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
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)
587 int w,
int h,
int hot_x,
SDL_MouseButtonFlags SDL_GetRelativeMouseState(float *x, float *y)
void SDL_DestroyCursor(SDL_Cursor *cursor)
SDL_MouseButtonFlags SDL_GetGlobalMouseState(float *x, float *y)
SDL_Cursor * SDL_GetCursor(void)
bool SDL_HideCursor(void)
SDL_Window * SDL_GetMouseFocus(void)
bool SDL_GetWindowRelativeMouseMode(SDL_Window *window)
SDL_MouseButtonFlags SDL_GetMouseState(float *x, float *y)
bool SDL_SetWindowRelativeMouseMode(SDL_Window *window, bool enabled)
@ SDL_SYSTEM_CURSOR_NWSE_RESIZE
@ SDL_SYSTEM_CURSOR_POINTER
@ SDL_SYSTEM_CURSOR_EW_RESIZE
@ SDL_SYSTEM_CURSOR_SE_RESIZE
@ SDL_SYSTEM_CURSOR_NS_RESIZE
@ SDL_SYSTEM_CURSOR_N_RESIZE
@ SDL_SYSTEM_CURSOR_E_RESIZE
@ SDL_SYSTEM_CURSOR_NE_RESIZE
@ SDL_SYSTEM_CURSOR_DEFAULT
@ SDL_SYSTEM_CURSOR_NESW_RESIZE
@ SDL_SYSTEM_CURSOR_COUNT
@ SDL_SYSTEM_CURSOR_W_RESIZE
@ SDL_SYSTEM_CURSOR_SW_RESIZE
@ SDL_SYSTEM_CURSOR_S_RESIZE
@ SDL_SYSTEM_CURSOR_NW_RESIZE
@ SDL_SYSTEM_CURSOR_NOT_ALLOWED
@ SDL_SYSTEM_CURSOR_CROSSHAIR
@ SDL_SYSTEM_CURSOR_PROGRESS
void(* SDL_MouseMotionTransformCallback)(void *userdata, Uint64 timestamp, SDL_Window *window, SDL_MouseID mouseID, float *x, float *y)
bool SDL_CaptureMouse(bool enabled)
struct SDL_Cursor SDL_Cursor
const char * SDL_GetMouseNameForID(SDL_MouseID instance_id)
SDL_Cursor * SDL_CreateColorCursor(SDL_Surface *surface, int hot_x, int hot_y)
bool SDL_SetRelativeMouseTransform(SDL_MouseMotionTransformCallback callback, void *userdata)
bool SDL_WarpMouseGlobal(float x, float y)
void SDL_WarpMouseInWindow(SDL_Window *window, float x, float y)
SDL_MouseID * SDL_GetMice(int *count)
SDL_Cursor * SDL_CreateAnimatedCursor(SDL_CursorFrameInfo *frames, int frame_count, int hot_x, int hot_y)
bool SDL_ShowCursor(void)
SDL_Cursor * SDL_CreateCursor(const Uint8 *data, const Uint8 *mask, int w, int h, int hot_x, int hot_y)
SDL_Cursor * SDL_CreateSystemCursor(SDL_SystemCursor id)
Uint32 SDL_MouseButtonFlags
bool SDL_SetCursor(SDL_Cursor *cursor)
bool SDL_CursorVisible(void)
SDL_Cursor * SDL_GetDefaultCursor(void)
struct SDL_Window SDL_Window
static SDL_Window * window