forked from vlang/sdl
-
Notifications
You must be signed in to change notification settings - Fork 0
/
mouse.c.v
310 lines (260 loc) · 10.7 KB
/
mouse.c.v
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
// Copyright(C) 2021 Lars Pontoppidan. All rights reserved.
// Use of this source code is governed by an MIT license
// that can be found in the LICENSE file.
module sdl
//
// SDL_mouse.h
//
@[noinit; typedef]
pub struct C.SDL_Cursor {
}
pub type Cursor = C.SDL_Cursor
fn C.SDL_BUTTON(x int) int
// button is used as a mask when testing buttons in buttonstate.
// - Button 1: Left mouse button
// - Button 2: Middle mouse button
// - Button 3: Right mouse button
// Example
/*
```
mut x := 0
mut y := 0
mask := sdl.get_mouse_state(&x, &y)
if mask & u32(sdl.button(sdl.button_left)) == sdl.button_lmask {
println('LMB pressed!')
}
```
*/
pub fn button(mask int) int {
return C.SDL_BUTTON(mask)
}
pub const button_left = int(C.SDL_BUTTON_LEFT) // 1
pub const button_middle = int(C.SDL_BUTTON_MIDDLE) // 2
pub const button_right = int(C.SDL_BUTTON_RIGHT) // 3
pub const button_x1 = int(C.SDL_BUTTON_X1) // 4
pub const button_x2 = int(C.SDL_BUTTON_X2) // 5
pub const button_lmask = int(C.SDL_BUTTON_LMASK) // SDL_BUTTON(SDL_BUTTON_LEFT)
pub const button_mmask = int(C.SDL_BUTTON_MMASK) // SDL_BUTTON(SDL_BUTTON_MIDDLE)
pub const button_rmask = int(C.SDL_BUTTON_RMASK) // SDL_BUTTON(SDL_BUTTON_RIGHT)
pub const button_x1mask = int(C.SDL_BUTTON_X1MASK) // SDL_BUTTON(SDL_BUTTON_X1)
pub const button_x2mask = int(C.SDL_BUTTON_X2MASK) // SDL_BUTTON(SDL_BUTTON_X2)
// SystemCursor is C.SDL_SystemCursor
// Cursor types for SDL_CreateSystemCursor().
pub enum SystemCursor {
arrow = C.SDL_SYSTEM_CURSOR_ARROW // Arrow
ibeam = C.SDL_SYSTEM_CURSOR_IBEAM // I-beam
wait = C.SDL_SYSTEM_CURSOR_WAIT // Wait
crosshair = C.SDL_SYSTEM_CURSOR_CROSSHAIR // Crosshair
waitarrow = C.SDL_SYSTEM_CURSOR_WAITARROW // Small wait cursor (or Wait if not available)
sizenwse = C.SDL_SYSTEM_CURSOR_SIZENWSE // Double arrow pointing northwest and southeast
sizenesw = C.SDL_SYSTEM_CURSOR_SIZENESW // Double arrow pointing northeast and southwest
sizewe = C.SDL_SYSTEM_CURSOR_SIZEWE // Double arrow pointing west and east
sizens = C.SDL_SYSTEM_CURSOR_SIZENS // Double arrow pointing north and south
sizeall = C.SDL_SYSTEM_CURSOR_SIZEALL // Four pointed arrow pointing north, south, east, and west
no = C.SDL_SYSTEM_CURSOR_NO // Slashed circle or crossbones
hand = C.SDL_SYSTEM_CURSOR_HAND // Hand
num_cursors = C.SDL_NUM_SYSTEM_CURSORS
}
// MouseWheelDirection is C.SDL_MouseWheelDirection
// Scroll direction types for the Scroll event
pub enum MouseWheelDirection {
normal = C.SDL_MOUSEWHEEL_NORMAL // The scroll direction is normal
flipped = C.SDL_MOUSEWHEEL_FLIPPED // The scroll direction is flipped / natural
}
fn C.SDL_GetMouseFocus() &C.SDL_Window
// get_mouse_focus gets the window which currently has mouse focus.
pub fn get_mouse_focus() &Window {
return C.SDL_GetMouseFocus()
}
fn C.SDL_GetMouseState(x &int, y &int) u32
// get_mouse_state retrieves 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.
pub fn get_mouse_state(x &int, y &int) u32 {
return C.SDL_GetMouseState(x, y)
}
fn C.SDL_GetGlobalMouseState(x &int, y &int) u32
// get_global_mouse_state gets 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.
//
// `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.
// returns The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
//
// See also: SDL_GetMouseState
pub fn get_global_mouse_state(x &int, y &int) u32 {
return C.SDL_GetGlobalMouseState(x, y)
}
fn C.SDL_GetRelativeMouseState(x &int, y &int) u32
// get_relative_mouse_state retrieves 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().
pub fn get_relative_mouse_state(x &int, y &int) u32 {
return C.SDL_GetRelativeMouseState(x, y)
}
fn C.SDL_WarpMouseInWindow(window &C.SDL_Window, x int, y int)
// warp_mouse_in_window moves the mouse to the given position within the window.
//
// `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
//
// NOTE This function generates a mouse motion event
pub fn warp_mouse_in_window(window &Window, x int, y int) {
C.SDL_WarpMouseInWindow(window, x, y)
}
fn C.SDL_WarpMouseGlobal(x int, y int) int
// warp_mouse_global moves the mouse to the given position in global screen space.
//
// `x` The x coordinate
// `y` The y coordinate
// returns 0 on success, -1 on error (usually: unsupported by a platform).
//
// NOTE This function generates a mouse motion event
pub fn warp_mouse_global(x int, y int) int {
return C.SDL_WarpMouseGlobal(x, y)
}
fn C.SDL_SetRelativeMouseMode(enabled bool) int
// set_relative_mouse_mode sets relative mouse mode.
//
// `enabled` Whether or not to enable relative mode
//
// returns 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.
//
// NOTE This function will flush any pending mouse motion.
//
// See also: SDL_GetRelativeMouseMode()
pub fn set_relative_mouse_mode(enabled bool) int {
return C.SDL_SetRelativeMouseMode(enabled)
}
fn C.SDL_CaptureMouse(enabled bool) int
// capture_mouse 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.
pub fn capture_mouse(enabled bool) int {
return C.SDL_CaptureMouse(enabled)
}
fn C.SDL_GetRelativeMouseMode() bool
// get_relative_mouse_mode queries whether relative mouse mode is enabled.
//
// See also: SDL_SetRelativeMouseMode()
pub fn get_relative_mouse_mode() bool {
return C.SDL_GetRelativeMouseMode()
}
fn C.SDL_CreateCursor(const_data &u8, const_mask &u8, w int, h int, hot_x int, hot_y int) &C.SDL_Cursor
// create_cursor creates 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>
*/
//
// See also: SDL_FreeCursor()
pub fn create_cursor(const_data &u8, const_mask &u8, w int, h int, hot_x int, hot_y int) &Cursor {
return C.SDL_CreateCursor(const_data, const_mask, w, h, hot_x, hot_y)
}
fn C.SDL_CreateColorCursor(surface &C.SDL_Surface, hot_x int, hot_y int) &C.SDL_Cursor
// create_color_cursor creates a color cursor.
//
// See also: SDL_FreeCursor()
pub fn create_color_cursor(surface &Surface, hot_x int, hot_y int) &Cursor {
return C.SDL_CreateColorCursor(surface, hot_x, hot_y)
}
fn C.SDL_CreateSystemCursor(id C.SDL_SystemCursor) &C.SDL_Cursor
// create_system_cursor creates a system cursor.
//
// See also: SDL_FreeCursor()
pub fn create_system_cursor(id SystemCursor) &Cursor {
return C.SDL_CreateSystemCursor(C.SDL_SystemCursor(int(id)))
}
fn C.SDL_SetCursor(cursor &C.SDL_Cursor)
// set_cursor sets the active cursor.
pub fn set_cursor(cursor &Cursor) {
C.SDL_SetCursor(cursor)
}
fn C.SDL_GetCursor() &C.SDL_Cursor
// get_cursor returns the active cursor.
pub fn get_cursor() &Cursor {
return C.SDL_GetCursor()
}
fn C.SDL_GetDefaultCursor() &C.SDL_Cursor
// get_default_cursor returns the default cursor.
pub fn get_default_cursor() &Cursor {
return C.SDL_GetDefaultCursor()
}
fn C.SDL_FreeCursor(cursor &C.SDL_Cursor)
// free_cursor frees a cursor created with SDL_CreateCursor() or similar functions.
//
// See also: SDL_CreateCursor()
// See also: SDL_CreateColorCursor()
// See also: SDL_CreateSystemCursor()
pub fn free_cursor(cursor &Cursor) {
C.SDL_FreeCursor(cursor)
}
fn C.SDL_ShowCursor(toggle int) int
// show_cursor toggles whether or not the cursor is shown.
//
// `toggle` 1 to show the cursor, 0 to hide it, -1 to query the current
// state.
//
// returns 1 if the cursor is shown, or 0 if the cursor is hidden.
pub fn show_cursor(toggle int) int {
return C.SDL_ShowCursor(toggle)
}