Update to SDL 2.24.0 and add separate macOS UB2 dylib
Update mingw and macOS SDL libraries to 2.24.0. (MSVC .lib files and Xcode project haven't been updated.) There is now a separate SDL dylib for macOS Universal Binary 1 and 2 because SDL 2.24.0 dropped support for macOS 10.6 (which is last to support x86). Documentation says SDL 2.24.0 also dropped macOS 10.7 and 10.8 too. So UB2 is now 10.9 or later while 10.5 to 10.8 live in UB1. Compiled using osxcross with macOS 11.3 SDK. Ran "strip -x" on Windows and macOS libraries. Ad-hoc signed dylib using PyOxidizer rcodesign to fix digest checksums after strip.
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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) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2022 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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@@ -72,150 +72,251 @@ typedef enum
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/* Function prototypes */
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/**
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* \brief Get the window which currently has mouse focus.
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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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*
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* \since This function is available since SDL 2.0.0.
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*/
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extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
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/**
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* \brief Retrieve the current state of the mouse.
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* 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
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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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* 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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* \since This function is available since SDL 2.0.0.
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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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*/
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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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* 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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* 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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*
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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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* 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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*
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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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* \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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*
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* \sa SDL_GetMouseState
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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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*/
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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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* 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
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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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* 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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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GetMouseState
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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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* \brief Moves the mouse to the given position within the window.
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* Move the mouse cursor to the given position within the window.
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*
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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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* This function generates a mouse motion event if relative mode is not
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* enabled. If relative mode is enabled, you can force mouse events for the
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* warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
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*
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* \note This function generates a mouse motion event
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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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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_WarpMouseGlobal
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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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* \brief Moves the mouse to the given position in global screen space.
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* Move the mouse to the given position in global screen space.
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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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* \return 0 on success, -1 on error (usually: unsupported by a platform).
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* This function generates a mouse motion event.
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*
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* \note This function generates a mouse motion event
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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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*/
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extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
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/**
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* \brief Set relative mouse mode.
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* Set relative mouse mode.
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*
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* \param enabled Whether or not to enable relative mode
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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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*
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* \return 0 on success, or -1 if relative mode is not supported.
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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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*
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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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* This function will flush any pending mouse motion.
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*
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* \note This function will flush any pending mouse motion.
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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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*
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* \sa SDL_GetRelativeMouseMode()
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* If relative mode is not supported, this returns -1.
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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_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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* \brief Capture the mouse, to track input outside an SDL window.
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* Capture the mouse and 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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* 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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*
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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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* 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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*
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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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* 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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*
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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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* 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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* While capturing is enabled, the current window will have the
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* SDL_WINDOW_MOUSE_CAPTURE flag set.
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* Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
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* mouse while the user is pressing a button; this is to try and make mouse
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* behavior more consistent between platforms, and deal with the common case
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* of a user dragging the mouse outside of the window. This means that if you
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* are calling SDL_CaptureMouse() only to deal with this situation, you no
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* longer have to (although it is safe to do so). If this causes problems for
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* your app, you can disable auto capture by setting the
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* `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
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*
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* \return 0 on success, or -1 if not supported.
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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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*
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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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*/
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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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* Query whether relative mouse mode is enabled.
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*
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* \sa SDL_SetRelativeMouseMode()
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* \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
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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_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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* \brief Create a cursor, using the specified bitmap data and
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* mask (in MSB format).
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* Create a cursor using the 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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* `mask` has to be in MSB (Most Significant Bit) format.
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*
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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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* The cursor width (`w`) must be a multiple of 8 bits.
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*
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* \sa SDL_FreeCursor()
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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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* \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_SetCursor
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* \sa SDL_ShowCursor
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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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@@ -223,60 +324,123 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
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int hot_y);
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/**
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* \brief Create a color cursor.
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* Create a color cursor.
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*
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* \sa SDL_FreeCursor()
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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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*/
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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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/**
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* \brief Create a system cursor.
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||||
* Create a system cursor.
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||||
*
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* \sa SDL_FreeCursor()
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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
|
||||
* more information.
|
||||
*
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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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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
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/**
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* \brief Set the active cursor.
|
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* Set the active cursor.
|
||||
*
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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
|
||||
* this is desired for any reason.
|
||||
*
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||||
* \param cursor a cursor to make active
|
||||
*
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||||
* \since This function is available since SDL 2.0.0.
|
||||
*
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||||
* \sa SDL_CreateCursor
|
||||
* \sa SDL_GetCursor
|
||||
* \sa SDL_ShowCursor
|
||||
*/
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extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
|
||||
|
||||
/**
|
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* \brief Return the active cursor.
|
||||
* Get the active cursor.
|
||||
*
|
||||
* This function returns a pointer to the current cursor which is owned by the
|
||||
* library. It is not necessary to free the cursor with SDL_FreeCursor().
|
||||
*
|
||||
* \returns the active cursor or NULL if there is no mouse.
|
||||
*
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||||
* \since This function is available since SDL 2.0.0.
|
||||
*
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||||
* \sa SDL_SetCursor
|
||||
*/
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||||
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
|
||||
|
||||
/**
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||||
* \brief Return the default cursor.
|
||||
* Get the default cursor.
|
||||
*
|
||||
* \returns the default cursor on success or NULL on failure.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_CreateSystemCursor
|
||||
*/
|
||||
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
|
||||
|
||||
/**
|
||||
* \brief Frees a cursor created with SDL_CreateCursor() or similar functions.
|
||||
* Free a previously-created cursor.
|
||||
*
|
||||
* \sa SDL_CreateCursor()
|
||||
* \sa SDL_CreateColorCursor()
|
||||
* \sa SDL_CreateSystemCursor()
|
||||
* Use this function to free cursor resources created with SDL_CreateCursor(),
|
||||
* SDL_CreateColorCursor() or SDL_CreateSystemCursor().
|
||||
*
|
||||
* \param cursor the cursor to free
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_CreateColorCursor
|
||||
* \sa SDL_CreateCursor
|
||||
* \sa SDL_CreateSystemCursor
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
|
||||
|
||||
/**
|
||||
* \brief Toggle whether or not the cursor is shown.
|
||||
* Toggle whether or not the cursor is shown.
|
||||
*
|
||||
* \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
|
||||
* state.
|
||||
* The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
|
||||
* displays the cursor and passing `SDL_DISABLE` hides it.
|
||||
*
|
||||
* \return 1 if the cursor is shown, or 0 if the cursor is hidden.
|
||||
* The current state of the mouse cursor can be queried by passing
|
||||
* `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
|
||||
*
|
||||
* \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
|
||||
* `SDL_QUERY` to query the current state without changing it.
|
||||
* \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
|
||||
* cursor is hidden, or a negative error code on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_CreateCursor
|
||||
* \sa SDL_SetCursor
|
||||
*/
|
||||
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
|
||||
@@ -290,7 +454,6 @@ 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
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user