Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows: - SDL_CaptureMouse() - SDL_GetGlobalMouseState() - SDL_SetWindowHitTest()
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commit
b273873297
28 changed files with 901 additions and 59 deletions
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@ -77,6 +77,31 @@ extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
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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 Get the current state of the mouse, in relation to the desktop
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*
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* This works just like 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
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* you need to track the mouse outside of a specific window and
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* SDL_CaptureMouse() doesn't fit your needs. For example, it could be
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* useful if you need to track the mouse while dragging a window, where
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* coordinates relative to a 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
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* it from the last pump of the event queue. This function, however,
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* queries the OS for the current mouse position, and as such, might
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* be a slightly less efficient function. Unless you know what you're
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* doing and have a good reason to use this function, you probably want
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* SDL_GetMouseState() instead.
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*
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* \param x Returns the current X coord, relative to the desktop. Can be NULL.
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* \param y Returns the current Y coord, relative to the desktop. Can be NULL.
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* \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
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*
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* \sa SDL_GetMouseState
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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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* \brief Retrieve the relative state of the mouse.
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*
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@ -126,6 +151,37 @@ extern DECLSPEC void SDLCALL SDL_WarpMouseGlobal(int x, int y);
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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 Capture the mouse, to track input outside an SDL window.
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*
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* \param enabled Whether or not to enable capturing
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*
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* Capturing enables your app to obtain mouse events globally, instead of
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* just within your window. Not all video targets support this function.
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* When capturing is enabled, the current window will get all mouse events,
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* but unlike relative mode, no change is made to the cursor and it is
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* not 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
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* function sparingly, and in small bursts. For example, you might want to
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* track the mouse while the user is dragging something, until the user
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* releases a mouse button. It is not recommended that you capture the mouse
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* for long periods of time, such as the entire time your app is running.
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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
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* allowed for the foreground window. If the window loses focus while
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* capturing, the 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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* \return 0 on success, or -1 if not supported.
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*/
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extern DECLSPEC int SDLCALL SDL_CaptureMouse(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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