// This source file is part of HGamer3D, a project to enable 3D game development // in Haskell. For the latest info, see http://www.hgamer3d.org . // // (c) 2011-2014 Peter Althainz // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // HeaderSDLMouse.h // #include "wchar.h" #ifndef _DEFINED_HG3D_HeaderSDLMouse #define _DEFINED_HG3D_HeaderSDLMouse #include "ClassPtr.h" // Get the window which currently has mouse focus. void sdlms_sdl_GetMouseFocus(void * * result_c); // Retrieve the current state of the mouse. void sdlms_sdl_GetMouseState(int * x_c, int * y_c, unsigned int * result_c); // Retrieve the relative state of the mouse. void sdlms_sdl_GetRelativeMouseState(int * x_c, int * y_c, unsigned int * result_c); // Moves the mouse to the given position within the window. void sdlms_sdl_WarpMouseInWindow(void * window_c, int x_c, int y_c); // Toggle whether or not the cursor is shown. void sdlms_sdl_ShowCursor(int toggle_c, int * result_c); #endif