//from "sdl_mouse.h" type PSDL_Cursor = Pointer; const {** * Cursor types for SDL_CreateSystemCursor. *} SDL_SYSTEM_CURSOR_ARROW = 0; // Arrow SDL_SYSTEM_CURSOR_IBEAM = 1; // I-beam SDL_SYSTEM_CURSOR_WAIT = 2; // Wait SDL_SYSTEM_CURSOR_CROSSHAIR = 3; // Crosshair SDL_SYSTEM_CURSOR_WAITARROW = 4; // Small wait cursor (or Wait if not available) SDL_SYSTEM_CURSOR_SIZENWSE = 5; // Double arrow pointing northwest and southeast SDL_SYSTEM_CURSOR_SIZENESW = 6; // Double arrow pointing northeast and southwest SDL_SYSTEM_CURSOR_SIZEWE = 7; // Double arrow pointing west and east SDL_SYSTEM_CURSOR_SIZENS = 8; // Double arrow pointing north and south SDL_SYSTEM_CURSOR_SIZEALL = 9; // Four pointed arrow pointing north, south, east, and west SDL_SYSTEM_CURSOR_NO = 10; // Slashed circle or crossbones SDL_SYSTEM_CURSOR_HAND = 11; // Hand SDL_NUM_SYSTEM_CURSORS = 12; type PSDL_SystemCursor = ^TSDL_SystemCursor; TSDL_SystemCursor = Word; {* Function prototypes *} {** * Get the window which currently has mouse focus. *} function SDL_GetMouseFocus: PSDL_Window cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetMouseFocus' {$ENDIF}{$ENDIF}; {** * Retrieve the current state of the mouse. * * The current button state is returned as a button bitmask, which can * be tested using the SDL_BUTTON(X) macros, and x and y are set to the * mouse cursor position relative to the focus window for the currently * selected mouse. You can pass nil for either x or y. * * SDL_Button = 1 shl ((X)-1) *} function SDL_GetMouseState(x: PInt; y: PInt): UInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetMouseState' {$ENDIF}{$ENDIF}; {** * \brief Get the current state of the mouse, in relation to the desktop * * This works just like SDL_GetMouseState(), but the coordinates will be * reported relative to the top-left of the desktop. This can be useful if * you need to track the mouse outside of a specific window and * SDL_CaptureMouse() doesn't fit your needs. For example, it could be * useful if you need to track the mouse while dragging a window, where * coordinates relative to a window might not be in sync at all times. * * \note SDL_GetMouseState() returns the mouse position as SDL understands * it from the last pump of the event queue. This function, however, * queries the OS for the current mouse position, and as such, might * be a slightly less efficient function. Unless you know what you're * doing and have a good reason to use this function, you probably want * SDL_GetMouseState() instead. * * \param x Returns the current X coord, relative to the desktop. Can be NULL. * \param y Returns the current Y coord, relative to the desktop. Can be NULL. * \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros. * * \sa SDL_GetMouseState *} function SDL_GetGlobalMouseState(x, y: PSInt32): UInt32; cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetGlobalMouseState' {$ENDIF}{$ENDIF}; {** * Retrieve the relative state of the mouse. * * The current button state is returned as a button bitmask, which can * be tested using the SDL_BUTTON(X) macros, and x and y are set to the * mouse deltas since the last call to SDL_GetRelativeMouseState(). *} function SDL_GetRelativeMouseState(x: PInt; y: PInt): UInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetRelativeMouseState' {$ENDIF}{$ENDIF}; {** * Moves the mouse to the given position within the window. * * window The window to move the mouse into, or nil for the current mouse focus * x The x coordinate within the window * y The y coordinate within the window * * This function generates a mouse motion event *} procedure SDL_WarpMouseInWindow(window: PSDL_Window; x: SInt32; y: SInt32) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_WarpMouseInWindow' {$ENDIF}{$ENDIF}; {** * \brief Moves the mouse to the given position in global screen space. * * \param x The x coordinate * \param y The y coordinate * \return 0 on success, -1 on error (usually: unsupported by a platform). * * \note This function generates a mouse motion event *} Function SDL_WarpMouseGlobal(x, y: SInt32): SInt32; cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_WarpMouseGlobal' {$ENDIF}{$ENDIF}; {** * Set relative mouse mode. * * enabled Whether or not to enable relative mode * * 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. * * This function will flush any pending mouse motion. * * SDL_GetRelativeMouseMode() *} function SDL_SetRelativeMouseMode(enabled: TSDL_Bool): SInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetRelativeMouseMode' {$ENDIF}{$ENDIF}; {** * \brief Capture the mouse, to track input outside an SDL window. * * \param 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. * * \return 0 on success, or -1 if not supported. *} function SDL_CaptureMouse(enabled: TSDL_Bool): SInt32; cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_CaptureMouse' {$ENDIF}{$ENDIF}; {** * Query whether relative mouse mode is enabled. * * SDL_SetRelativeMouseMode() *} function SDL_GetRelativeMouseMode: TSDL_Bool cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetRelativeMouseMode' {$ENDIF}{$ENDIF}; {** * Create 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: *
data | mask | resulting pixel on screen |
0 | 1 | White |
1 | 1 | Black |
0 | 0 | Transparent |
1 | 0 | Inverted color if possible, black * if not. |