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-rw-r--r--sdl2/mouse.ha49
1 files changed, 0 insertions, 49 deletions
diff --git a/sdl2/mouse.ha b/sdl2/mouse.ha
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-export type SDL_Cursor = opaque;
-
-// Cursor types for [[SDL_CreateSystemCursor]]
-export type SDL_SystemCursor = enum uint {
- ARROW, // Arrow
- IBEAM, // I-beam
- WAIT, // Wait
- CROSSHAIR, // Crosshair
- WAITARROW, // Small wait cursor (or Wait if not available)
- SIZENWSE, // Double arrow pointing northwest and southeast
- SIZENESW, // Double arrow pointing northeast and southwest
- SIZEWE, // Double arrow pointing west and east
- SIZENS, // Double arrow pointing north and south
- SIZEALL, // Four pointed arrow pointing north, south, east, and west
- NO, // Slashed circle or crossbones
- HAND, // Hand
-};
-
-// Scroll direction types for the Scroll event
-export type SDL_MouseWheelDirection = enum uint {
- NORMAL, // The scroll direction is normal
- FLIPPED // The scroll direction is flipped / natural
-};
-
-// Get the window which currently has mouse focus.
-export @symbol("SDL_GetMouseFocus") fn SDL_GetMouseFocus() nullable *SDL_Window;
-
-// Retrieve the current state of the mouse.
-export @symbol("SDL_GetMouseState") fn SDL_GetMouseState(x: *int, y: *int) u32;
-
-// Set relative mouse mode.
-export @symbol("SDL_SetRelativeMouseMode") fn SDL_SetRelativeMouseMode(enabled: bool) int;
-
-// Capture the mouse and to track input outside an SDL window.
-export @symbol("SDL_CaptureMouse") fn SDL_CaptureMouse(enabled: bool) int;
-
-// Toggle whether or not the cursor is shown.
-export @symbol("SDL_ShowCursor") fn SDL_ShowCursor(toggle: int) int;
-
-export def SDL_BUTTON_LEFT = 1;
-export def SDL_BUTTON_MIDDLE = 2;
-export def SDL_BUTTON_RIGHT = 3;
-export def SDL_BUTTON_X1 = 4;
-export def SDL_BUTTON_X2 = 5;
-export def SDL_BUTTON_LMASK = 1 << 0;
-export def SDL_BUTTON_MMASK = 1 << 1;
-export def SDL_BUTTON_RMASK = 1 << 2;
-export def SDL_BUTTON_X1MASK = 1 << 3;
-export def SDL_BUTTON_X2MASK = 1 << 4;