/
SDL_mouse.h.go
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/
SDL_mouse.h.go
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// Machine-generated file.
// See http://winterdrache.de/bindings for details.
package sdl
// #include "includes.h"
import "C"
import "unsafe"
// Include file for SDL mouse event handling.
const (
BUTTON_LEFT = C.SDL_BUTTON_LEFT
BUTTON_MIDDLE = C.SDL_BUTTON_MIDDLE
BUTTON_RIGHT = C.SDL_BUTTON_RIGHT
BUTTON_X1 = C.SDL_BUTTON_X1
BUTTON_X2 = C.SDL_BUTTON_X2
BUTTON_LMASK = C.SDL_BUTTON_LMASK
BUTTON_MMASK = C.SDL_BUTTON_MMASK
BUTTON_RMASK = C.SDL_BUTTON_RMASK
BUTTON_X1MASK = C.SDL_BUTTON_X1MASK
BUTTON_X2MASK = C.SDL_BUTTON_X2MASK
)
// Cursor types for SDL_CreateSystemCursor.
// ↪ https://wiki.libsdl.org/SDL_SystemCursor
type SystemCursor int
const (
// Arrow
SYSTEM_CURSOR_ARROW SystemCursor = C.SDL_SYSTEM_CURSOR_ARROW
// I-beam
SYSTEM_CURSOR_IBEAM SystemCursor = C.SDL_SYSTEM_CURSOR_IBEAM
// Wait
SYSTEM_CURSOR_WAIT SystemCursor = C.SDL_SYSTEM_CURSOR_WAIT
// Crosshair
SYSTEM_CURSOR_CROSSHAIR SystemCursor = C.SDL_SYSTEM_CURSOR_CROSSHAIR
// Small wait cursor (or Wait if not available)
SYSTEM_CURSOR_WAITARROW SystemCursor = C.SDL_SYSTEM_CURSOR_WAITARROW
// Double arrow pointing northwest and southeast
SYSTEM_CURSOR_SIZENWSE SystemCursor = C.SDL_SYSTEM_CURSOR_SIZENWSE
// Double arrow pointing northeast and southwest
SYSTEM_CURSOR_SIZENESW SystemCursor = C.SDL_SYSTEM_CURSOR_SIZENESW
// Double arrow pointing west and east
SYSTEM_CURSOR_SIZEWE SystemCursor = C.SDL_SYSTEM_CURSOR_SIZEWE
// Double arrow pointing north and south
SYSTEM_CURSOR_SIZENS SystemCursor = C.SDL_SYSTEM_CURSOR_SIZENS
// Four pointed arrow pointing north, south, east, and west
SYSTEM_CURSOR_SIZEALL SystemCursor = C.SDL_SYSTEM_CURSOR_SIZEALL
// Slashed circle or crossbones
SYSTEM_CURSOR_NO SystemCursor = C.SDL_SYSTEM_CURSOR_NO
// Hand
SYSTEM_CURSOR_HAND SystemCursor = C.SDL_SYSTEM_CURSOR_HAND
NUM_SYSTEM_CURSORS SystemCursor = C.SDL_NUM_SYSTEM_CURSORS
)
// Scroll direction types for the Scroll event.
type MouseWheelDirection int
const (
// The scroll direction is normal
MOUSEWHEEL_NORMAL MouseWheelDirection = C.SDL_MOUSEWHEEL_NORMAL
// The scroll direction is flipped / natural
MOUSEWHEEL_FLIPPED MouseWheelDirection = C.SDL_MOUSEWHEEL_FLIPPED
)
type Cursor C.SDL_Cursor
// Get the window which currently has mouse focus.
// ↪ https://wiki.libsdl.org/SDL_GetMouseFocus
func GetMouseFocus() (retval *Window) {
retval = (*Window)(unsafe.Pointer(C.SDL_GetMouseFocus()))
return
}
// 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 NULL for either x or y.
// ↪ https://wiki.libsdl.org/SDL_GetMouseState
func GetMouseState() (retval uint32, x int, y int) {
tmp_x := new(C.int)
tmp_y := new(C.int)
retval = uint32(C.SDL_GetMouseState((*C.int)(tmp_x), (*C.int)(tmp_y)))
x = deref_int_ptr(tmp_x)
y = deref_int_ptr(tmp_y)
return
}
// 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.
//
// Returns: The current button state as a bitmask, which can be tested
// using the SDL_BUTTON(X) macros.
//
// See also: SDL_GetMouseState
//
// x
// Returns the current X coord, relative to the desktop. Can be NULL.
//
// y
// Returns the current Y coord, relative to the desktop. Can be NULL.
//
// ↪ https://wiki.libsdl.org/SDL_GetGlobalMouseState
func GetGlobalMouseState() (retval uint32, x int, y int) {
tmp_x := new(C.int)
tmp_y := new(C.int)
retval = uint32(C.SDL_GetGlobalMouseState((*C.int)(tmp_x), (*C.int)(tmp_y)))
x = deref_int_ptr(tmp_x)
y = deref_int_ptr(tmp_y)
return
}
// 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().
// ↪ https://wiki.libsdl.org/SDL_GetRelativeMouseState
func GetRelativeMouseState() (retval uint32, x int, y int) {
tmp_x := new(C.int)
tmp_y := new(C.int)
retval = uint32(C.SDL_GetRelativeMouseState((*C.int)(tmp_x), (*C.int)(tmp_y)))
x = deref_int_ptr(tmp_x)
y = deref_int_ptr(tmp_y)
return
}
// Moves the mouse to the given position within the window.
//
// Note: This function generates a mouse motion event
//
// window
// The window to move the mouse into, or NULL for the current mouse focus
//
// x
// The x coordinate within the window
//
// y
// The y coordinate within the window
//
// ↪ https://wiki.libsdl.org/SDL_WarpMouseInWindow
func WarpMouseInWindow(window *Window, x int, y int) {
C.SDL_WarpMouseInWindow((*C.SDL_Window)(window), C.int(x), C.int(y))
}
// Moves the mouse to the given position in global screen space.
//
// Returns: 0 on success, -1 on error (usually: unsupported by a
// platform).
//
// Note: This function generates a mouse motion event
//
// x
// The x coordinate
//
// y
// The y coordinate
//
// ↪ https://wiki.libsdl.org/SDL_WarpMouseGlobal
func WarpMouseGlobal(x int, y int) (retval int) {
retval = int(C.SDL_WarpMouseGlobal(C.int(x), C.int(y)))
return
}
// Set relative mouse mode.
//
// Returns: 0 on success, or -1 if relative mode is not supported.
//
// enabled
// Whether or not to enable relative mode
//
// 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.
//
// Note: This function will flush any pending mouse motion.
//
// See also: SDL_GetRelativeMouseMode()
//
// ↪ https://wiki.libsdl.org/SDL_SetRelativeMouseMode
func SetRelativeMouseMode(enabled bool) (retval int) {
retval = int(C.SDL_SetRelativeMouseMode(bool2bool(enabled)))
return
}
// Capture the mouse, to track input outside an SDL window.
//
// 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.
//
// Returns: 0 on success, or -1 if not supported.
//
// ↪ https://wiki.libsdl.org/SDL_CaptureMouse
func CaptureMouse(enabled bool) (retval int) {
retval = int(C.SDL_CaptureMouse(bool2bool(enabled)))
return
}
// Query whether relative mouse mode is enabled.
//
// See also: SDL_SetRelativeMouseMode()
//
// ↪ https://wiki.libsdl.org/SDL_GetRelativeMouseMode
func GetRelativeMouseMode() (retval bool) {
retval = C.SDL_TRUE==(C.SDL_GetRelativeMouseMode())
return
}
// Create a color cursor.
//
// See also: SDL_FreeCursor()
//
// ↪ https://wiki.libsdl.org/SDL_CreateColorCursor
func CreateColorCursor(surface *Surface, hot_x int, hot_y int) (retval *Cursor) {
retval = (*Cursor)(unsafe.Pointer(C.SDL_CreateColorCursor((*C.SDL_Surface)(surface), C.int(hot_x), C.int(hot_y))))
return
}
// Create a system cursor.
//
// See also: SDL_FreeCursor()
//
// ↪ https://wiki.libsdl.org/SDL_CreateSystemCursor
func CreateSystemCursor(id SystemCursor) (retval *Cursor) {
retval = (*Cursor)(unsafe.Pointer(C.SDL_CreateSystemCursor(C.SDL_SystemCursor(id))))
return
}
// Set the active cursor.
// ↪ https://wiki.libsdl.org/SDL_SetCursor
func SetCursor(cursor *Cursor) {
C.SDL_SetCursor((*C.SDL_Cursor)(cursor))
}
// Return the active cursor.
// ↪ https://wiki.libsdl.org/SDL_GetCursor
func GetCursor() (retval *Cursor) {
retval = (*Cursor)(unsafe.Pointer(C.SDL_GetCursor()))
return
}
// Return the default cursor.
// ↪ https://wiki.libsdl.org/SDL_GetDefaultCursor
func GetDefaultCursor() (retval *Cursor) {
retval = (*Cursor)(unsafe.Pointer(C.SDL_GetDefaultCursor()))
return
}
// Frees a cursor created with SDL_CreateCursor().
//
// See also: SDL_CreateCursor()
//
// ↪ https://wiki.libsdl.org/SDL_FreeCursor
func (cursor *Cursor) Free() {
C.SDL_FreeCursor((*C.SDL_Cursor)(cursor))
}
// Toggle whether or not the cursor is shown.
//
// Returns: 1 if the cursor is shown, or 0 if the cursor is hidden.
//
// toggle
// 1 to show the cursor, 0 to hide it, -1 to query the current state.
//
// ↪ https://wiki.libsdl.org/SDL_ShowCursor
func ShowCursor(toggle int) (retval int) {
retval = int(C.SDL_ShowCursor(C.int(toggle)))
return
}