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* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage. * D3DX11SaveTextureToFile usage is dropped and not replaced. * If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly. * If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions. * GLew updated to 1.10.0 * compiler switches added: /volatile:iso, /d2Zi+ * LTCG available via msbuild property: DolphinRelease * SDL updated to 2.0.0 * All Externals (excl. OpenAL and SDL) are built from source. * Now uses STL version of std::{mutex,condition_variable,thread} * Now uses Build as root directory for *all* intermediate files * Binary directory is populated as post-build msbuild action * .gitignore is simplified * UnitTests project is no longer compiled
225 lines
7.3 KiB
C
225 lines
7.3 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 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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/* Function prototypes */
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/**
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* \brief Get the window which currently has mouse focus.
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*/
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extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
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/**
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* \brief 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
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* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
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* mouse cursor position relative to the focus window for the currently
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* selected mouse. You can pass NULL for either x or y.
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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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* \brief 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
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* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
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* mouse deltas since the last call to SDL_GetRelativeMouseState().
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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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* \brief Moves the mouse to the given position within the window.
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*
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* \param window The window to move the mouse into, or NULL for the current 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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* \note This function generates a mouse motion event
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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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* \brief Set relative mouse mode.
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*
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* \param enabled Whether or not to enable relative mode
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*
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* \return 0 on success, or -1 if relative mode is not supported.
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*
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* While the mouse is in relative mode, the cursor is hidden, and the
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* driver will try to report continuous motion in the current window.
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* Only relative motion events will be delivered, the mouse position
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* will not change.
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*
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* \note This function will flush any pending mouse motion.
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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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* \brief Query whether relative mouse mode is enabled.
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*
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* \sa SDL_SetRelativeMouseMode()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
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/**
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* \brief Create a cursor, using the specified bitmap data and
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* mask (in MSB format).
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*
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* The cursor width must be a multiple of 8 bits.
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*
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* The cursor is created in black and white according to the following:
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* <table>
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* <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
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* <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
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* <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
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* <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
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* <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
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* if not. </td></tr>
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* </table>
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*
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* \sa SDL_FreeCursor()
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
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const Uint8 * mask,
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int w, int h, int hot_x,
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int hot_y);
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/**
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* \brief Create a color cursor.
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*
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* \sa SDL_FreeCursor()
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
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int hot_x,
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int hot_y);
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/**
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* \brief Create a system cursor.
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*
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* \sa SDL_FreeCursor()
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
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/**
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* \brief Set the active cursor.
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*/
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extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
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/**
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* \brief Return the active cursor.
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
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/**
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* \brief Return the default cursor.
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
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/**
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* \brief Frees a cursor created with SDL_CreateCursor().
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*
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* \sa SDL_CreateCursor()
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*/
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extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
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/**
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* \brief Toggle whether or not the cursor is shown.
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*
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* \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
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* state.
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*
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* \return 1 if the cursor is shown, or 0 if the cursor is hidden.
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*/
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extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
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/**
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* Used as a mask when testing buttons in buttonstate.
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* - Button 1: Left mouse button
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* - Button 2: Middle mouse button
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* - Button 3: Right mouse button
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*/
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#define SDL_BUTTON(X) (1 << ((X)-1))
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#define SDL_BUTTON_LEFT 1
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#define SDL_BUTTON_MIDDLE 2
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#define SDL_BUTTON_RIGHT 3
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#define SDL_BUTTON_X1 4
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#define SDL_BUTTON_X2 5
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#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
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#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
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#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
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#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
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#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* _SDL_mouse_h */
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/* vi: set ts=4 sw=4 expandtab: */
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