Updated SDL 2.0.16 headers and Mac version of libraries to fix GitHub actions
This commit is contained in:
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63 changed files with 1875 additions and 2694 deletions
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -72,226 +72,150 @@ typedef enum
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/* Function prototypes */
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/**
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* Get the window which currently has mouse focus.
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*
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* \returns the window with mouse focus.
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* \brief Get the window which currently has mouse focus.
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*/
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extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
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/**
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* Retrieve the current state of the mouse.
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* \brief Retrieve the current state of the mouse.
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*
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* The current button state is returned as a button bitmask, which can be
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* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
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* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
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* mouse cursor position relative to the focus window. You can pass NULL for
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* either `x` or `y`.
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*
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* \param x the x coordinate of the mouse cursor position relative to the
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* focus window
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* \param y the y coordinate of the mouse cursor position relative to the
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* focus window
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* \returns a 32-bit button bitmask of the current button state.
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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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* 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 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 Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
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/**
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* Get the current state of the mouse in relation to the desktop.
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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 similarly to 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 you
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* need to track the mouse outside of a specific window and SDL_CaptureMouse()
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* doesn't fit your needs. For example, it could be useful if you need to
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* track the mouse while dragging a window, where coordinates relative to a
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* window might not be in sync at all times.
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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 it
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* from the last pump of the event queue. This function, however, queries the
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* OS for the current mouse position, and as such, might be a slightly less
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* efficient function. Unless you know what you're doing and have a good
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* reason to use this function, you probably want SDL_GetMouseState() instead.
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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 filled in with the current X coord relative to the desktop; can be
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* NULL
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* \param y filled in with the current Y coord relative to the desktop; can be
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* NULL
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* \returns the current button state as a bitmask which can be tested using
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* the SDL_BUTTON(X) macros.
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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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* \since This function is available since SDL 2.0.4.
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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(int *x, int *y);
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/**
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* Retrieve the relative state of the mouse.
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* \brief Retrieve the relative state of the mouse.
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*
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* The current button state is returned as a button bitmask, which can be
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* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
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* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
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* mouse deltas since the last call to SDL_GetRelativeMouseState() or since
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* event initialization. You can pass NULL for either `x` or `y`.
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*
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* \param x a pointer filled with the last recorded x coordinate of the mouse
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* \param y a pointer filled with the last recorded y coordinate of the mouse
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* \returns a 32-bit button bitmask of the relative button state.
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*
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* \sa SDL_GetMouseState
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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 Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
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/**
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* Move the mouse cursor to the given position within the window.
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* \brief Moves the mouse to the given position within the window.
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*
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* This function generates a mouse motion event.
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* \param window The window to move the mouse into, or NULL 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 that this function will appear to succeed, but not actually move the
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* mouse when used over Microsoft Remote Desktop.
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*
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* \param window the window to move the mouse into, or NULL for the current
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* 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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* \sa SDL_WarpMouseGlobal
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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_WarpMouseInWindow(SDL_Window * window,
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int x, int y);
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/**
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* Move the mouse to the given position in global screen space.
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* \brief Moves the mouse to the given position in global screen space.
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*
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* This function generates a mouse motion event.
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* \param x The x coordinate
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* \param y The y coordinate
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* \return 0 on success, -1 on error (usually: unsupported by a platform).
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*
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* A failure of this function usually means that it is unsupported by a
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* platform.
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*
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* Note that this function will appear to succeed, but not actually move the
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* mouse when used over Microsoft Remote Desktop.
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*
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* \param x the x coordinate
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* \param y the y coordinate
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* \returns 0 on success or a negative error code 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 2.0.4.
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*
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* \sa SDL_WarpMouseInWindow
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* \note This function generates a mouse motion event
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*/
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extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
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/**
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* Set relative mouse mode.
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* \brief Set relative mouse mode.
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*
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* While the mouse is in relative mode, the cursor is hidden, and the driver
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* will try to report continuous motion in the current window. Only relative
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* motion events will be delivered, the mouse position will not change.
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* \param enabled Whether or not to enable relative mode
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*
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* Note that this function will not be able to provide continuous relative
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* motion when used over Microsoft Remote Desktop, instead motion is limited
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* to the bounds of the screen.
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* \return 0 on success, or -1 if relative mode is not supported.
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*
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* This function will flush any pending mouse motion.
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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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* \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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* \note This function will flush any pending mouse motion.
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*
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* If relative mode is not supported, this returns -1.
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*
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* \sa SDL_GetRelativeMouseMode
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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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* Capture the mouse and to track input outside an SDL window.
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* \brief Capture the mouse, to track input outside an SDL window.
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*
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* Capturing enables your app to obtain mouse events globally, instead of just
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* within your window. Not all video targets support this function. When
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* capturing is enabled, the current window will get all mouse events, but
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* unlike relative mode, no change is made to the cursor and it is not
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* restrained to your window.
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* \param enabled Whether or not to enable capturing
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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 function
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* sparingly, and in small bursts. For example, you might want to track the
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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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* 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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* 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 allowed
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* for the foreground window. If the window loses focus while capturing, the
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* capture will be disabled automatically.
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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 capturing is enabled, the current window will have the
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* `SDL_WINDOW_MOUSE_CAPTURE` flag set.
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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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* \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
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* \returns 0 on success or -1 if not supported; call SDL_GetError() for more
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* information.
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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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* \since This function is available since SDL 2.0.4.
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*
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* \sa SDL_GetGlobalMouseState
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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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* Query whether relative mouse mode is enabled.
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* \brief Query whether relative mouse mode is enabled.
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*
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* \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
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*
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* \sa SDL_SetRelativeMouseMode
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* \sa SDL_SetRelativeMouseMode()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
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/**
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* Create a cursor using the specified bitmap data and mask (in MSB format).
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* \brief Create a cursor, using the specified bitmap data and
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* mask (in MSB format).
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*
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* `mask` has to be in MSB (Most Significant Bit) format.
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* The cursor width must be a multiple of 8 bits.
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*
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* The cursor width (`w`) must be a multiple of 8 bits.
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* The cursor is created in black and white according to the following:
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* <table>
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* <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
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* <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
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* <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
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* <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
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* <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
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* if not. </td></tr>
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* </table>
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*
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* The cursor is created in black and white according to the following:
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*
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* - data=0, mask=1: white
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* - data=1, mask=1: black
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* - data=0, mask=0: transparent
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* - data=1, mask=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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*
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* If you want to have a color cursor, or create your cursor from an
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* SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
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* hide the cursor and draw your own as part of your game's rendering, but it
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* will be bound to the framerate.
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*
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* Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
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* provides twelve readily available system cursors to pick from.
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*
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* \param data the color value for each pixel of the cursor
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* \param mask the mask value for each pixel of the cursor
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* \param w the width of the cursor
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* \param h the height of the cursor
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* \param hot_x the X-axis location of the upper left corner of the cursor
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* relative to the actual mouse position
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* \param hot_y the Y-axis location of the upper left corner of the cursor
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* relative to the actual mouse position
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* \returns a new cursor with the specified parameters on success or NULL on
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* failure; call SDL_GetError() for more information.
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*
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* \sa SDL_FreeCursor
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* \sa SDL_SetCursor
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* \sa SDL_ShowCursor
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* \sa SDL_FreeCursor()
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*/
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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 hot_y);
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/**
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* Create a color cursor.
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* \brief Create a color cursor.
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*
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* \param surface an SDL_Surface structure representing the cursor image
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* \param hot_x the x position of the cursor hot spot
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* \param hot_y the y position of the cursor hot spot
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* \returns the new cursor on success or NULL on failure; call SDL_GetError()
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* for more information.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_CreateCursor
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* \sa SDL_FreeCursor
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* \sa SDL_FreeCursor()
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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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int hot_y);
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/**
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* Create a system cursor.
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* \brief Create a system cursor.
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*
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* \param id an SDL_SystemCursor enum value
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* \returns a cursor on success or NULL on failure; call SDL_GetError() for
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* more information.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_FreeCursor
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* \sa SDL_FreeCursor()
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
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/**
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* Set the active cursor.
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*
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* This function sets the currently active cursor to the specified one. If the
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* cursor is currently visible, the change will be immediately represented on
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* the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
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* this is desired for any reason.
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*
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* \param cursor a cursor to make active
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*
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* \sa SDL_CreateCursor
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* \sa SDL_GetCursor
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* \sa SDL_ShowCursor
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* \brief Set the active cursor.
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*/
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extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
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/**
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* Get the active cursor.
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*
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* This function returns a pointer to the current cursor which is owned by the
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* library. It is not necessary to free the cursor with SDL_FreeCursor().
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*
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* \returns the active cursor or NULL if there is no mouse.
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*
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* \sa SDL_SetCursor
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* \brief Return the active cursor.
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
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/**
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* Get the default cursor.
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*
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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 2.0.0.
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*
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* \sa SDL_CreateSystemCursor
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* \brief Return the default cursor.
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
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/**
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* Free a previously-created cursor.
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* \brief Frees a cursor created with SDL_CreateCursor() or similar functions.
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*
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* Use this function to free cursor resources created with SDL_CreateCursor(),
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* SDL_CreateColorCursor() or SDL_CreateSystemCursor().
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*
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* \param cursor the cursor to free
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*
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* \sa SDL_CreateColorCursor
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* \sa SDL_CreateCursor
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* \sa SDL_CreateSystemCursor
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* \sa SDL_CreateCursor()
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* \sa SDL_CreateColorCursor()
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* \sa SDL_CreateSystemCursor()
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*/
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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.
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* \brief Toggle whether or not the cursor is shown.
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*
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* The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
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* displays the cursor and passing `SDL_DISABLE` hides it.
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* \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
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* state.
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*
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* The current state of the mouse cursor can be queried by passing
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* `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
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*
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* \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
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* `SDL_QUERY` to query the current state without changing it.
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* \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
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* cursor is hidden, or a negative error code on failure; call
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||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \sa SDL_CreateCursor
|
||||
* \sa SDL_SetCursor
|
||||
* \return 1 if the cursor is shown, or 0 if the cursor is hidden.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
|
||||
|
||||
/**
|
||||
* Used as a mask when testing buttons in buttonstate.
|
||||
*
|
||||
* - Button 1: Left mouse button
|
||||
* - Button 2: Middle mouse button
|
||||
* - Button 3: Right mouse button
|
||||
* Used as a mask when testing buttons in buttonstate.
|
||||
* - Button 1: Left mouse button
|
||||
* - Button 2: Middle mouse button
|
||||
* - Button 3: Right mouse button
|
||||
*/
|
||||
#define SDL_BUTTON(X) (1 << ((X)-1))
|
||||
#define SDL_BUTTON_LEFT 1
|
||||
|
@ -421,6 +290,7 @@ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
|
|||
#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
|
||||
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
|
||||
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue