NAME
SDL2::mouse - SDL Mouse Event Handling
SYNOPSIS
use SDL2 qw[:mouse];
DESCRIPTION
SDL2::keyboard
Functions
These may be imported by name or with the :mouse
tag.
SDL_GetMouseFocus( )
Get the window which currently has mouse focus.
Returns the window with mouse focus.
SDL_GetMouseState( ... )
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)
function (where X
is generally 1 for the left, 2 for middle, 3 for the right button), and x
and y
are set to the mouse cursor position relative to the focus window. You can pass NULL for either x
or y
.
Expected parameters include:
x
- the x coordinate of the mouse cursor position relative to the focus windowy
- the y coordinate of the mouse cursor position relative to the focus window
Returns a 32-bit button bitmask of the current button state.
SDL_GetGlobalMouseState( ... )
Get the current state of the mouse in relation to the desktop.
This works similarly to 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.
Expected parameters include:
x
- filled in with the current X coord relative to the desktop; can beundef
y
- filled in with the current Y coord relative to the desktop; can beundef
Returns the current button state as a bitmask which can be tested using the SDL_BUTTON( X )
macros.
SDL_GetRelativeMouseState( ... )
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 )
functions (where X
is generally 1 for the left, 2 for middle, 3 for the right button), and x
and y
are set to the mouse deltas since the last call to SDL_GetRelativeMouseState() or since event initialization. You can pass undef
for either x
or y
.
Expected parameters include:
x
- a pointer filled with the last recorded x coordinate of the mousey
- a pointer filled with the last recorded y coordinate of the mouse
SDL_WarpMouseInWindow( ... )
Move the mouse cursor to the given position within the window.
This function generates a mouse motion event.
Expected parameters include:
window
- the window to move the mouse into, orundef
for the current mouse focusx
- the x coordinate within the windowy
- the y coordinate within the window
SDL_WarpMouseGlobal( ... )
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.
Expected parameters include:
Returns 0
on success or a negative error code on failure; call SDL_GetError( )
for more information.
SDL_SetRelativeMouseMode( ... )
Set relative mouse mode.
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.
Expected parameters include:
Returns 0
on success or a negative error code on failure; call SDL_GetError( )
for more information.
If relative mode is not supported, this returns -1
.
SDL_CaptureMouse( ... )
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_SetRelativeMouseMode( ... )
or SDL_SetWindowGrab( ... )
, 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.
Expected parameters include:
Returns 0
on success or -1
if not supported; call SDL_GetError( )
for more information.
SDL_GetRelativeMouseMode( )
Query whether relative mouse mode is enabled.
Returns SDL_TRUE
if relative mode is enabled or SDL_FALSE
otherwise.
SDL_CreateCursor( ... )
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:
- - data=0, mask=1: white
- - data=1, mask=1: black
- - data=0, mask=1: transparent
- - data=1, mask=0: inverted color if possible, black if not.
Cursors created with this function must be freed with SDL_FreeCursor( ... )
.
If you want to have a color cursor, or create your cursor from an SDL2::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, since SDL 2.0.0, SDL_CreateSystemCursor( ... )
is available, which provides twelve readily available system cursors to pick from.
Expected parameters include:
data
- the color value for each pixel of the cursormask
- the mask value for each pixel of the cursorw
- the width of the cursorh
- the height of the cursorhot_x
- the X-axis location of the upper left corner of the cursor relative to the actual mouse positionhot_y
- the Y-axis location of the upper left corner of the cursor relative to the actual mouse position
Returns a new cursor with the specified parameters on success or undef
on failure; call SDL_GetError( )
for more information.
SDL_CreateColorCursor( ... )
Create a color cursor.
Expected parameters include:
surface
- an SDL2::Surface structure representing the cursor imagehot_x
- the x position of the cursor hot spothot_y
- the y position of the cursor hot spot
Returns the new cursor on success or NULL on failure; call SDL_GetError( )
for more information.
SDL_CreateSystemCursor( ... )
Create a system cursor.
Expected parameters include:
id
- anSDL_SystemCursor
enum value
Returns a cursor on success or NULL on failure; call SDL_GetError( )
for more information.
SDL_SetCursor( ... )
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( undef )
can be used to force cursor redraw, if this is desired for any reason.
Expected parameters include:
SDL_GetCursor( )
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 undef
if there is no mouse.
SDL_GetDefaultCursor( )
Get the default cursor.
Returns the default cursor on success or undef
on failure.
SDL_FreeCursor( ... )
Free a previously-created cursor.
Use this function to free cursor resources created with SDL_CreateCursor( ... )
, SDL_CreateColorCursor( ... )
or SDL_CreateSystemCursor( ... )
.
Expected parameters include:
SDL_ShowCursor( ... )
Toggle whether or not the cursor is shown.
The cursor starts off displayed but can be turned off. Passing SDL_ENABLE
displays the cursor and passing SDL_DISABLE
hides it.
The current state of the mouse cursor can be queried by passing SDL_QUERY
; either SDL_DISABLE
or SDL_ENABLE
will be returned.
Expected parameters include:
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.
Defined values and Enumerations
These may be imported with their given tags or :mouse
.
SDL_SystemCursor
Cursor types for SDL_CreateSystemCursor( ... )
. They may be imported with the :systemCursor
tag.
SDL_SYSTEM_CURSOR_ARROW
- ArrowSDL_SYSTEM_CURSOR_IBEAM
- I-beamSDL_SYSTEM_CURSOR_WAIT
- WaitSDL_SYSTEM_CURSOR_CROSSHAIR
- CrosshairSDL_SYSTEM_CURSOR_WAITARROW
- Small wait cursor (or Wait if not available)SDL_SYSTEM_CURSOR_SIZENWSE
- Double arrow pointing northwest and southeastSDL_SYSTEM_CURSOR_SIZENESW
- Double arrow pointing northeast and southwestSDL_SYSTEM_CURSOR_SIZEWE
- Double arrow pointing west and eastSDL_SYSTEM_CURSOR_SIZENS
- Double arrow pointing north and southSDL_SYSTEM_CURSOR_SIZEALL
- Four pointed arrow pointing north, south, east, and westSDL_SYSTEM_CURSOR_NO
- Slashed circle or crossbonesSDL_SYSTEM_CURSOR_HAND
- HandSDL_NUM_SYSTEM_CURSORS
SDL_MouseWheelDirection
Scroll direction types for the Scroll event. These may be imported with the :mouseWheelDirection
tag.
SDL_MOUSEWHEEL_NORMAL
- The scroll direction is normalSDL_MOUSEWHEEL_FLIPPED
- The scroll direction is flipped / natural
Button Masks
These functions return values which can be used as a mask when testing buttons in buttonstate.
SDL_BUTTON( ... )
- expects one of the following valuesSDL_BUTTON_LEFT
SDL_BUTTON_MIDDLE
SDL_BUTTON_RIGHT
SDL_BUTTON_X1
SDL_BUTTON_X2
SDL_BUTTON_LMASK
SDL_BUTTON_MMASK
SDL_BUTTON_RMASK
SDL_BUTTON_X1MASK
SDL_BUTTON_X2MASK
LICENSE
Copyright (C) Sanko Robinson.
This library is free software; you can redistribute it and/or modify it under the terms found in the Artistic License 2. Other copyrights, terms, and conditions may apply to data transmitted through this module.
AUTHOR
Sanko Robinson <sanko@cpan.org>