SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401938
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686 changed files with 117556 additions and 98661 deletions
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@ -20,7 +20,11 @@
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slouken@libsdl.org
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*/
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/* Include file for SDL mouse event handling */
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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 "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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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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typedef struct WMcursor WMcursor; /* Implementation dependent */
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typedef struct SDL_Cursor {
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SDL_Rect area; /* The area of the mouse cursor */
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Sint16 hot_x, hot_y; /* The "tip" of the cursor */
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Uint8 *data; /* B/W cursor data */
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Uint8 *mask; /* B/W cursor mask */
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Uint8 *save[2]; /* Place to save cursor area */
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WMcursor *wm_cursor; /* Window-manager cursor */
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} SDL_Cursor;
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typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */
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/* Function prototypes */
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/*
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* Retrieve the current state of the mouse.
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/**
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* \fn int SDL_GetNumMice(void)
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*
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* \brief Get the number of mouse input devices available.
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*
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* \sa SDL_SelectMouse()
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumMice(void);
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/**
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* \fn int SDL_SelectMouse(int index)
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*
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* \brief Set the index of the currently selected mouse.
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*
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* \return The index of the previously selected mouse.
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*
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* \note You can query the currently selected mouse by passing an index of -1.
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*
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* \sa SDL_GetNumMice()
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*/
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extern DECLSPEC int SDLCALL SDL_SelectMouse(int index);
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/**
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* \fn SDL_WindowID SDL_GetMouseFocusWindow(void)
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*
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* \brief Get the window which currently has focus for the currently selected mouse.
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*/
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extern DECLSPEC SDL_WindowID SDLCALL SDL_GetMouseFocusWindow(void);
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/**
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* \fn int SDL_SetRelativeMouseMode(SDL_bool enabled)
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*
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* \brief Set relative mouse mode for the currently selected mouse.
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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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* \fn SDL_bool SDL_GetRelativeMouseMode()
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*
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* \brief Query whether relative mouse mode is enabled for the currently selected mouse.
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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();
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/**
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* \fn Uint8 SDL_GetMouseState(int *x, int *y)
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*
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* \brief Retrieve the current state of the currently selected 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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* current mouse cursor position. You can pass NULL for either x or y.
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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 Uint8 SDLCALL SDL_GetMouseState(int *x, int *y);
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/*
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* Retrieve the current state of the mouse.
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/**
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* \fn Uint8 SDL_GetRelativeMouseState(int *x, int *y)
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*
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* \brief Retrieve the state of the currently selected 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 Uint8 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
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/*
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* Set the position of the mouse cursor (generates a mouse motion event)
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/**
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* \fn void SDL_WarpMouseInWindow(SDL_WindowID windowID, int x, int y)
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*
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* \brief Moves the currently selected mouse to the given position within the window.
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*
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* \param windowID The window to move the mouse into, or 0 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_WarpMouse(Uint16 x, Uint16 y);
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extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_WindowID windowID,
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int x, int y);
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/*
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* Create a cursor using the specified data and mask (in MSB format).
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/**
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* \fn SDL_Cursor *SDL_CreateCursor (const Uint8 * data, const Uint8 * mask, int w, int h, int hot_x, int hot_y)
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*
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* \brief Create a cursor for the currently selected mouse, using the
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* specified bitmap data and 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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* 0 0 Transparent
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* 1 0 Inverted color if possible, black if not.
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*
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* Cursors created with this function must be freed with SDL_FreeCursor().
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* \sa SDL_FreeCursor()
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*/
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extern DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor
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(Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y);
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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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* Set the currently active cursor to the specified one.
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* If the cursor is currently visible, the change will be immediately
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* represented on the display.
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/**
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* \fn void SDL_SetCursor(SDL_Cursor * cursor)
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*
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* \brief Set the active cursor for the currently selected mouse.
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*
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* \note The cursor must have been created for the selected mouse.
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*/
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extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor *cursor);
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extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
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/*
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* Returns the currently active cursor.
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/**
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* \fn SDL_Cursor *SDL_GetCursor(void)
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*
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* \brief Return the active cursor for the currently selected mouse.
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*/
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extern DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void);
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
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/*
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* Deallocates a cursor created with SDL_CreateCursor().
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/**
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* \fn void SDL_FreeCursor(SDL_Cursor * cursor)
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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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extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
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/*
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* Toggle whether or not the cursor is shown on the screen.
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* The cursor start off displayed, but can be turned off.
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* SDL_ShowCursor() returns 1 if the cursor was being displayed
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* before the call, or 0 if it was not. You can query the current
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* state by passing a 'toggle' value of -1.
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/**
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* \fn int SDL_ShowCursor(int toggle)
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*
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* \brief Toggle whether or not the cursor is shown for the currently selected mouse.
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*
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* \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current 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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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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Button 4: Mouse wheel up (may also be a real button)
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Button 5: Mouse wheel down (may also be a real 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_WHEELUP 4
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#define SDL_BUTTON_WHEELDOWN 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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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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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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