comparison SDL3/SDL_mouse.h @ 1:20d02a178406 default tip

*: check in everything else yay
author Paper <paper@tflc.us>
date Mon, 05 Jan 2026 02:15:46 -0500
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1 /*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20 */
21
22 /**
23 * # CategoryMouse
24 *
25 * Any GUI application has to deal with the mouse, and SDL provides functions
26 * to manage mouse input and the displayed cursor.
27 *
28 * Most interactions with the mouse will come through the event subsystem.
29 * Moving a mouse generates an SDL_EVENT_MOUSE_MOTION event, pushing a button
30 * generates SDL_EVENT_MOUSE_BUTTON_DOWN, etc, but one can also query the
31 * current state of the mouse at any time with SDL_GetMouseState().
32 *
33 * For certain games, it's useful to disassociate the mouse cursor from mouse
34 * input. An FPS, for example, would not want the player's motion to stop as
35 * the mouse hits the edge of the window. For these scenarios, use
36 * SDL_SetWindowRelativeMouseMode(), which hides the cursor, grabs mouse input
37 * to the window, and reads mouse input no matter how far it moves.
38 *
39 * Games that want the system to track the mouse but want to draw their own
40 * cursor can use SDL_HideCursor() and SDL_ShowCursor(). It might be more
41 * efficient to let the system manage the cursor, if possible, using
42 * SDL_SetCursor() with a custom image made through SDL_CreateColorCursor(),
43 * or perhaps just a specific system cursor from SDL_CreateSystemCursor().
44 *
45 * SDL can, on many platforms, differentiate between multiple connected mice,
46 * allowing for interesting input scenarios and multiplayer games. They can be
47 * enumerated with SDL_GetMice(), and SDL will send SDL_EVENT_MOUSE_ADDED and
48 * SDL_EVENT_MOUSE_REMOVED events as they are connected and unplugged.
49 *
50 * Since many apps only care about basic mouse input, SDL offers a virtual
51 * mouse device for touch and pen input, which often can make a desktop
52 * application work on a touchscreen phone without any code changes. Apps that
53 * care about touch/pen separately from mouse input should filter out events
54 * with a `which` field of SDL_TOUCH_MOUSEID/SDL_PEN_MOUSEID.
55 */
56
57 #ifndef SDL_mouse_h_
58 #define SDL_mouse_h_
59
60 #include <SDL3/SDL_stdinc.h>
61 #include <SDL3/SDL_error.h>
62 #include <SDL3/SDL_surface.h>
63 #include <SDL3/SDL_video.h>
64
65 #include <SDL3/SDL_begin_code.h>
66 /* Set up for C function definitions, even when using C++ */
67 #ifdef __cplusplus
68 extern "C" {
69 #endif
70
71 /**
72 * This is a unique ID for a mouse for the time it is connected to the system,
73 * and is never reused for the lifetime of the application.
74 *
75 * If the mouse is disconnected and reconnected, it will get a new ID.
76 *
77 * The value 0 is an invalid ID.
78 *
79 * \since This datatype is available since SDL 3.2.0.
80 */
81 typedef Uint32 SDL_MouseID;
82
83 /**
84 * The structure used to identify an SDL cursor.
85 *
86 * This is opaque data.
87 *
88 * \since This struct is available since SDL 3.2.0.
89 */
90 typedef struct SDL_Cursor SDL_Cursor;
91
92 /**
93 * Cursor types for SDL_CreateSystemCursor().
94 *
95 * \since This enum is available since SDL 3.2.0.
96 */
97 typedef enum SDL_SystemCursor
98 {
99 SDL_SYSTEM_CURSOR_DEFAULT, /**< Default cursor. Usually an arrow. */
100 SDL_SYSTEM_CURSOR_TEXT, /**< Text selection. Usually an I-beam. */
101 SDL_SYSTEM_CURSOR_WAIT, /**< Wait. Usually an hourglass or watch or spinning ball. */
102 SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair. */
103 SDL_SYSTEM_CURSOR_PROGRESS, /**< Program is busy but still interactive. Usually it's WAIT with an arrow. */
104 SDL_SYSTEM_CURSOR_NWSE_RESIZE, /**< Double arrow pointing northwest and southeast. */
105 SDL_SYSTEM_CURSOR_NESW_RESIZE, /**< Double arrow pointing northeast and southwest. */
106 SDL_SYSTEM_CURSOR_EW_RESIZE, /**< Double arrow pointing west and east. */
107 SDL_SYSTEM_CURSOR_NS_RESIZE, /**< Double arrow pointing north and south. */
108 SDL_SYSTEM_CURSOR_MOVE, /**< Four pointed arrow pointing north, south, east, and west. */
109 SDL_SYSTEM_CURSOR_NOT_ALLOWED, /**< Not permitted. Usually a slashed circle or crossbones. */
110 SDL_SYSTEM_CURSOR_POINTER, /**< Pointer that indicates a link. Usually a pointing hand. */
111 SDL_SYSTEM_CURSOR_NW_RESIZE, /**< Window resize top-left. This may be a single arrow or a double arrow like NWSE_RESIZE. */
112 SDL_SYSTEM_CURSOR_N_RESIZE, /**< Window resize top. May be NS_RESIZE. */
113 SDL_SYSTEM_CURSOR_NE_RESIZE, /**< Window resize top-right. May be NESW_RESIZE. */
114 SDL_SYSTEM_CURSOR_E_RESIZE, /**< Window resize right. May be EW_RESIZE. */
115 SDL_SYSTEM_CURSOR_SE_RESIZE, /**< Window resize bottom-right. May be NWSE_RESIZE. */
116 SDL_SYSTEM_CURSOR_S_RESIZE, /**< Window resize bottom. May be NS_RESIZE. */
117 SDL_SYSTEM_CURSOR_SW_RESIZE, /**< Window resize bottom-left. May be NESW_RESIZE. */
118 SDL_SYSTEM_CURSOR_W_RESIZE, /**< Window resize left. May be EW_RESIZE. */
119 SDL_SYSTEM_CURSOR_COUNT
120 } SDL_SystemCursor;
121
122 /**
123 * Scroll direction types for the Scroll event
124 *
125 * \since This enum is available since SDL 3.2.0.
126 */
127 typedef enum SDL_MouseWheelDirection
128 {
129 SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
130 SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
131 } SDL_MouseWheelDirection;
132
133 /**
134 * Animated cursor frame info.
135 *
136 * \since This struct is available since SDL 3.4.0.
137 */
138 typedef struct SDL_CursorFrameInfo
139 {
140 SDL_Surface *surface; /**< The surface data for this frame */
141 Uint32 duration; /**< The frame duration in milliseconds (a duration of 0 is infinite) */
142 } SDL_CursorFrameInfo;
143
144 /**
145 * A bitmask of pressed mouse buttons, as reported by SDL_GetMouseState, etc.
146 *
147 * - Button 1: Left mouse button
148 * - Button 2: Middle mouse button
149 * - Button 3: Right mouse button
150 * - Button 4: Side mouse button 1
151 * - Button 5: Side mouse button 2
152 *
153 * \since This datatype is available since SDL 3.2.0.
154 *
155 * \sa SDL_GetMouseState
156 * \sa SDL_GetGlobalMouseState
157 * \sa SDL_GetRelativeMouseState
158 */
159 typedef Uint32 SDL_MouseButtonFlags;
160
161 #define SDL_BUTTON_LEFT 1
162 #define SDL_BUTTON_MIDDLE 2
163 #define SDL_BUTTON_RIGHT 3
164 #define SDL_BUTTON_X1 4
165 #define SDL_BUTTON_X2 5
166
167 #define SDL_BUTTON_MASK(X) (1u << ((X)-1))
168 #define SDL_BUTTON_LMASK SDL_BUTTON_MASK(SDL_BUTTON_LEFT)
169 #define SDL_BUTTON_MMASK SDL_BUTTON_MASK(SDL_BUTTON_MIDDLE)
170 #define SDL_BUTTON_RMASK SDL_BUTTON_MASK(SDL_BUTTON_RIGHT)
171 #define SDL_BUTTON_X1MASK SDL_BUTTON_MASK(SDL_BUTTON_X1)
172 #define SDL_BUTTON_X2MASK SDL_BUTTON_MASK(SDL_BUTTON_X2)
173
174 /**
175 * A callback used to transform mouse motion delta from raw values.
176 *
177 * This is called during SDL's handling of platform mouse events to scale the
178 * values of the resulting motion delta.
179 *
180 * \param userdata what was passed as `userdata` to
181 * SDL_SetRelativeMouseTransform().
182 * \param timestamp the associated time at which this mouse motion event was
183 * received.
184 * \param window the associated window to which this mouse motion event was
185 * addressed.
186 * \param mouseID the associated mouse from which this mouse motion event was
187 * emitted.
188 * \param x pointer to a variable that will be treated as the resulting x-axis
189 * motion.
190 * \param y pointer to a variable that will be treated as the resulting y-axis
191 * motion.
192 *
193 * \threadsafety This callback is called by SDL's internal mouse input
194 * processing procedure, which may be a thread separate from the
195 * main event loop that is run at realtime priority. Stalling
196 * this thread with too much work in the callback can therefore
197 * potentially freeze the entire system. Care should be taken
198 * with proper synchronization practices when adding other side
199 * effects beyond mutation of the x and y values.
200 *
201 * \since This datatype is available since SDL 3.4.0.
202 *
203 * \sa SDL_SetRelativeMouseTransform
204 */
205 typedef void (SDLCALL *SDL_MouseMotionTransformCallback)(
206 void *userdata,
207 Uint64 timestamp,
208 SDL_Window *window,
209 SDL_MouseID mouseID,
210 float *x, float *y
211 );
212
213 /* Function prototypes */
214
215 /**
216 * Return whether a mouse is currently connected.
217 *
218 * \returns true if a mouse is connected, false otherwise.
219 *
220 * \threadsafety This function should only be called on the main thread.
221 *
222 * \since This function is available since SDL 3.2.0.
223 *
224 * \sa SDL_GetMice
225 */
226 extern SDL_DECLSPEC bool SDLCALL SDL_HasMouse(void);
227
228 /**
229 * Get a list of currently connected mice.
230 *
231 * Note that this will include any device or virtual driver that includes
232 * mouse functionality, including some game controllers, KVM switches, etc.
233 * You should wait for input from a device before you consider it actively in
234 * use.
235 *
236 * \param count a pointer filled in with the number of mice returned, may be
237 * NULL.
238 * \returns a 0 terminated array of mouse instance IDs or NULL on failure;
239 * call SDL_GetError() for more information. This should be freed
240 * with SDL_free() when it is no longer needed.
241 *
242 * \threadsafety This function should only be called on the main thread.
243 *
244 * \since This function is available since SDL 3.2.0.
245 *
246 * \sa SDL_GetMouseNameForID
247 * \sa SDL_HasMouse
248 */
249 extern SDL_DECLSPEC SDL_MouseID * SDLCALL SDL_GetMice(int *count);
250
251 /**
252 * Get the name of a mouse.
253 *
254 * This function returns "" if the mouse doesn't have a name.
255 *
256 * \param instance_id the mouse instance ID.
257 * \returns the name of the selected mouse, or NULL on failure; call
258 * SDL_GetError() for more information.
259 *
260 * \threadsafety This function should only be called on the main thread.
261 *
262 * \since This function is available since SDL 3.2.0.
263 *
264 * \sa SDL_GetMice
265 */
266 extern SDL_DECLSPEC const char * SDLCALL SDL_GetMouseNameForID(SDL_MouseID instance_id);
267
268 /**
269 * Get the window which currently has mouse focus.
270 *
271 * \returns the window with mouse focus.
272 *
273 * \threadsafety This function should only be called on the main thread.
274 *
275 * \since This function is available since SDL 3.2.0.
276 */
277 extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
278
279 /**
280 * Query SDL's cache for the synchronous mouse button state and the
281 * window-relative SDL-cursor position.
282 *
283 * This function returns the cached synchronous state as SDL understands it
284 * from the last pump of the event queue.
285 *
286 * To query the platform for immediate asynchronous state, use
287 * SDL_GetGlobalMouseState.
288 *
289 * Passing non-NULL pointers to `x` or `y` will write the destination with
290 * respective x or y coordinates relative to the focused window.
291 *
292 * In Relative Mode, the SDL-cursor's position usually contradicts the
293 * platform-cursor's position as manually calculated from
294 * SDL_GetGlobalMouseState() and SDL_GetWindowPosition.
295 *
296 * \param x a pointer to receive the SDL-cursor's x-position from the focused
297 * window's top left corner, can be NULL if unused.
298 * \param y a pointer to receive the SDL-cursor's y-position from the focused
299 * window's top left corner, can be NULL if unused.
300 * \returns a 32-bit bitmask of the button state that can be bitwise-compared
301 * against the SDL_BUTTON_MASK(X) macro.
302 *
303 * \threadsafety This function should only be called on the main thread.
304 *
305 * \since This function is available since SDL 3.2.0.
306 *
307 * \sa SDL_GetGlobalMouseState
308 * \sa SDL_GetRelativeMouseState
309 */
310 extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetMouseState(float *x, float *y);
311
312 /**
313 * Query the platform for the asynchronous mouse button state and the
314 * desktop-relative platform-cursor position.
315 *
316 * This function immediately queries the platform for the most recent
317 * asynchronous state, more costly than retrieving SDL's cached state in
318 * SDL_GetMouseState().
319 *
320 * Passing non-NULL pointers to `x` or `y` will write the destination with
321 * respective x or y coordinates relative to the desktop.
322 *
323 * In Relative Mode, the platform-cursor's position usually contradicts the
324 * SDL-cursor's position as manually calculated from SDL_GetMouseState() and
325 * SDL_GetWindowPosition.
326 *
327 * This function can be useful if you need to track the mouse outside of a
328 * specific window and SDL_CaptureMouse() doesn't fit your needs. For example,
329 * it could be useful if you need to track the mouse while dragging a window,
330 * where coordinates relative to a window might not be in sync at all times.
331 *
332 * \param x a pointer to receive the platform-cursor's x-position from the
333 * desktop's top left corner, can be NULL if unused.
334 * \param y a pointer to receive the platform-cursor's y-position from the
335 * desktop's top left corner, can be NULL if unused.
336 * \returns a 32-bit bitmask of the button state that can be bitwise-compared
337 * against the SDL_BUTTON_MASK(X) macro.
338 *
339 * \threadsafety This function should only be called on the main thread.
340 *
341 * \since This function is available since SDL 3.2.0.
342 *
343 * \sa SDL_CaptureMouse
344 * \sa SDL_GetMouseState
345 * \sa SDL_GetGlobalMouseState
346 */
347 extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetGlobalMouseState(float *x, float *y);
348
349 /**
350 * Query SDL's cache for the synchronous mouse button state and accumulated
351 * mouse delta since last call.
352 *
353 * This function returns the cached synchronous state as SDL understands it
354 * from the last pump of the event queue.
355 *
356 * To query the platform for immediate asynchronous state, use
357 * SDL_GetGlobalMouseState.
358 *
359 * Passing non-NULL pointers to `x` or `y` will write the destination with
360 * respective x or y deltas accumulated since the last call to this function
361 * (or since event initialization).
362 *
363 * This function is useful for reducing overhead by processing relative mouse
364 * inputs in one go per-frame instead of individually per-event, at the
365 * expense of losing the order between events within the frame (e.g. quickly
366 * pressing and releasing a button within the same frame).
367 *
368 * \param x a pointer to receive the x mouse delta accumulated since last
369 * call, can be NULL if unused.
370 * \param y a pointer to receive the y mouse delta accumulated since last
371 * call, can be NULL if unused.
372 * \returns a 32-bit bitmask of the button state that can be bitwise-compared
373 * against the SDL_BUTTON_MASK(X) macro.
374 *
375 * \threadsafety This function should only be called on the main thread.
376 *
377 * \since This function is available since SDL 3.2.0.
378 *
379 * \sa SDL_GetMouseState
380 * \sa SDL_GetGlobalMouseState
381 */
382 extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetRelativeMouseState(float *x, float *y);
383
384 /**
385 * Move the mouse cursor to the given position within the window.
386 *
387 * This function generates a mouse motion event if relative mode is not
388 * enabled. If relative mode is enabled, you can force mouse events for the
389 * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
390 *
391 * Note that this function will appear to succeed, but not actually move the
392 * mouse when used over Microsoft Remote Desktop.
393 *
394 * \param window the window to move the mouse into, or NULL for the current
395 * mouse focus.
396 * \param x the x coordinate within the window.
397 * \param y the y coordinate within the window.
398 *
399 * \threadsafety This function should only be called on the main thread.
400 *
401 * \since This function is available since SDL 3.2.0.
402 *
403 * \sa SDL_WarpMouseGlobal
404 */
405 extern SDL_DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window *window,
406 float x, float y);
407
408 /**
409 * Move the mouse to the given position in global screen space.
410 *
411 * This function generates a mouse motion event.
412 *
413 * A failure of this function usually means that it is unsupported by a
414 * platform.
415 *
416 * Note that this function will appear to succeed, but not actually move the
417 * mouse when used over Microsoft Remote Desktop.
418 *
419 * \param x the x coordinate.
420 * \param y the y coordinate.
421 * \returns true on success or false on failure; call SDL_GetError() for more
422 * information.
423 *
424 * \threadsafety This function should only be called on the main thread.
425 *
426 * \since This function is available since SDL 3.2.0.
427 *
428 * \sa SDL_WarpMouseInWindow
429 */
430 extern SDL_DECLSPEC bool SDLCALL SDL_WarpMouseGlobal(float x, float y);
431
432 /**
433 * Set a user-defined function by which to transform relative mouse inputs.
434 *
435 * This overrides the relative system scale and relative speed scale hints.
436 * Should be called prior to enabling relative mouse mode, fails otherwise.
437 *
438 * \param callback a callback used to transform relative mouse motion, or NULL
439 * for default behavior.
440 * \param userdata a pointer that will be passed to `callback`.
441 * \returns true on success or false on failure; call SDL_GetError() for more
442 * information.
443 *
444 * \threadsafety This function should only be called on the main thread.
445 *
446 * \since This function is available since SDL 3.4.0.
447 */
448 extern SDL_DECLSPEC bool SDLCALL SDL_SetRelativeMouseTransform(SDL_MouseMotionTransformCallback callback, void *userdata);
449
450 /**
451 * Set relative mouse mode for a window.
452 *
453 * While the window has focus and relative mouse mode is enabled, the cursor
454 * is hidden, the mouse position is constrained to the window, and SDL will
455 * report continuous relative mouse motion even if the mouse is at the edge of
456 * the window.
457 *
458 * If you'd like to keep the mouse position fixed while in relative mode you
459 * can use SDL_SetWindowMouseRect(). If you'd like the cursor to be at a
460 * specific location when relative mode ends, you should use
461 * SDL_WarpMouseInWindow() before disabling relative mode.
462 *
463 * This function will flush any pending mouse motion for this window.
464 *
465 * \param window the window to change.
466 * \param enabled true to enable relative mode, false to disable.
467 * \returns true on success or false on failure; call SDL_GetError() for more
468 * information.
469 *
470 * \threadsafety This function should only be called on the main thread.
471 *
472 * \since This function is available since SDL 3.2.0.
473 *
474 * \sa SDL_GetWindowRelativeMouseMode
475 */
476 extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowRelativeMouseMode(SDL_Window *window, bool enabled);
477
478 /**
479 * Query whether relative mouse mode is enabled for a window.
480 *
481 * \param window the window to query.
482 * \returns true if relative mode is enabled for a window or false otherwise.
483 *
484 * \threadsafety This function should only be called on the main thread.
485 *
486 * \since This function is available since SDL 3.2.0.
487 *
488 * \sa SDL_SetWindowRelativeMouseMode
489 */
490 extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowRelativeMouseMode(SDL_Window *window);
491
492 /**
493 * Capture the mouse and to track input outside an SDL window.
494 *
495 * Capturing enables your app to obtain mouse events globally, instead of just
496 * within your window. Not all video targets support this function. When
497 * capturing is enabled, the current window will get all mouse events, but
498 * unlike relative mode, no change is made to the cursor and it is not
499 * restrained to your window.
500 *
501 * This function may also deny mouse input to other windows--both those in
502 * your application and others on the system--so you should use this function
503 * sparingly, and in small bursts. For example, you might want to track the
504 * mouse while the user is dragging something, until the user releases a mouse
505 * button. It is not recommended that you capture the mouse for long periods
506 * of time, such as the entire time your app is running. For that, you should
507 * probably use SDL_SetWindowRelativeMouseMode() or SDL_SetWindowMouseGrab(),
508 * depending on your goals.
509 *
510 * While captured, mouse events still report coordinates relative to the
511 * current (foreground) window, but those coordinates may be outside the
512 * bounds of the window (including negative values). Capturing is only allowed
513 * for the foreground window. If the window loses focus while capturing, the
514 * capture will be disabled automatically.
515 *
516 * While capturing is enabled, the current window will have the
517 * `SDL_WINDOW_MOUSE_CAPTURE` flag set.
518 *
519 * Please note that SDL will attempt to "auto capture" the mouse while the
520 * user is pressing a button; this is to try and make mouse behavior more
521 * consistent between platforms, and deal with the common case of a user
522 * dragging the mouse outside of the window. This means that if you are
523 * calling SDL_CaptureMouse() only to deal with this situation, you do not
524 * have to (although it is safe to do so). If this causes problems for your
525 * app, you can disable auto capture by setting the
526 * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
527 *
528 * \param enabled true to enable capturing, false to disable.
529 * \returns true on success or false on failure; call SDL_GetError() for more
530 * information.
531 *
532 * \threadsafety This function should only be called on the main thread.
533 *
534 * \since This function is available since SDL 3.2.0.
535 *
536 * \sa SDL_GetGlobalMouseState
537 */
538 extern SDL_DECLSPEC bool SDLCALL SDL_CaptureMouse(bool enabled);
539
540 /**
541 * Create a cursor using the specified bitmap data and mask (in MSB format).
542 *
543 * `mask` has to be in MSB (Most Significant Bit) format.
544 *
545 * The cursor width (`w`) must be a multiple of 8 bits.
546 *
547 * The cursor is created in black and white according to the following:
548 *
549 * - data=0, mask=1: white
550 * - data=1, mask=1: black
551 * - data=0, mask=0: transparent
552 * - data=1, mask=0: inverted color if possible, black if not.
553 *
554 * Cursors created with this function must be freed with SDL_DestroyCursor().
555 *
556 * If you want to have a color cursor, or create your cursor from an
557 * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
558 * hide the cursor and draw your own as part of your game's rendering, but it
559 * will be bound to the framerate.
560 *
561 * Also, SDL_CreateSystemCursor() is available, which provides several
562 * readily-available system cursors to pick from.
563 *
564 * \param data the color value for each pixel of the cursor.
565 * \param mask the mask value for each pixel of the cursor.
566 * \param w the width of the cursor.
567 * \param h the height of the cursor.
568 * \param hot_x the x-axis offset from the left of the cursor image to the
569 * mouse x position, in the range of 0 to `w` - 1.
570 * \param hot_y the y-axis offset from the top of the cursor image to the
571 * mouse y position, in the range of 0 to `h` - 1.
572 * \returns a new cursor with the specified parameters on success or NULL on
573 * failure; call SDL_GetError() for more information.
574 *
575 * \threadsafety This function should only be called on the main thread.
576 *
577 * \since This function is available since SDL 3.2.0.
578 *
579 * \sa SDL_CreateAnimatedCursor
580 * \sa SDL_CreateColorCursor
581 * \sa SDL_CreateSystemCursor
582 * \sa SDL_DestroyCursor
583 * \sa SDL_SetCursor
584 */
585 extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor(const Uint8 *data,
586 const Uint8 *mask,
587 int w, int h, int hot_x,
588 int hot_y);
589
590 /**
591 * Create a color cursor.
592 *
593 * If this function is passed a surface with alternate representations added
594 * with SDL_AddSurfaceAlternateImage(), the surface will be interpreted as the
595 * content to be used for 100% display scale, and the alternate
596 * representations will be used for high DPI situations if
597 * SDL_HINT_MOUSE_DPI_SCALE_CURSORS is enabled. For example, if the original
598 * surface is 32x32, then on a 2x macOS display or 200% display scale on
599 * Windows, a 64x64 version of the image will be used, if available. If a
600 * matching version of the image isn't available, the closest larger size
601 * image will be downscaled to the appropriate size and be used instead, if
602 * available. Otherwise, the closest smaller image will be upscaled and be
603 * used instead.
604 *
605 * \param surface an SDL_Surface structure representing the cursor image.
606 * \param hot_x the x position of the cursor hot spot.
607 * \param hot_y the y position of the cursor hot spot.
608 * \returns the new cursor on success or NULL on failure; call SDL_GetError()
609 * for more information.
610 *
611 * \threadsafety This function should only be called on the main thread.
612 *
613 * \since This function is available since SDL 3.2.0.
614 *
615 * \sa SDL_AddSurfaceAlternateImage
616 * \sa SDL_CreateAnimatedCursor
617 * \sa SDL_CreateCursor
618 * \sa SDL_CreateSystemCursor
619 * \sa SDL_DestroyCursor
620 * \sa SDL_SetCursor
621 */
622 extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
623 int hot_x,
624 int hot_y);
625
626 /**
627 * Create an animated color cursor.
628 *
629 * Animated cursors are composed of a sequential array of frames, specified as
630 * surfaces and durations in an array of SDL_CursorFrameInfo structs. The hot
631 * spot coordinates are universal to all frames, and all frames must have the
632 * same dimensions.
633 *
634 * Frame durations are specified in milliseconds. A duration of 0 implies an
635 * infinite frame time, and the animation will stop on that frame. To create a
636 * one-shot animation, set the duration of the last frame in the sequence to
637 * 0.
638 *
639 * If this function is passed surfaces with alternate representations added
640 * with SDL_AddSurfaceAlternateImage(), the surfaces will be interpreted as
641 * the content to be used for 100% display scale, and the alternate
642 * representations will be used for high DPI situations. For example, if the
643 * original surfaces are 32x32, then on a 2x macOS display or 200% display
644 * scale on Windows, a 64x64 version of the image will be used, if available.
645 * If a matching version of the image isn't available, the closest larger size
646 * image will be downscaled to the appropriate size and be used instead, if
647 * available. Otherwise, the closest smaller image will be upscaled and be
648 * used instead.
649 *
650 * If the underlying platform does not support animated cursors, this function
651 * will fall back to creating a static color cursor using the first frame in
652 * the sequence.
653 *
654 * \param frames an array of cursor images composing the animation.
655 * \param frame_count the number of frames in the sequence.
656 * \param hot_x the x position of the cursor hot spot.
657 * \param hot_y the y position of the cursor hot spot.
658 * \returns the new cursor on success or NULL on failure; call SDL_GetError()
659 * for more information.
660 *
661 * \threadsafety This function should only be called on the main thread.
662 *
663 * \since This function is available since SDL 3.4.0.
664 *
665 * \sa SDL_AddSurfaceAlternateImage
666 * \sa SDL_CreateCursor
667 * \sa SDL_CreateColorCursor
668 * \sa SDL_CreateSystemCursor
669 * \sa SDL_DestroyCursor
670 * \sa SDL_SetCursor
671 */
672 extern SDL_DECLSPEC SDL_Cursor *SDLCALL SDL_CreateAnimatedCursor(SDL_CursorFrameInfo *frames,
673 int frame_count,
674 int hot_x,
675 int hot_y);
676
677 /**
678 * Create a system cursor.
679 *
680 * \param id an SDL_SystemCursor enum value.
681 * \returns a cursor on success or NULL on failure; call SDL_GetError() for
682 * more information.
683 *
684 * \threadsafety This function should only be called on the main thread.
685 *
686 * \since This function is available since SDL 3.2.0.
687 *
688 * \sa SDL_DestroyCursor
689 */
690 extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
691
692 /**
693 * Set the active cursor.
694 *
695 * This function sets the currently active cursor to the specified one. If the
696 * cursor is currently visible, the change will be immediately represented on
697 * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
698 * this is desired for any reason.
699 *
700 * \param cursor a cursor to make active.
701 * \returns true on success or false on failure; call SDL_GetError() for more
702 * information.
703 *
704 * \threadsafety This function should only be called on the main thread.
705 *
706 * \since This function is available since SDL 3.2.0.
707 *
708 * \sa SDL_GetCursor
709 */
710 extern SDL_DECLSPEC bool SDLCALL SDL_SetCursor(SDL_Cursor *cursor);
711
712 /**
713 * Get the active cursor.
714 *
715 * This function returns a pointer to the current cursor which is owned by the
716 * library. It is not necessary to free the cursor with SDL_DestroyCursor().
717 *
718 * \returns the active cursor or NULL if there is no mouse.
719 *
720 * \threadsafety This function should only be called on the main thread.
721 *
722 * \since This function is available since SDL 3.2.0.
723 *
724 * \sa SDL_SetCursor
725 */
726 extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void);
727
728 /**
729 * Get the default cursor.
730 *
731 * You do not have to call SDL_DestroyCursor() on the return value, but it is
732 * safe to do so.
733 *
734 * \returns the default cursor on success or NULL on failure; call
735 * SDL_GetError() for more information.
736 *
737 * \threadsafety This function should only be called on the main thread.
738 *
739 * \since This function is available since SDL 3.2.0.
740 */
741 extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetDefaultCursor(void);
742
743 /**
744 * Free a previously-created cursor.
745 *
746 * Use this function to free cursor resources created with SDL_CreateCursor(),
747 * SDL_CreateColorCursor() or SDL_CreateSystemCursor().
748 *
749 * \param cursor the cursor to free.
750 *
751 * \threadsafety This function should only be called on the main thread.
752 *
753 * \since This function is available since SDL 3.2.0.
754 *
755 * \sa SDL_CreateAnimatedCursor
756 * \sa SDL_CreateColorCursor
757 * \sa SDL_CreateCursor
758 * \sa SDL_CreateSystemCursor
759 */
760 extern SDL_DECLSPEC void SDLCALL SDL_DestroyCursor(SDL_Cursor *cursor);
761
762 /**
763 * Show the cursor.
764 *
765 * \returns true on success or false on failure; call SDL_GetError() for more
766 * information.
767 *
768 * \threadsafety This function should only be called on the main thread.
769 *
770 * \since This function is available since SDL 3.2.0.
771 *
772 * \sa SDL_CursorVisible
773 * \sa SDL_HideCursor
774 */
775 extern SDL_DECLSPEC bool SDLCALL SDL_ShowCursor(void);
776
777 /**
778 * Hide the cursor.
779 *
780 * \returns true on success or false on failure; call SDL_GetError() for more
781 * information.
782 *
783 * \threadsafety This function should only be called on the main thread.
784 *
785 * \since This function is available since SDL 3.2.0.
786 *
787 * \sa SDL_CursorVisible
788 * \sa SDL_ShowCursor
789 */
790 extern SDL_DECLSPEC bool SDLCALL SDL_HideCursor(void);
791
792 /**
793 * Return whether the cursor is currently being shown.
794 *
795 * \returns `true` if the cursor is being shown, or `false` if the cursor is
796 * hidden.
797 *
798 * \threadsafety This function should only be called on the main thread.
799 *
800 * \since This function is available since SDL 3.2.0.
801 *
802 * \sa SDL_HideCursor
803 * \sa SDL_ShowCursor
804 */
805 extern SDL_DECLSPEC bool SDLCALL SDL_CursorVisible(void);
806
807 /* Ends C function definitions when using C++ */
808 #ifdef __cplusplus
809 }
810 #endif
811 #include <SDL3/SDL_close_code.h>
812
813 #endif /* SDL_mouse_h_ */