SDL2::mouse - SDL Mouse Event Handling
use SDL2 qw[:mouse];
SDL2::keyboard
These may be imported by name or with the :mouse tag.
:mouse
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.
SDL_BUTTON(X)
X
x
y
Expected parameters include:
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.
SDL_CaptureMouse( ... )
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.
undef
Returns the current button state as a bitmask which can be tested using the SDL_BUTTON( X ) macros.
the SDL_BUTTON( X )
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.
SDL_BUTTON( X )
SDL_WarpMouseInWindow( ... )
Move the mouse cursor to the given position within the window.
This function generates a mouse motion event.
window
SDL_WarpMouseGlobal( ... )
Move the mouse to the given position in global screen space.
A failure of this function usually means that it is unsupported by a platform.
Returns 0 on success or a negative error code on failure; call SDL_GetError( ) for more information.
0
SDL_GetError( )
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.
enabled
SDL_TRUE
SDL_FALSE
If relative mode is not supported, this returns -1.
-1
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.
SDL_SetWindowGrab( ... )
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.
SDL_WINDOW_MOUSE_CAPTURE
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.
mask
The cursor width (w) must be a multiple of 8 bits.
w
The cursor is created in black and white according to the following:
Cursors created with this function must be freed with SDL_FreeCursor( ... ).
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.
SDL_CreateColorCursor( ... )
Also, since SDL 2.0.0, SDL_CreateSystemCursor( ... ) is available, which provides twelve readily available system cursors to pick from.
SDL_CreateSystemCursor( ... )
data
h
hot_x
hot_y
Returns a new cursor with the specified parameters on success or undef on failure; call SDL_GetError( ) for more information.
Create a color cursor.
surface
Returns the new cursor on success or NULL on failure; call SDL_GetError( ) for more information.
Create a system cursor.
id
SDL_SystemCursor
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.
SDL_SetCursor( undef )
cursor
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.
Free a previously-created cursor.
Use this function to free cursor resources created with SDL_CreateCursor( ... ), SDL_CreateColorCursor( ... ) or SDL_CreateSystemCursor( ... ).
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.
SDL_ENABLE
SDL_DISABLE
The current state of the mouse cursor can be queried by passing SDL_QUERY; either SDL_DISABLE or SDL_ENABLE will be returned.
SDL_QUERY
toggle
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.
These may be imported with their given tags or :mouse.
Cursor types for SDL_CreateSystemCursor( ... ). They may be imported with the :systemCursor tag.
:systemCursor
SDL_SYSTEM_CURSOR_ARROW
SDL_SYSTEM_CURSOR_IBEAM
SDL_SYSTEM_CURSOR_WAIT
SDL_SYSTEM_CURSOR_CROSSHAIR
SDL_SYSTEM_CURSOR_WAITARROW
SDL_SYSTEM_CURSOR_SIZENWSE
SDL_SYSTEM_CURSOR_SIZENESW
SDL_SYSTEM_CURSOR_SIZEWE
SDL_SYSTEM_CURSOR_SIZENS
SDL_SYSTEM_CURSOR_SIZEALL
SDL_SYSTEM_CURSOR_NO
SDL_SYSTEM_CURSOR_HAND
SDL_NUM_SYSTEM_CURSORS
SDL_MouseWheelDirection
Scroll direction types for the Scroll event. These may be imported with the :mouseWheelDirection tag.
:mouseWheelDirection
SDL_MOUSEWHEEL_NORMAL
SDL_MOUSEWHEEL_FLIPPED
These functions return values which can be used as a mask when testing buttons in buttonstate.
SDL_BUTTON( ... )
SDL_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
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.
Sanko Robinson <sanko@cpan.org>
To install SDL2::FFI, copy and paste the appropriate command in to your terminal.
cpanm
cpanm SDL2::FFI
CPAN shell
perl -MCPAN -e shell install SDL2::FFI
For more information on module installation, please visit the detailed CPAN module installation guide.