +1066 -0
  47. data/assets/include/SDL2/SDL_keyboard.h +353 -0
  48. data/assets/include/SDL2/SDL_keycode.h +358 -0
  49. data/assets/include/SDL2/SDL_loadso.h +115 -0
  50. data/assets/include/SDL2/SDL_locale.h +103 -0
  51. data/assets/include/SDL2/SDL_log.h +404 -0
  52. data/assets/include/SDL2/SDL_main.h +275 -0
  53. data/assets/include/SDL2/SDL_messagebox.h +193 -0
  54. data/assets/include/SDL2/SDL_metal.h +113 -0
  55. data/assets/include/SDL2/SDL_misc.h +79 -0
  56. data/assets/include/SDL2/SDL_mixer.h +2784 -0
  57. data/assets/include/SDL2/SDL_mouse.h +465 -0
  58. data/assets/include/SDL2/SDL_mutex.h +471 -0
  59. data/assets/include/SDL2/SDL_name.h +33 -0
  60. data/assets/include/SDL2/SDL_opengl.h +2132 -0
  61. data/assets/include/SDL2/SDL_opengl_glext.h +13209 -0
  62. data/assets/include/SDL2/SDL_opengles.h +39 -0
  63. data/assets/include/SDL2/SDL_opengles2.h +52 -0
  64. data/assets/include/SDL2/SDL_opengles2_gl2.h +656 -0
  65. data/assets/include/SDL2/SDL_opengles2_gl2ext.h +4033 -0
  66. data/assets/include/SDL2/SDL_opengles2_gl2platform.h +27 -0
  67. data/assets/include/SDL2/SDL_opengles2_khrplatform.h +311 -0
  68. data/assets/include/SDL2/SDL_pixels.h +644 -0
  69. data/assets/include/SDL2/SDL_platform.h +261 -0
  70. data/assets/include/SDL2/SDL_power.h +88 -0
  71. data/assets/include/SDL2/SDL_quit.h +58 -0
  72. data/assets/include/SDL2/SDL_rect.h +376 -0
  73. data/assets/include/SDL2/SDL_render.h +1919 -0
  74. data/assets/include/SDL2/SDL_revision.h +6 -0
  75. data/assets/include/SDL2/SDL_rwops.h +841 -0
  76. data/assets/include/SDL2/SDL_scancode.h +438 -0
  77. data/assets/include/SDL2/SDL_sensor.h +322 -0
  78. data/assets/include/SDL2/SDL_shape.h +155 -0
  79. data/assets/include/SDL2/SDL_stdinc.h +830 -0
  80. data/assets/include/SDL2/SDL_surface.h +997 -0
  81. data/assets/include/SDL2/SDL_system.h +623 -0
  82. data/assets/include/SDL2/SDL_syswm.h +386 -0
  83. data/assets/include/SDL2/SDL_test.h +69 -0
  84. data/assets/include/SDL2/SDL_test_assert.h +105 -0
  85. data/assets/include/SDL2/SDL_test_common.h +236 -0
  86. data/assets/include/SDL2/SDL_test_compare.h +69 -0
  87. data/assets/include/SDL2/SDL_test_crc32.h +124 -0
  88. data/assets/include/SDL2/SDL_test_font.h +168 -0
  89. data/assets/include/SDL2/SDL_test_fuzzer.h +386 -0
  90. data/assets/include/SDL2/SDL_test_harness.h +134 -0
  91. data/assets/include/SDL2/SDL_test_images.h +78 -0
  92. data/assets/include/SDL2/SDL_test_log.h +67 -0
  93. data/assets/include/SDL2/SDL_test_md5.h +129 -0
  94. data/assets/include/SDL2/SDL_test_memory.h +63 -0
  95. data/assets/include/SDL2/SDL_test_random.h +115 -0
  96. data/assets/include/SDL2/SDL_thread.h +464 -0
  97. data/assets/include/SDL2/SDL_timer.h +222 -0
  98. data/assets/include/SDL2/SDL_touch.h +150 -0
  99. data/assets/include/SDL2/SDL_ttf.h +2316 -0
  100. data/assets/include/SDL2/SDL_types.h +29 -0
  101. data/assets/include/SDL2/SDL_version.h +204 -0
  102. data/assets/include/SDL2/SDL_video.h +2150 -0
  103. data/assets/include/SDL2/SDL_vulkan.h +215 -0
  104. data/assets/include/SDL2/begin_code.h +187 -0
  105. data/assets/include/SDL2/close_code.h +40 -0
  106. data/assets/macos/universal/lib/libFLAC.a +0 -0
  107. data/assets/macos/universal/lib/libSDL2.a +0 -0
  108. data/assets/macos/universal/lib/libSDL2_image.a +0 -0
  109. data/assets/macos/universal/lib/libSDL2_mixer.a +0 -0
  110. data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
  111. data/assets/macos/universal/lib/libmodplug.a +0 -0
  112. data/assets/macos/universal/lib/libmpg123.a +0 -0
  113. data/assets/macos/universal/lib/libogg.a +0 -0
  114. data/assets/macos/universal/lib/libvorbis.a +0 -0
  115. data/assets/macos/universal/lib/libvorbisfile.a +0 -0
  116. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libFLAC.a +0 -0
  117. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2.a +0 -0
  118. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2_mixer.a +0 -0
  119. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libglew32.a +0 -0
  120. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmodplug.a +0 -0
  121. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmpg123.a +0 -0
  122. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libogg.a +0 -0
  123. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopus.a +0 -0
  124. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopusfile.a +0 -0
  125. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libsndfile.a +0 -0
  126. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libssp.a +1 -0
  127. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libstdc++.a +0 -0
  128. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbis.a +0 -0
  129. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbisfile.a +0 -0
  130. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libz.a +0 -0
  131. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libzstd.a +0 -0
  132. data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
  133. data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
  134. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
  135. data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
  136. data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
  137. data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
  138. data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
  139. data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
  140. data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
  141. data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
  142. data/assets/windows/mingw-w64-x86_64/lib/libssp.a +1 -0
  143. data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
  144. data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
  145. data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
  146. data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
  147. data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
  148. data/ext/Makefile +270 -0
  149. data/ext/audio.c +80 -0
  150. data/ext/audio.o +0 -0
  151. data/ext/extconf.h +3 -0
  152. data/ext/extconf.rb +177 -0
  153. data/ext/mkmf.log +7 -0
  154. data/lib/audio.bundle +0 -0
  155. data/lib/native_audio.rb +50 -0
  156. metadata +198 -0
@@ -0,0 +1,465 @@
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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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+
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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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+
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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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+
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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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+ /**
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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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+
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+ #ifndef SDL_mouse_h_
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+ #define SDL_mouse_h_
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+
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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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+
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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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+
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+ typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
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+
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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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+ /**
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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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+
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+ /* Function prototypes */
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+
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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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+ /**
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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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+ /**
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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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+ /**
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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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+ /**
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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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+ /**
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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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+ /**
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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
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+ * 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
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+ * 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_GetGlobalMouseState
266
+ */
267
+ extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
268
+
269
+ /**
270
+ * Query whether relative mouse mode is enabled.
271
+ *
272
+ * \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).
282
+ *
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: */