forked from Green-Sky/tomato
sdl (master post 3.1 preview) Merge commit 'e4f454091a943345938608570b104400f62fd625'
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59
external/sdl/SDL/include/SDL3/SDL_mouse.h
vendored
59
external/sdl/SDL/include/SDL3/SDL_mouse.h
vendored
@@ -81,6 +81,52 @@ typedef enum
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/* Function prototypes */
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/**
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* Return whether a mouse is currently connected.
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*
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* \returns SDL_TRUE if a mouse is connected, SDL_FALSE otherwise.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetMice
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_HasMouse(void);
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/**
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* Get a list of currently connected mice.
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*
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* Note that this will include any device or virtual driver that includes
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* mouse functionality, including some game controllers, KVM switches, etc.
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* You should wait for input from a device before you consider it actively in
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* use.
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*
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* \param count a pointer filled in with the number of mice returned
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* \returns a 0 terminated array of mouse instance IDs which should be freed
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* with SDL_free(), or NULL on error; call SDL_GetError() for more
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* details.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetMouseInstanceName
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* \sa SDL_HasMouse
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*/
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extern DECLSPEC SDL_MouseID *SDLCALL SDL_GetMice(int *count);
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/**
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* Get the name of a mouse.
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*
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* This function returns "" if the mouse doesn't have a name.
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*
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* \param instance_id the mouse instance ID
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* \returns the name of the selected mouse, or NULL 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 3.0.0.
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*
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* \sa SDL_GetMice
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetMouseInstanceName(SDL_MouseID instance_id);
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/**
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* Get the window which currently has mouse focus.
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*
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@@ -109,7 +155,6 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
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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(float *x, float *y);
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@@ -139,6 +184,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(float *x, float *y);
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CaptureMouse
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* \sa SDL_GetMouseState
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(float *x, float *y);
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@@ -239,8 +285,8 @@ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
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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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* probably use SDL_SetRelativeMouseMode() or SDL_SetWindowMouseGrab(),
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* depending 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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@@ -318,6 +364,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateColorCursor
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* \sa SDL_CreateSystemCursor
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* \sa SDL_DestroyCursor
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* \sa SDL_SetCursor
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*/
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@@ -338,7 +386,9 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateCursor
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* \sa SDL_CreateSystemCursor
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* \sa SDL_DestroyCursor
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* \sa SDL_SetCursor
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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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@@ -371,7 +421,6 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateCursor
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* \sa SDL_GetCursor
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*/
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extern DECLSPEC int SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
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@@ -399,8 +448,6 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
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* \returns the default cursor on success or NULL on failure.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateSystemCursor
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
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