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sdlmouse.inc
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sdlmouse.inc
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//from "sdl_mouse.h"
type
PSDL_Cursor = Pointer;
{**
* Cursor types for SDL_CreateSystemCursor.
*}
type
PSDL_SystemCursor = ^TSDL_SystemCursor;
TSDL_SystemCursor = type Word;
const
SDL_SYSTEM_CURSOR_ARROW = TSDL_SystemCursor(0); // Arrow
SDL_SYSTEM_CURSOR_IBEAM = TSDL_SystemCursor(1); // I-beam
SDL_SYSTEM_CURSOR_WAIT = TSDL_SystemCursor(2); // Wait
SDL_SYSTEM_CURSOR_CROSSHAIR = TSDL_SystemCursor(3); // Crosshair
SDL_SYSTEM_CURSOR_WAITARROW = TSDL_SystemCursor(4); // Small wait cursor (or Wait if not available)
SDL_SYSTEM_CURSOR_SIZENWSE = TSDL_SystemCursor(5); // Double arrow pointing northwest and southeast
SDL_SYSTEM_CURSOR_SIZENESW = TSDL_SystemCursor(6); // Double arrow pointing northeast and southwest
SDL_SYSTEM_CURSOR_SIZEWE = TSDL_SystemCursor(7); // Double arrow pointing west and east
SDL_SYSTEM_CURSOR_SIZENS = TSDL_SystemCursor(8); // Double arrow pointing north and south
SDL_SYSTEM_CURSOR_SIZEALL = TSDL_SystemCursor(9); // Four pointed arrow pointing north, south, east, and west
SDL_SYSTEM_CURSOR_NO = TSDL_SystemCursor(10); // Slashed circle or crossbones
SDL_SYSTEM_CURSOR_HAND = TSDL_SystemCursor(11); // Hand
SDL_NUM_SYSTEM_CURSORS = TSDL_SystemCursor(12);
{* Function prototypes *}
{**
* Get the window which currently has mouse focus.
*}
function SDL_GetMouseFocus: PSDL_Window cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetMouseFocus' {$ENDIF}{$ENDIF};
{**
* Retrieve the current state of the mouse.
*
* The current button state is returned as a button bitmask, which can
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
* mouse cursor position relative to the focus window for the currently
* selected mouse. You can pass nil for either x or y.
*
* SDL_Button = 1 shl ((X)-1)
*}
function SDL_GetMouseState(x: PInt; y: PInt): UInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetMouseState' {$ENDIF}{$ENDIF};
{**
* \brief Get the current state of the mouse, in relation to the desktop
*
* This works just like SDL_GetMouseState(), but the coordinates will be
* reported relative to the top-left of the desktop. This can be useful if
* you need to track the mouse outside of a specific window and
* SDL_CaptureMouse() doesn't fit your needs. For example, it could be
* useful if you need to track the mouse while dragging a window, where
* coordinates relative to a window might not be in sync at all times.
*
* \note SDL_GetMouseState() returns the mouse position as SDL understands
* it from the last pump of the event queue. This function, however,
* queries the OS for the current mouse position, and as such, might
* be a slightly less efficient function. Unless you know what you're
* doing and have a good reason to use this function, you probably want
* SDL_GetMouseState() instead.
*
* \param x Returns the current X coord, relative to the desktop. Can be NULL.
* \param y Returns the current Y coord, relative to the desktop. Can be NULL.
* \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
*
* \sa SDL_GetMouseState
*}
function SDL_GetGlobalMouseState(x, y: PSInt32): UInt32; cdecl;
external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetGlobalMouseState' {$ENDIF}{$ENDIF};
{**
* Retrieve the relative state of the mouse.
*
* The current button state is returned as a button bitmask, which can
* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
* mouse deltas since the last call to SDL_GetRelativeMouseState().
*}
function SDL_GetRelativeMouseState(x: PInt; y: PInt): UInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetRelativeMouseState' {$ENDIF}{$ENDIF};
{**
* Moves the mouse to the given position within the window.
*
* window The window to move the mouse into, or nil for the current mouse focus
* x The x coordinate within the window
* y The y coordinate within the window
*
* This function generates a mouse motion event
*}
procedure SDL_WarpMouseInWindow(window: PSDL_Window; x: SInt32; y: SInt32) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_WarpMouseInWindow' {$ENDIF}{$ENDIF};
{**
* \brief Moves the mouse to the given position in global screen space.
*
* \param x The x coordinate
* \param y The y coordinate
* \return 0 on success, -1 on error (usually: unsupported by a platform).
*
* \note This function generates a mouse motion event
*}
Function SDL_WarpMouseGlobal(x, y: SInt32): SInt32; cdecl;
external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_WarpMouseGlobal' {$ENDIF}{$ENDIF};
{**
* Set relative mouse mode.
*
* enabled Whether or not to enable relative mode
*
* 0 on success, or -1 if relative mode is not supported.
*
* While the mouse is in relative mode, the cursor is hidden, and the
* driver will try to report continuous motion in the current window.
* Only relative motion events will be delivered, the mouse position
* will not change.
*
* This function will flush any pending mouse motion.
*
* SDL_GetRelativeMouseMode()
*}
function SDL_SetRelativeMouseMode(enabled: TSDL_Bool): SInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetRelativeMouseMode' {$ENDIF}{$ENDIF};
{**
* \brief Capture the mouse, to track input outside an SDL window.
*
* \param enabled Whether or not to enable capturing
*
* Capturing enables your app to obtain mouse events globally, instead of
* just within your window. Not all video targets support this function.
* When capturing is enabled, the current window will get all mouse events,
* but unlike relative mode, no change is made to the cursor and it is
* not restrained to your window.
*
* This function may also deny mouse input to other windows--both those in
* your application and others on the system--so you should use this
* function sparingly, and in small bursts. For example, you might want to
* track the mouse while the user is dragging something, until the user
* releases a mouse button. It is not recommended that you capture the mouse
* for long periods of time, such as the entire time your app is running.
*
* While captured, mouse events still report coordinates relative to the
* current (foreground) window, but those coordinates may be outside the
* bounds of the window (including negative values). Capturing is only
* allowed for the foreground window. If the window loses focus while
* capturing, the capture will be disabled automatically.
*
* While capturing is enabled, the current window will have the
* SDL_WINDOW_MOUSE_CAPTURE flag set.
*
* \return 0 on success, or -1 if not supported.
*}
function SDL_CaptureMouse(enabled: TSDL_Bool): SInt32; cdecl;
external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_CaptureMouse' {$ENDIF}{$ENDIF};
{**
* Query whether relative mouse mode is enabled.
*
* SDL_SetRelativeMouseMode()
*}
function SDL_GetRelativeMouseMode: TSDL_Bool cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetRelativeMouseMode' {$ENDIF}{$ENDIF};
{**
* Create a cursor, using the specified bitmap data and
* mask (in MSB format).
*
* The cursor width must be a multiple of 8 bits.
*
* The cursor is created in black and white according to the following:
* <table>
* <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
* <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
* <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
* <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
* <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
* if not. </td></tr>
* </table>
*
* SDL_FreeCursor()
*}
function SDL_CreateCursor(const data: PUInt8; const mask: PUInt8; w: SInt32; h: SInt32; hot_x: SInt32; hot_y: SInt32): PSDL_Cursor cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_CreateCursor' {$ENDIF}{$ENDIF};
{**
* Create a color cursor.
*
* SDL_FreeCursor()
*}
function SDL_CreateColorCursor(surface: PSDL_Surface; hot_x: SInt32; hot_y: SInt32): PSDL_Cursor cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_CreateColorCursor' {$ENDIF}{$ENDIF};
{**
* Create a system cursor.
*
* SDL_FreeCursor()
*}
function SDL_CreateSystemCursor(id: TSDL_SystemCursor): PSDL_Cursor cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_CreateSystemCursor' {$ENDIF}{$ENDIF};
{**
* Set the active cursor.
*}
procedure SDL_SetCursor(cursor: PSDL_Cursor) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetCursor' {$ENDIF}{$ENDIF};
{**
* Return the active cursor.
*}
function SDL_GetCursor: PSDL_Cursor cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetCursor' {$ENDIF}{$ENDIF};
{**
* Return the default cursor.
*}
function SDL_GetDefaultCursor: PSDL_Cursor cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetDefaultCursor' {$ENDIF}{$ENDIF};
{**
* Frees a cursor created with SDL_CreateCursor().
*
* SDL_CreateCursor()
*}
procedure SDL_FreeCursor(cursor: PSDL_Cursor) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_FreeCursor' {$ENDIF}{$ENDIF};
{**
* Toggle whether or not the cursor is shown.
*
* toggle 1 to show the cursor, 0 to hide it, -1 to query the current
* state.
*
* 1 if the cursor is shown, or 0 if the cursor is hidden.
*}
function SDL_ShowCursor(toggle: SInt32): SInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_ShowCursor' {$ENDIF}{$ENDIF};
function SDL_Button(button: SInt32): SInt32; {$IFNDEF DELPHI} inline; {$ELSE} {$IFDEF DELPHI10UP} inline; {$ENDIF} {$ENDIF}
const
{**
* Used as a mask when testing buttons in buttonstate.
* - Button 1: Left mouse button
* - Button 2: Middle mouse button
* - Button 3: Right mouse button
*}
SDL_BUTTON_LEFT = 1;
SDL_BUTTON_MIDDLE = 2;
SDL_BUTTON_RIGHT = 3;
SDL_BUTTON_X1 = 4;
SDL_BUTTON_X2 = 5;
SDL_BUTTON_LMASK = 1 shl ((SDL_BUTTON_LEFT) - 1);
SDL_BUTTON_MMASK = 1 shl ((SDL_BUTTON_MIDDLE) - 1);
SDL_BUTTON_RMASK = 1 shl ((SDL_BUTTON_RIGHT) - 1);
SDL_BUTTON_X1MASK = 1 shl ((SDL_BUTTON_X1) - 1);
SDL_BUTTON_X2MASK = 1 shl ((SDL_BUTTON_X2) - 1);