SDL 3.0
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#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_surface.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_begin_code.h>
#include <SDL3/SDL_close_code.h>
Go to the source code of this file.
Macros | |
#define | SDL_BUTTON_LEFT 1 |
#define | SDL_BUTTON_MIDDLE 2 |
#define | SDL_BUTTON_RIGHT 3 |
#define | SDL_BUTTON_X1 4 |
#define | SDL_BUTTON_X2 5 |
#define | SDL_BUTTON_MASK(X) (1u << ((X)-1)) |
#define | SDL_BUTTON_LMASK SDL_BUTTON_MASK(SDL_BUTTON_LEFT) |
#define | SDL_BUTTON_MMASK SDL_BUTTON_MASK(SDL_BUTTON_MIDDLE) |
#define | SDL_BUTTON_RMASK SDL_BUTTON_MASK(SDL_BUTTON_RIGHT) |
#define | SDL_BUTTON_X1MASK SDL_BUTTON_MASK(SDL_BUTTON_X1) |
#define | SDL_BUTTON_X2MASK SDL_BUTTON_MASK(SDL_BUTTON_X2) |
Typedefs | |
typedef Uint32 | SDL_MouseID |
typedef struct SDL_Cursor | SDL_Cursor |
typedef Uint32 | SDL_MouseButtonFlags |
#define SDL_BUTTON_LEFT 1 |
Definition at line 150 of file SDL_mouse.h.
#define SDL_BUTTON_LMASK SDL_BUTTON_MASK(SDL_BUTTON_LEFT) |
Definition at line 157 of file SDL_mouse.h.
#define SDL_BUTTON_MASK | ( | X | ) | (1u << ((X)-1)) |
Definition at line 156 of file SDL_mouse.h.
#define SDL_BUTTON_MIDDLE 2 |
Definition at line 151 of file SDL_mouse.h.
#define SDL_BUTTON_MMASK SDL_BUTTON_MASK(SDL_BUTTON_MIDDLE) |
Definition at line 158 of file SDL_mouse.h.
#define SDL_BUTTON_RIGHT 3 |
Definition at line 152 of file SDL_mouse.h.
#define SDL_BUTTON_RMASK SDL_BUTTON_MASK(SDL_BUTTON_RIGHT) |
Definition at line 159 of file SDL_mouse.h.
#define SDL_BUTTON_X1 4 |
Definition at line 153 of file SDL_mouse.h.
#define SDL_BUTTON_X1MASK SDL_BUTTON_MASK(SDL_BUTTON_X1) |
Definition at line 160 of file SDL_mouse.h.
#define SDL_BUTTON_X2 5 |
Definition at line 154 of file SDL_mouse.h.
#define SDL_BUTTON_X2MASK SDL_BUTTON_MASK(SDL_BUTTON_X2) |
Definition at line 161 of file SDL_mouse.h.
typedef struct SDL_Cursor SDL_Cursor |
The structure used to identify an SDL cursor.
This is opaque data.
Definition at line 90 of file SDL_mouse.h.
typedef Uint32 SDL_MouseButtonFlags |
A bitmask of pressed mouse buttons, as reported by SDL_GetMouseState, etc.
Definition at line 148 of file SDL_mouse.h.
typedef Uint32 SDL_MouseID |
Any GUI application has to deal with the mouse, and SDL provides functions to manage mouse input and the displayed cursor.
Most interactions with the mouse will come through the event subsystem. Moving a mouse generates an SDL_EVENT_MOUSE_MOTION event, pushing a button generates SDL_EVENT_MOUSE_BUTTON_DOWN, etc, but one can also query the current state of the mouse at any time with SDL_GetMouseState().
For certain games, it's useful to disassociate the mouse cursor from mouse input. An FPS, for example, would not want the player's motion to stop as the mouse hits the edge of the window. For these scenarios, use SDL_SetWindowRelativeMouseMode(), which hides the cursor, grabs mouse input to the window, and reads mouse input no matter how far it moves.
Games that want the system to track the mouse but want to draw their own cursor can use SDL_HideCursor() and SDL_ShowCursor(). It might be more efficient to let the system manage the cursor, if possible, using SDL_SetCursor() with a custom image made through SDL_CreateColorCursor(), or perhaps just a specific system cursor from SDL_CreateSystemCursor().
SDL can, on many platforms, differentiate between multiple connected mice, allowing for interesting input scenarios and multiplayer games. They can be enumerated with SDL_GetMice(), and SDL will send SDL_EVENT_MOUSE_ADDED and SDL_EVENT_MOUSE_REMOVED events as they are connected and unplugged.
Since many apps only care about basic mouse input, SDL offers a virtual mouse device for touch and pen input, which often can make a desktop application work on a touchscreen phone without any code changes. Apps that care about touch/pen separately from mouse input should filter out events with a which
field of SDL_TOUCH_MOUSEID/SDL_PEN_MOUSEID. This is a unique ID for a mouse for the time it is connected to the system, and is never reused for the lifetime of the application.
If the mouse is disconnected and reconnected, it will get a new ID.
The value 0 is an invalid ID.
Definition at line 81 of file SDL_mouse.h.
Scroll direction types for the Scroll event
Enumerator | |
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SDL_MOUSEWHEEL_NORMAL | The scroll direction is normal |
SDL_MOUSEWHEEL_FLIPPED | The scroll direction is flipped / natural |
Definition at line 127 of file SDL_mouse.h.
enum SDL_SystemCursor |
Cursor types for SDL_CreateSystemCursor().
Definition at line 97 of file SDL_mouse.h.
Capture the mouse and to track input outside an SDL window.
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. For that, you should probably use SDL_SetWindowRelativeMouseMode() or SDL_SetWindowMouseGrab(), depending on your goals.
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.
Please note that SDL will attempt to "auto capture" the mouse while the user is pressing a button; this is to try and make mouse behavior more consistent between platforms, and deal with the common case of a user dragging the mouse outside of the window. This means that if you are calling SDL_CaptureMouse() only to deal with this situation, you do not have to (although it is safe to do so). If this causes problems for your app, you can disable auto capture by setting the SDL_HINT_MOUSE_AUTO_CAPTURE
hint to zero.
enabled | true to enable capturing, false to disable. |
\threadsafety This function should only be called on the main thread.
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Create a color cursor.
If this function is passed a surface with alternate representations, the surface will be interpreted as the content to be used for 100% display scale, and the alternate representations will be used for high DPI situations. For example, if the original surface is 32x32, then on a 2x macOS display or 200% display scale on Windows, a 64x64 version of the image will be used, if available. If a matching version of the image isn't available, the closest larger size image will be downscaled to the appropriate size and be used instead, if available. Otherwise, the closest smaller image will be upscaled and be used instead.
surface | an SDL_Surface structure representing the cursor image. |
hot_x | the x position of the cursor hot spot. |
hot_y | the y position of the cursor hot spot. |
\threadsafety This function should only be called on the main thread.
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Create a cursor using the specified bitmap data and mask (in MSB format).
mask
has to be in MSB (Most Significant Bit) format.
The cursor width (w
) must be a multiple of 8 bits.
The cursor is created in black and white according to the following:
Cursors created with this function must be freed with SDL_DestroyCursor().
If you want to have a color cursor, or create your cursor from an SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can hide the cursor and draw your own as part of your game's rendering, but it will be bound to the framerate.
Also, SDL_CreateSystemCursor() is available, which provides several readily-available system cursors to pick from.
data | the color value for each pixel of the cursor. |
mask | the mask value for each pixel of the cursor. |
w | the width of the cursor. |
h | the height of the cursor. |
hot_x | the x-axis offset from the left of the cursor image to the mouse x position, in the range of 0 to w - 1. |
hot_y | the y-axis offset from the top of the cursor image to the mouse y position, in the range of 0 to h - 1. |
\threadsafety This function should only be called on the main thread.
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Create a system cursor.
id | an SDL_SystemCursor enum value. |
\threadsafety This function should only be called on the main thread.
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Return whether the cursor is currently being shown.
true
if the cursor is being shown, or false
if the cursor is hidden.\threadsafety This function should only be called on the main thread.
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Free a previously-created cursor.
Use this function to free cursor resources created with SDL_CreateCursor(), SDL_CreateColorCursor() or SDL_CreateSystemCursor().
cursor | the cursor to free. |
\threadsafety This function should only be called on the main thread.
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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_DestroyCursor().
\threadsafety This function should only be called on the main thread.
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Get the default cursor.
You do not have to call SDL_DestroyCursor() on the return value, but it is safe to do so.
\threadsafety This function should only be called on the main thread.
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Query the platform for the asynchronous mouse button state and the desktop-relative platform-cursor position.
This function immediately queries the platform for the most recent asynchronous state, more costly than retrieving SDL's cached state in SDL_GetMouseState().
Passing non-NULL pointers to x
or y
will write the destination with respective x or y coordinates relative to the desktop.
In Relative Mode, the platform-cursor's position usually contradicts the SDL-cursor's position as manually calculated from SDL_GetMouseState() and SDL_GetWindowPosition.
This function 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.
x | a pointer to receive the platform-cursor's x-position from the desktop's top left corner, can be NULL if unused. |
y | a pointer to receive the platform-cursor's y-position from the desktop's top left corner, can be NULL if unused. |
\threadsafety This function should only be called on the main thread.
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Get a list of currently connected mice.
Note that this will include any device or virtual driver that includes mouse functionality, including some game controllers, KVM switches, etc. You should wait for input from a device before you consider it actively in use.
count | a pointer filled in with the number of mice returned, may be NULL. |
\threadsafety This function should only be called on the main thread.
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Get the window which currently has mouse focus.
\threadsafety This function should only be called on the main thread.
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Get the name of a mouse.
This function returns "" if the mouse doesn't have a name.
instance_id | the mouse instance ID. |
\threadsafety This function should only be called on the main thread.
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Query SDL's cache for the synchronous mouse button state and the window-relative SDL-cursor position.
This function returns the cached synchronous state as SDL understands it from the last pump of the event queue.
To query the platform for immediate asynchronous state, use SDL_GetGlobalMouseState.
Passing non-NULL pointers to x
or y
will write the destination with respective x or y coordinates relative to the focused window.
In Relative Mode, the SDL-cursor's position usually contradicts the platform-cursor's position as manually calculated from SDL_GetGlobalMouseState() and SDL_GetWindowPosition.
x | a pointer to receive the SDL-cursor's x-position from the focused window's top left corner, can be NULL if unused. |
y | a pointer to receive the SDL-cursor's y-position from the focused window's top left corner, can be NULL if unused. |
\threadsafety This function should only be called on the main thread.
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Query SDL's cache for the synchronous mouse button state and accumulated mouse delta since last call.
This function returns the cached synchronous state as SDL understands it from the last pump of the event queue.
To query the platform for immediate asynchronous state, use SDL_GetGlobalMouseState.
Passing non-NULL pointers to x
or y
will write the destination with respective x or y deltas accumulated since the last call to this function (or since event initialization).
This function is useful for reducing overhead by processing relative mouse inputs in one go per-frame instead of individually per-event, at the expense of losing the order between events within the frame (e.g. quickly pressing and releasing a button within the same frame).
x | a pointer to receive the x mouse delta accumulated since last call, can be NULL if unused. |
y | a pointer to receive the y mouse delta accumulated since last call, can be NULL if unused. |
\threadsafety This function should only be called on the main thread.
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Query whether relative mouse mode is enabled for a window.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
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Return whether a mouse is currently connected.
\threadsafety This function should only be called on the main thread.
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Hide the cursor.
\threadsafety This function should only be called on the main thread.
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Set the active cursor.
This function sets the currently active cursor to the specified one. If the cursor is currently visible, the change will be immediately represented on the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if this is desired for any reason.
cursor | a cursor to make active. |
\threadsafety This function should only be called on the main thread.
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Set relative mouse mode for a window.
While the window has focus and relative mouse mode is enabled, the cursor is hidden, the mouse position is constrained to the window, and SDL will report continuous relative mouse motion even if the mouse is at the edge of the window.
If you'd like to keep the mouse position fixed while in relative mode you can use SDL_SetWindowMouseRect(). If you'd like the cursor to be at a specific location when relative mode ends, you should use SDL_WarpMouseInWindow() before disabling relative mode.
This function will flush any pending mouse motion for this window.
window | the window to change. |
enabled | true to enable relative mode, false to disable. |
\threadsafety This function should only be called on the main thread.
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Show the cursor.
\threadsafety This function should only be called on the main thread.
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Move the mouse to the given position in global screen space.
This function generates a mouse motion event.
A failure of this function usually means that it is unsupported by a platform.
Note that this function will appear to succeed, but not actually move the mouse when used over Microsoft Remote Desktop.
x | the x coordinate. |
y | the y coordinate. |
\threadsafety This function should only be called on the main thread.
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Move the mouse cursor to the given position within the window.
This function generates a mouse motion event if relative mode is not enabled. If relative mode is enabled, you can force mouse events for the warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
Note that this function will appear to succeed, but not actually move the mouse when used over Microsoft Remote Desktop.
window | the window to move the mouse into, or NULL for the current mouse focus. |
x | the x coordinate within the window. |
y | the y coordinate within the window. |
\threadsafety This function should only be called on the main thread.