SDL 3.0
SDL_mouse.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2024 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 * \file SDL_mouse.h
24 *
25 * Include file for SDL mouse event handling.
26 */
27
28#ifndef SDL_mouse_h_
29#define SDL_mouse_h_
30
31#include <SDL3/SDL_stdinc.h>
32#include <SDL3/SDL_error.h>
33#include <SDL3/SDL_video.h>
34
35#include <SDL3/SDL_begin_code.h>
36/* Set up for C function definitions, even when using C++ */
37#ifdef __cplusplus
38extern "C" {
39#endif
40
42
43typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
44
45/**
46 * Cursor types for SDL_CreateSystemCursor().
47 */
48typedef enum
49{
53 SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
54 SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
55 SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
56 SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
57 SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
58 SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
59 SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
60 SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
62 SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT, /**< Window resize top-left (or SIZENWSE) */
63 SDL_SYSTEM_CURSOR_WINDOW_TOP, /**< Window resize top (or SIZENS) */
64 SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT, /**< Window resize top-right (or SIZENESW) */
65 SDL_SYSTEM_CURSOR_WINDOW_RIGHT, /**< Window resize right (or SIZEWE) */
66 SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT, /**< Window resize bottom-right (or SIZENWSE) */
67 SDL_SYSTEM_CURSOR_WINDOW_BOTTOM, /**< Window resize bottom (or SIZENS) */
68 SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT, /**< Window resize bottom-left (or SIZENESW) */
69 SDL_SYSTEM_CURSOR_WINDOW_LEFT, /**< Window resize left (or SIZEWE) */
72
73/**
74 * Scroll direction types for the Scroll event
75 */
76typedef enum
77{
78 SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
79 SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
81
82/* Function prototypes */
83
84/**
85 * Return whether a mouse is currently connected.
86 *
87 * \returns SDL_TRUE if a mouse is connected, SDL_FALSE otherwise.
88 *
89 * \since This function is available since SDL 3.0.0.
90 *
91 * \sa SDL_GetMice
92 */
93extern DECLSPEC SDL_bool SDLCALL SDL_HasMouse(void);
94
95/**
96 * Get a list of currently connected mice.
97 *
98 * Note that this will include any device or virtual driver that includes
99 * mouse functionality, including some game controllers, KVM switches, etc.
100 * You should wait for input from a device before you consider it actively in
101 * use.
102 *
103 * \param count a pointer filled in with the number of mice returned
104 * \returns a 0 terminated array of mouse instance IDs which should be freed
105 * with SDL_free(), or NULL on error; call SDL_GetError() for more
106 * details.
107 *
108 * \since This function is available since SDL 3.0.0.
109 *
110 * \sa SDL_GetMouseInstanceName
111 * \sa SDL_HasMouse
112 */
113extern DECLSPEC SDL_MouseID *SDLCALL SDL_GetMice(int *count);
114
115/**
116 * Get the name of a mouse.
117 *
118 * This function returns "" if the mouse doesn't have a name.
119 *
120 * \param instance_id the mouse instance ID
121 * \returns the name of the selected mouse, or NULL on failure; call
122 * SDL_GetError() for more information.
123 *
124 * \since This function is available since SDL 3.0.0.
125 *
126 * \sa SDL_GetMice
127 */
128extern DECLSPEC const char *SDLCALL SDL_GetMouseInstanceName(SDL_MouseID instance_id);
129
130/**
131 * Get the window which currently has mouse focus.
132 *
133 * \returns the window with mouse focus.
134 *
135 * \since This function is available since SDL 3.0.0.
136 */
137extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
138
139/**
140 * Retrieve the current state of the mouse.
141 *
142 * The current button state is returned as a button bitmask, which can be
143 * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
144 * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
145 * mouse cursor position relative to the focus window. You can pass NULL for
146 * either `x` or `y`.
147 *
148 * \param x the x coordinate of the mouse cursor position relative to the
149 * focus window
150 * \param y the y coordinate of the mouse cursor position relative to the
151 * focus window
152 * \returns a 32-bit button bitmask of the current button state.
153 *
154 * \since This function is available since SDL 3.0.0.
155 *
156 * \sa SDL_GetGlobalMouseState
157 * \sa SDL_GetRelativeMouseState
158 */
159extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(float *x, float *y);
160
161/**
162 * Get the current state of the mouse in relation to the desktop.
163 *
164 * This works similarly to SDL_GetMouseState(), but the coordinates will be
165 * reported relative to the top-left of the desktop. This can be useful if you
166 * need to track the mouse outside of a specific window and SDL_CaptureMouse()
167 * doesn't fit your needs. For example, it could be useful if you need to
168 * track the mouse while dragging a window, where coordinates relative to a
169 * window might not be in sync at all times.
170 *
171 * Note: SDL_GetMouseState() returns the mouse position as SDL understands it
172 * from the last pump of the event queue. This function, however, queries the
173 * OS for the current mouse position, and as such, might be a slightly less
174 * efficient function. Unless you know what you're doing and have a good
175 * reason to use this function, you probably want SDL_GetMouseState() instead.
176 *
177 * \param x filled in with the current X coord relative to the desktop; can be
178 * NULL
179 * \param y filled in with the current Y coord relative to the desktop; can be
180 * NULL
181 * \returns the current button state as a bitmask which can be tested using
182 * the SDL_BUTTON(X) macros.
183 *
184 * \since This function is available since SDL 3.0.0.
185 *
186 * \sa SDL_CaptureMouse
187 * \sa SDL_GetMouseState
188 */
189extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(float *x, float *y);
190
191/**
192 * Retrieve the relative state of the mouse.
193 *
194 * The current button state is returned as a button bitmask, which can be
195 * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
196 * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
197 * mouse deltas since the last call to SDL_GetRelativeMouseState() or since
198 * event initialization. You can pass NULL for either `x` or `y`.
199 *
200 * \param x a pointer filled with the last recorded x coordinate of the mouse
201 * \param y a pointer filled with the last recorded y coordinate of the mouse
202 * \returns a 32-bit button bitmask of the relative button state.
203 *
204 * \since This function is available since SDL 3.0.0.
205 *
206 * \sa SDL_GetMouseState
207 */
208extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(float *x, float *y);
209
210/**
211 * Move the mouse cursor to the given position within the window.
212 *
213 * This function generates a mouse motion event if relative mode is not
214 * enabled. If relative mode is enabled, you can force mouse events for the
215 * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
216 *
217 * Note that this function will appear to succeed, but not actually move the
218 * mouse when used over Microsoft Remote Desktop.
219 *
220 * \param window the window to move the mouse into, or NULL for the current
221 * mouse focus
222 * \param x the x coordinate within the window
223 * \param y the y coordinate within the window
224 *
225 * \since This function is available since SDL 3.0.0.
226 *
227 * \sa SDL_WarpMouseGlobal
228 */
229extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
230 float x, float y);
231
232/**
233 * Move the mouse to the given position in global screen space.
234 *
235 * This function generates a mouse motion event.
236 *
237 * A failure of this function usually means that it is unsupported by a
238 * platform.
239 *
240 * Note that this function will appear to succeed, but not actually move the
241 * mouse when used over Microsoft Remote Desktop.
242 *
243 * \param x the x coordinate
244 * \param y the y coordinate
245 * \returns 0 on success or a negative error code on failure; call
246 * SDL_GetError() for more information.
247 *
248 * \since This function is available since SDL 3.0.0.
249 *
250 * \sa SDL_WarpMouseInWindow
251 */
252extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(float x, float y);
253
254/**
255 * Set relative mouse mode.
256 *
257 * While the mouse is in relative mode, the cursor is hidden, the mouse
258 * position is constrained to the window, and SDL will report continuous
259 * relative mouse motion even if the mouse is at the edge of the window.
260 *
261 * This function will flush any pending mouse motion.
262 *
263 * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
264 * \returns 0 on success or a negative error code on failure; call
265 * SDL_GetError() for more information.
266 *
267 * \since This function is available since SDL 3.0.0.
268 *
269 * \sa SDL_GetRelativeMouseMode
270 */
271extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
272
273/**
274 * Capture the mouse and to track input outside an SDL window.
275 *
276 * Capturing enables your app to obtain mouse events globally, instead of just
277 * within your window. Not all video targets support this function. When
278 * capturing is enabled, the current window will get all mouse events, but
279 * unlike relative mode, no change is made to the cursor and it is not
280 * restrained to your window.
281 *
282 * This function may also deny mouse input to other windows--both those in
283 * your application and others on the system--so you should use this function
284 * sparingly, and in small bursts. For example, you might want to track the
285 * mouse while the user is dragging something, until the user releases a mouse
286 * button. It is not recommended that you capture the mouse for long periods
287 * of time, such as the entire time your app is running. For that, you should
288 * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
289 * on your goals.
290 *
291 * While captured, mouse events still report coordinates relative to the
292 * current (foreground) window, but those coordinates may be outside the
293 * bounds of the window (including negative values). Capturing is only allowed
294 * for the foreground window. If the window loses focus while capturing, the
295 * capture will be disabled automatically.
296 *
297 * While capturing is enabled, the current window will have the
298 * `SDL_WINDOW_MOUSE_CAPTURE` flag set.
299 *
300 * Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
301 * mouse while the user is pressing a button; this is to try and make mouse
302 * behavior more consistent between platforms, and deal with the common case
303 * of a user dragging the mouse outside of the window. This means that if you
304 * are calling SDL_CaptureMouse() only to deal with this situation, you no
305 * longer have to (although it is safe to do so). If this causes problems for
306 * your app, you can disable auto capture by setting the
307 * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
308 *
309 * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
310 * \returns 0 on success or a negative error code on failure; call
311 * SDL_GetError() for more information.
312 *
313 * \since This function is available since SDL 3.0.0.
314 *
315 * \sa SDL_GetGlobalMouseState
316 */
317extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
318
319/**
320 * Query whether relative mouse mode is enabled.
321 *
322 * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
323 *
324 * \since This function is available since SDL 3.0.0.
325 *
326 * \sa SDL_SetRelativeMouseMode
327 */
328extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
329
330/**
331 * Create a cursor using the specified bitmap data and mask (in MSB format).
332 *
333 * `mask` has to be in MSB (Most Significant Bit) format.
334 *
335 * The cursor width (`w`) must be a multiple of 8 bits.
336 *
337 * The cursor is created in black and white according to the following:
338 *
339 * - data=0, mask=1: white
340 * - data=1, mask=1: black
341 * - data=0, mask=0: transparent
342 * - data=1, mask=0: inverted color if possible, black if not.
343 *
344 * Cursors created with this function must be freed with SDL_DestroyCursor().
345 *
346 * If you want to have a color cursor, or create your cursor from an
347 * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
348 * hide the cursor and draw your own as part of your game's rendering, but it
349 * will be bound to the framerate.
350 *
351 * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
352 * provides twelve readily available system cursors to pick from.
353 *
354 * \param data the color value for each pixel of the cursor
355 * \param mask the mask value for each pixel of the cursor
356 * \param w the width of the cursor
357 * \param h the height of the cursor
358 * \param hot_x the X-axis location of the upper left corner of the cursor
359 * relative to the actual mouse position
360 * \param hot_y the Y-axis location of the upper left corner of the cursor
361 * relative to the actual mouse position
362 * \returns a new cursor with the specified parameters on success or NULL on
363 * failure; call SDL_GetError() for more information.
364 *
365 * \since This function is available since SDL 3.0.0.
366 *
367 * \sa SDL_CreateColorCursor
368 * \sa SDL_CreateSystemCursor
369 * \sa SDL_DestroyCursor
370 * \sa SDL_SetCursor
371 */
372extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
373 const Uint8 * mask,
374 int w, int h, int hot_x,
375 int hot_y);
376
377/**
378 * Create a color cursor.
379 *
380 * \param surface an SDL_Surface structure representing the cursor image
381 * \param hot_x the x position of the cursor hot spot
382 * \param hot_y the y position of the cursor hot spot
383 * \returns the new cursor on success or NULL on failure; call SDL_GetError()
384 * for more information.
385 *
386 * \since This function is available since SDL 3.0.0.
387 *
388 * \sa SDL_CreateCursor
389 * \sa SDL_CreateSystemCursor
390 * \sa SDL_DestroyCursor
391 * \sa SDL_SetCursor
392 */
393extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
394 int hot_x,
395 int hot_y);
396
397/**
398 * Create a system cursor.
399 *
400 * \param id an SDL_SystemCursor enum value
401 * \returns a cursor on success or NULL on failure; call SDL_GetError() for
402 * more information.
403 *
404 * \since This function is available since SDL 3.0.0.
405 *
406 * \sa SDL_DestroyCursor
407 */
409
410/**
411 * Set the active cursor.
412 *
413 * This function sets the currently active cursor to the specified one. If the
414 * cursor is currently visible, the change will be immediately represented on
415 * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
416 * this is desired for any reason.
417 *
418 * \param cursor a cursor to make active
419 * \returns 0 on success or a negative error code on failure; call
420 * SDL_GetError() for more information.
421 *
422 * \since This function is available since SDL 3.0.0.
423 *
424 * \sa SDL_GetCursor
425 */
426extern DECLSPEC int SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
427
428/**
429 * Get the active cursor.
430 *
431 * This function returns a pointer to the current cursor which is owned by the
432 * library. It is not necessary to free the cursor with SDL_DestroyCursor().
433 *
434 * \returns the active cursor or NULL if there is no mouse.
435 *
436 * \since This function is available since SDL 3.0.0.
437 *
438 * \sa SDL_SetCursor
439 */
440extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
441
442/**
443 * Get the default cursor.
444 *
445 * You do not have to call SDL_DestroyCursor() on the return value, but it is
446 * safe to do so.
447 *
448 * \returns the default cursor on success or NULL on failure.
449 *
450 * \since This function is available since SDL 3.0.0.
451 */
452extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
453
454/**
455 * Free a previously-created cursor.
456 *
457 * Use this function to free cursor resources created with SDL_CreateCursor(),
458 * SDL_CreateColorCursor() or SDL_CreateSystemCursor().
459 *
460 * \param cursor the cursor to free
461 *
462 * \since This function is available since SDL 3.0.0.
463 *
464 * \sa SDL_CreateColorCursor
465 * \sa SDL_CreateCursor
466 * \sa SDL_CreateSystemCursor
467 */
468extern DECLSPEC void SDLCALL SDL_DestroyCursor(SDL_Cursor * cursor);
469
470/**
471 * Show the cursor.
472 *
473 * \returns 0 on success or a negative error code on failure; call
474 * SDL_GetError() for more information.
475 *
476 * \since This function is available since SDL 3.0.0.
477 *
478 * \sa SDL_CursorVisible
479 * \sa SDL_HideCursor
480 */
481extern DECLSPEC int SDLCALL SDL_ShowCursor(void);
482
483/**
484 * Hide the cursor.
485 *
486 * \returns 0 on success or a negative error code on failure; call
487 * SDL_GetError() for more information.
488 *
489 * \since This function is available since SDL 3.0.0.
490 *
491 * \sa SDL_CursorVisible
492 * \sa SDL_ShowCursor
493 */
494extern DECLSPEC int SDLCALL SDL_HideCursor(void);
495
496/**
497 * Return whether the cursor is currently being shown.
498 *
499 * \returns `SDL_TRUE` if the cursor is being shown, or `SDL_FALSE` if the
500 * cursor is hidden.
501 *
502 * \since This function is available since SDL 3.0.0.
503 *
504 * \sa SDL_HideCursor
505 * \sa SDL_ShowCursor
506 */
507extern DECLSPEC SDL_bool SDLCALL SDL_CursorVisible(void);
508
509/**
510 * Used as a mask when testing buttons in buttonstate.
511 *
512 * - Button 1: Left mouse button
513 * - Button 2: Middle mouse button
514 * - Button 3: Right mouse button
515 */
516#define SDL_BUTTON(X) (1 << ((X)-1))
517#define SDL_BUTTON_LEFT 1
518#define SDL_BUTTON_MIDDLE 2
519#define SDL_BUTTON_RIGHT 3
520#define SDL_BUTTON_X1 4
521#define SDL_BUTTON_X2 5
522#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
523#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
524#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
525#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
526#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
527
528/* Ends C function definitions when using C++ */
529#ifdef __cplusplus
530}
531#endif
532#include <SDL3/SDL_close_code.h>
533
534#endif /* SDL_mouse_h_ */
void SDL_DestroyCursor(SDL_Cursor *cursor)
SDL_Cursor * SDL_GetCursor(void)
int SDL_HideCursor(void)
Uint32 SDL_GetRelativeMouseState(float *x, float *y)
Uint32 SDL_MouseID
Definition SDL_mouse.h:41
SDL_Window * SDL_GetMouseFocus(void)
int SDL_WarpMouseGlobal(float x, float y)
SDL_bool SDL_GetRelativeMouseMode(void)
SDL_SystemCursor
Definition SDL_mouse.h:49
@ SDL_SYSTEM_CURSOR_WINDOW_TOP
Definition SDL_mouse.h:63
@ SDL_SYSTEM_CURSOR_SIZENS
Definition SDL_mouse.h:58
@ SDL_SYSTEM_CURSOR_HAND
Definition SDL_mouse.h:61
@ SDL_SYSTEM_CURSOR_ARROW
Definition SDL_mouse.h:50
@ SDL_SYSTEM_CURSOR_SIZENWSE
Definition SDL_mouse.h:55
@ SDL_SYSTEM_CURSOR_WINDOW_BOTTOM
Definition SDL_mouse.h:67
@ SDL_SYSTEM_CURSOR_WINDOW_RIGHT
Definition SDL_mouse.h:65
@ SDL_SYSTEM_CURSOR_SIZENESW
Definition SDL_mouse.h:56
@ SDL_SYSTEM_CURSOR_IBEAM
Definition SDL_mouse.h:51
@ SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT
Definition SDL_mouse.h:62
@ SDL_SYSTEM_CURSOR_NO
Definition SDL_mouse.h:60
@ SDL_SYSTEM_CURSOR_WAITARROW
Definition SDL_mouse.h:54
@ SDL_SYSTEM_CURSOR_SIZEALL
Definition SDL_mouse.h:59
@ SDL_SYSTEM_CURSOR_WAIT
Definition SDL_mouse.h:52
@ SDL_NUM_SYSTEM_CURSORS
Definition SDL_mouse.h:70
@ SDL_SYSTEM_CURSOR_SIZEWE
Definition SDL_mouse.h:57
@ SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT
Definition SDL_mouse.h:68
@ SDL_SYSTEM_CURSOR_WINDOW_LEFT
Definition SDL_mouse.h:69
@ SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT
Definition SDL_mouse.h:64
@ SDL_SYSTEM_CURSOR_CROSSHAIR
Definition SDL_mouse.h:53
@ SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT
Definition SDL_mouse.h:66
SDL_bool SDL_HasMouse(void)
SDL_bool SDL_CursorVisible(void)
Uint32 SDL_GetGlobalMouseState(float *x, float *y)
struct SDL_Cursor SDL_Cursor
Definition SDL_mouse.h:43
SDL_Cursor * SDL_CreateColorCursor(SDL_Surface *surface, int hot_x, int hot_y)
Uint32 SDL_GetMouseState(float *x, float *y)
void SDL_WarpMouseInWindow(SDL_Window *window, float x, float y)
SDL_MouseID * SDL_GetMice(int *count)
const char * SDL_GetMouseInstanceName(SDL_MouseID instance_id)
SDL_Cursor * SDL_CreateCursor(const Uint8 *data, const Uint8 *mask, int w, int h, int hot_x, int hot_y)
int SDL_CaptureMouse(SDL_bool enabled)
SDL_Cursor * SDL_CreateSystemCursor(SDL_SystemCursor id)
SDL_MouseWheelDirection
Definition SDL_mouse.h:77
@ SDL_MOUSEWHEEL_NORMAL
Definition SDL_mouse.h:78
@ SDL_MOUSEWHEEL_FLIPPED
Definition SDL_mouse.h:79
int SDL_SetRelativeMouseMode(SDL_bool enabled)
int SDL_SetCursor(SDL_Cursor *cursor)
int SDL_ShowCursor(void)
SDL_Cursor * SDL_GetDefaultCursor(void)
uint8_t Uint8
Definition SDL_stdinc.h:150
int SDL_bool
Definition SDL_stdinc.h:137
uint32_t Uint32
Definition SDL_stdinc.h:174
struct SDL_Window SDL_Window
Definition SDL_video.h:108