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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 window
y - 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 be undef
y - filled in with the current Y coord relative to the desktop; can be undef

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 mouse
y - 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, or undef for the current mouse focus
x - the x coordinate within the window
y - 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:

x - the x coordinate
y - the y coordinate

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:

enabled - SDL_TRUE to enable relative mode, SDL_FALSE to disable

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:

enabled - SDL_TRUE to enable capturing, SDL_FALSE to disable.

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 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 location of the upper left corner of the cursor relative to the actual mouse position
hot_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 image
hot_x - the x position of the cursor hot spot
hot_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 - an SDL_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:

cursor - a cursor to make active

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:

cursor - the cursor to free

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 - Arrow
SDL_SYSTEM_CURSOR_IBEAM - I-beam
SDL_SYSTEM_CURSOR_WAIT - Wait
SDL_SYSTEM_CURSOR_CROSSHAIR - Crosshair
SDL_SYSTEM_CURSOR_WAITARROW - Small wait cursor (or Wait if not available)
SDL_SYSTEM_CURSOR_SIZENWSE - Double arrow pointing northwest and southeast
SDL_SYSTEM_CURSOR_SIZENESW - Double arrow pointing northeast and southwest
SDL_SYSTEM_CURSOR_SIZEWE - Double arrow pointing west and east
SDL_SYSTEM_CURSOR_SIZENS - Double arrow pointing north and south
SDL_SYSTEM_CURSOR_SIZEALL - Four pointed arrow pointing north, south, east, and west
SDL_SYSTEM_CURSOR_NO - Slashed circle or crossbones
SDL_SYSTEM_CURSOR_HAND - Hand
SDL_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 normal
SDL_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.

- Button 1: Left mouse button
- Button 2: Middle mouse button
- Button 3: Right mouse button
SDL_BUTTON( ... ) - expects one of the following values
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

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>