SDL 3.0
SDL_mouse.h File Reference
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Macros

#define SDL_BUTTON_LEFT   1
 
#define SDL_BUTTON_MIDDLE   2
 
#define SDL_BUTTON_RIGHT   3
 
#define SDL_BUTTON_X1   4
 
#define SDL_BUTTON_X2   5
 
#define SDL_BUTTON_MASK(X)   (1u << ((X)-1))
 
#define SDL_BUTTON_LMASK   SDL_BUTTON_MASK(SDL_BUTTON_LEFT)
 
#define SDL_BUTTON_MMASK   SDL_BUTTON_MASK(SDL_BUTTON_MIDDLE)
 
#define SDL_BUTTON_RMASK   SDL_BUTTON_MASK(SDL_BUTTON_RIGHT)
 
#define SDL_BUTTON_X1MASK   SDL_BUTTON_MASK(SDL_BUTTON_X1)
 
#define SDL_BUTTON_X2MASK   SDL_BUTTON_MASK(SDL_BUTTON_X2)
 

Typedefs

typedef Uint32 SDL_MouseID
 
typedef struct SDL_Cursor SDL_Cursor
 
typedef Uint32 SDL_MouseButtonFlags
 

Enumerations

enum  SDL_SystemCursor {
  SDL_SYSTEM_CURSOR_DEFAULT ,
  SDL_SYSTEM_CURSOR_TEXT ,
  SDL_SYSTEM_CURSOR_WAIT ,
  SDL_SYSTEM_CURSOR_CROSSHAIR ,
  SDL_SYSTEM_CURSOR_PROGRESS ,
  SDL_SYSTEM_CURSOR_NWSE_RESIZE ,
  SDL_SYSTEM_CURSOR_NESW_RESIZE ,
  SDL_SYSTEM_CURSOR_EW_RESIZE ,
  SDL_SYSTEM_CURSOR_NS_RESIZE ,
  SDL_SYSTEM_CURSOR_MOVE ,
  SDL_SYSTEM_CURSOR_NOT_ALLOWED ,
  SDL_SYSTEM_CURSOR_POINTER ,
  SDL_SYSTEM_CURSOR_NW_RESIZE ,
  SDL_SYSTEM_CURSOR_N_RESIZE ,
  SDL_SYSTEM_CURSOR_NE_RESIZE ,
  SDL_SYSTEM_CURSOR_E_RESIZE ,
  SDL_SYSTEM_CURSOR_SE_RESIZE ,
  SDL_SYSTEM_CURSOR_S_RESIZE ,
  SDL_SYSTEM_CURSOR_SW_RESIZE ,
  SDL_SYSTEM_CURSOR_W_RESIZE ,
  SDL_SYSTEM_CURSOR_COUNT
}
 
enum  SDL_MouseWheelDirection {
  SDL_MOUSEWHEEL_NORMAL ,
  SDL_MOUSEWHEEL_FLIPPED
}
 

Functions

bool SDL_HasMouse (void)
 
SDL_MouseIDSDL_GetMice (int *count)
 
const char * SDL_GetMouseNameForID (SDL_MouseID instance_id)
 
SDL_WindowSDL_GetMouseFocus (void)
 
SDL_MouseButtonFlags SDL_GetMouseState (float *x, float *y)
 
SDL_MouseButtonFlags SDL_GetGlobalMouseState (float *x, float *y)
 
SDL_MouseButtonFlags SDL_GetRelativeMouseState (float *x, float *y)
 
void SDL_WarpMouseInWindow (SDL_Window *window, float x, float y)
 
bool SDL_WarpMouseGlobal (float x, float y)
 
bool SDL_SetWindowRelativeMouseMode (SDL_Window *window, bool enabled)
 
bool SDL_GetWindowRelativeMouseMode (SDL_Window *window)
 
bool SDL_CaptureMouse (bool enabled)
 
SDL_CursorSDL_CreateCursor (const Uint8 *data, const Uint8 *mask, int w, int h, int hot_x, int hot_y)
 
SDL_CursorSDL_CreateColorCursor (SDL_Surface *surface, int hot_x, int hot_y)
 
SDL_CursorSDL_CreateSystemCursor (SDL_SystemCursor id)
 
bool SDL_SetCursor (SDL_Cursor *cursor)
 
SDL_CursorSDL_GetCursor (void)
 
SDL_CursorSDL_GetDefaultCursor (void)
 
void SDL_DestroyCursor (SDL_Cursor *cursor)
 
bool SDL_ShowCursor (void)
 
bool SDL_HideCursor (void)
 
bool SDL_CursorVisible (void)
 

Macro Definition Documentation

◆ SDL_BUTTON_LEFT

#define SDL_BUTTON_LEFT   1

Definition at line 121 of file SDL_mouse.h.

◆ SDL_BUTTON_LMASK

#define SDL_BUTTON_LMASK   SDL_BUTTON_MASK(SDL_BUTTON_LEFT)

Definition at line 128 of file SDL_mouse.h.

◆ SDL_BUTTON_MASK

#define SDL_BUTTON_MASK (   X)    (1u << ((X)-1))

Definition at line 127 of file SDL_mouse.h.

◆ SDL_BUTTON_MIDDLE

#define SDL_BUTTON_MIDDLE   2

Definition at line 122 of file SDL_mouse.h.

◆ SDL_BUTTON_MMASK

#define SDL_BUTTON_MMASK   SDL_BUTTON_MASK(SDL_BUTTON_MIDDLE)

Definition at line 129 of file SDL_mouse.h.

◆ SDL_BUTTON_RIGHT

#define SDL_BUTTON_RIGHT   3

Definition at line 123 of file SDL_mouse.h.

◆ SDL_BUTTON_RMASK

#define SDL_BUTTON_RMASK   SDL_BUTTON_MASK(SDL_BUTTON_RIGHT)

Definition at line 130 of file SDL_mouse.h.

◆ SDL_BUTTON_X1

#define SDL_BUTTON_X1   4

Definition at line 124 of file SDL_mouse.h.

◆ SDL_BUTTON_X1MASK

#define SDL_BUTTON_X1MASK   SDL_BUTTON_MASK(SDL_BUTTON_X1)

Definition at line 131 of file SDL_mouse.h.

◆ SDL_BUTTON_X2

#define SDL_BUTTON_X2   5

Definition at line 125 of file SDL_mouse.h.

◆ SDL_BUTTON_X2MASK

#define SDL_BUTTON_X2MASK   SDL_BUTTON_MASK(SDL_BUTTON_X2)

Definition at line 132 of file SDL_mouse.h.

Typedef Documentation

◆ SDL_Cursor

typedef struct SDL_Cursor SDL_Cursor

The structure used to identify an SDL cursor.

This is opaque data.

Since
This struct is available since SDL 3.1.3.

Definition at line 61 of file SDL_mouse.h.

◆ SDL_MouseButtonFlags

A bitmask of pressed mouse buttons, as reported by SDL_GetMouseState, etc.

  • Button 1: Left mouse button
  • Button 2: Middle mouse button
  • Button 3: Right mouse button
  • Button 4: Side mouse button 1
  • Button 5: Side mouse button 2
Since
This datatype is available since SDL 3.1.3.
See also
SDL_GetMouseState
SDL_GetGlobalMouseState
SDL_GetRelativeMouseState

Definition at line 119 of file SDL_mouse.h.

◆ SDL_MouseID

CategoryMouse

SDL mouse handling. This is a unique ID for a mouse for the time it is connected to the system, and is never reused for the lifetime of the application.

If the mouse is disconnected and reconnected, it will get a new ID.

The value 0 is an invalid ID.

Since
This datatype is available since SDL 3.1.3.

Definition at line 52 of file SDL_mouse.h.

Enumeration Type Documentation

◆ SDL_MouseWheelDirection

Scroll direction types for the Scroll event

Since
This enum is available since SDL 3.1.3.
Enumerator
SDL_MOUSEWHEEL_NORMAL 

The scroll direction is normal

SDL_MOUSEWHEEL_FLIPPED 

The scroll direction is flipped / natural

Definition at line 98 of file SDL_mouse.h.

99{
100 SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
101 SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
SDL_MouseWheelDirection
Definition SDL_mouse.h:99
@ SDL_MOUSEWHEEL_NORMAL
Definition SDL_mouse.h:100
@ SDL_MOUSEWHEEL_FLIPPED
Definition SDL_mouse.h:101

◆ SDL_SystemCursor

Cursor types for SDL_CreateSystemCursor().

Since
This enum is available since SDL 3.1.3.
Enumerator
SDL_SYSTEM_CURSOR_DEFAULT 

Default cursor. Usually an arrow.

SDL_SYSTEM_CURSOR_TEXT 

Text selection. Usually an I-beam.

SDL_SYSTEM_CURSOR_WAIT 

Wait. Usually an hourglass or watch or spinning ball.

SDL_SYSTEM_CURSOR_CROSSHAIR 

Crosshair.

SDL_SYSTEM_CURSOR_PROGRESS 

Program is busy but still interactive. Usually it's WAIT with an arrow.

SDL_SYSTEM_CURSOR_NWSE_RESIZE 

Double arrow pointing northwest and southeast.

SDL_SYSTEM_CURSOR_NESW_RESIZE 

Double arrow pointing northeast and southwest.

SDL_SYSTEM_CURSOR_EW_RESIZE 

Double arrow pointing west and east.

SDL_SYSTEM_CURSOR_NS_RESIZE 

Double arrow pointing north and south.

SDL_SYSTEM_CURSOR_MOVE 

Four pointed arrow pointing north, south, east, and west.

SDL_SYSTEM_CURSOR_NOT_ALLOWED 

Not permitted. Usually a slashed circle or crossbones.

SDL_SYSTEM_CURSOR_POINTER 

Pointer that indicates a link. Usually a pointing hand.

SDL_SYSTEM_CURSOR_NW_RESIZE 

Window resize top-left. This may be a single arrow or a double arrow like NWSE_RESIZE.

SDL_SYSTEM_CURSOR_N_RESIZE 

Window resize top. May be NS_RESIZE.

SDL_SYSTEM_CURSOR_NE_RESIZE 

Window resize top-right. May be NESW_RESIZE.

SDL_SYSTEM_CURSOR_E_RESIZE 

Window resize right. May be EW_RESIZE.

SDL_SYSTEM_CURSOR_SE_RESIZE 

Window resize bottom-right. May be NWSE_RESIZE.

SDL_SYSTEM_CURSOR_S_RESIZE 

Window resize bottom. May be NS_RESIZE.

SDL_SYSTEM_CURSOR_SW_RESIZE 

Window resize bottom-left. May be NESW_RESIZE.

SDL_SYSTEM_CURSOR_W_RESIZE 

Window resize left. May be EW_RESIZE.

SDL_SYSTEM_CURSOR_COUNT 

Definition at line 68 of file SDL_mouse.h.

69{
70 SDL_SYSTEM_CURSOR_DEFAULT, /**< Default cursor. Usually an arrow. */
71 SDL_SYSTEM_CURSOR_TEXT, /**< Text selection. Usually an I-beam. */
72 SDL_SYSTEM_CURSOR_WAIT, /**< Wait. Usually an hourglass or watch or spinning ball. */
73 SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair. */
74 SDL_SYSTEM_CURSOR_PROGRESS, /**< Program is busy but still interactive. Usually it's WAIT with an arrow. */
75 SDL_SYSTEM_CURSOR_NWSE_RESIZE, /**< Double arrow pointing northwest and southeast. */
76 SDL_SYSTEM_CURSOR_NESW_RESIZE, /**< Double arrow pointing northeast and southwest. */
77 SDL_SYSTEM_CURSOR_EW_RESIZE, /**< Double arrow pointing west and east. */
78 SDL_SYSTEM_CURSOR_NS_RESIZE, /**< Double arrow pointing north and south. */
79 SDL_SYSTEM_CURSOR_MOVE, /**< Four pointed arrow pointing north, south, east, and west. */
80 SDL_SYSTEM_CURSOR_NOT_ALLOWED, /**< Not permitted. Usually a slashed circle or crossbones. */
81 SDL_SYSTEM_CURSOR_POINTER, /**< Pointer that indicates a link. Usually a pointing hand. */
82 SDL_SYSTEM_CURSOR_NW_RESIZE, /**< Window resize top-left. This may be a single arrow or a double arrow like NWSE_RESIZE. */
83 SDL_SYSTEM_CURSOR_N_RESIZE, /**< Window resize top. May be NS_RESIZE. */
84 SDL_SYSTEM_CURSOR_NE_RESIZE, /**< Window resize top-right. May be NESW_RESIZE. */
85 SDL_SYSTEM_CURSOR_E_RESIZE, /**< Window resize right. May be EW_RESIZE. */
86 SDL_SYSTEM_CURSOR_SE_RESIZE, /**< Window resize bottom-right. May be NWSE_RESIZE. */
87 SDL_SYSTEM_CURSOR_S_RESIZE, /**< Window resize bottom. May be NS_RESIZE. */
88 SDL_SYSTEM_CURSOR_SW_RESIZE, /**< Window resize bottom-left. May be NESW_RESIZE. */
89 SDL_SYSTEM_CURSOR_W_RESIZE, /**< Window resize left. May be EW_RESIZE. */
SDL_SystemCursor
Definition SDL_mouse.h:69
@ SDL_SYSTEM_CURSOR_NWSE_RESIZE
Definition SDL_mouse.h:75
@ SDL_SYSTEM_CURSOR_POINTER
Definition SDL_mouse.h:81
@ SDL_SYSTEM_CURSOR_EW_RESIZE
Definition SDL_mouse.h:77
@ SDL_SYSTEM_CURSOR_SE_RESIZE
Definition SDL_mouse.h:86
@ SDL_SYSTEM_CURSOR_NS_RESIZE
Definition SDL_mouse.h:78
@ SDL_SYSTEM_CURSOR_N_RESIZE
Definition SDL_mouse.h:83
@ SDL_SYSTEM_CURSOR_E_RESIZE
Definition SDL_mouse.h:85
@ SDL_SYSTEM_CURSOR_MOVE
Definition SDL_mouse.h:79
@ SDL_SYSTEM_CURSOR_NE_RESIZE
Definition SDL_mouse.h:84
@ SDL_SYSTEM_CURSOR_DEFAULT
Definition SDL_mouse.h:70
@ SDL_SYSTEM_CURSOR_NESW_RESIZE
Definition SDL_mouse.h:76
@ SDL_SYSTEM_CURSOR_TEXT
Definition SDL_mouse.h:71
@ SDL_SYSTEM_CURSOR_COUNT
Definition SDL_mouse.h:90
@ SDL_SYSTEM_CURSOR_W_RESIZE
Definition SDL_mouse.h:89
@ SDL_SYSTEM_CURSOR_WAIT
Definition SDL_mouse.h:72
@ SDL_SYSTEM_CURSOR_SW_RESIZE
Definition SDL_mouse.h:88
@ SDL_SYSTEM_CURSOR_S_RESIZE
Definition SDL_mouse.h:87
@ SDL_SYSTEM_CURSOR_NW_RESIZE
Definition SDL_mouse.h:82
@ SDL_SYSTEM_CURSOR_NOT_ALLOWED
Definition SDL_mouse.h:80
@ SDL_SYSTEM_CURSOR_CROSSHAIR
Definition SDL_mouse.h:73
@ SDL_SYSTEM_CURSOR_PROGRESS
Definition SDL_mouse.h:74

Function Documentation

◆ SDL_CaptureMouse()

bool SDL_CaptureMouse ( bool  enabled)
extern

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_SetWindowRelativeMouseMode() or SDL_SetWindowMouseGrab(), 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.

Please note that SDL will attempt to "auto capture" the mouse while the user is pressing a button; this is to try and make mouse behavior more consistent between platforms, and deal with the common case of a user dragging the mouse outside of the window. This means that if you are calling SDL_CaptureMouse() only to deal with this situation, you do not have to (although it is safe to do so). If this causes problems for your app, you can disable auto capture by setting the SDL_HINT_MOUSE_AUTO_CAPTURE hint to zero.

Parameters
enabledtrue to enable capturing, false to disable.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_GetGlobalMouseState

◆ SDL_CreateColorCursor()

SDL_Cursor * SDL_CreateColorCursor ( SDL_Surface surface,
int  hot_x,
int  hot_y 
)
extern

Create a color cursor.

If this function is passed a surface with alternate representations, the surface will be interpreted as the content to be used for 100% display scale, and the alternate representations will be used for high DPI situations. For example, if the original surface is 32x32, then on a 2x macOS display or 200% display scale on Windows, a 64x64 version of the image will be used, if available. If a matching version of the image isn't available, the closest larger size image will be downscaled to the appropriate size and be used instead, if available. Otherwise, the closest smaller image will be upscaled and be used instead.

Parameters
surfacean SDL_Surface structure representing the cursor image.
hot_xthe x position of the cursor hot spot.
hot_ythe y position of the cursor hot spot.
Returns
the new cursor on success or NULL on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_CreateCursor
SDL_CreateSystemCursor
SDL_DestroyCursor
SDL_SetCursor

◆ SDL_CreateCursor()

SDL_Cursor * SDL_CreateCursor ( const Uint8 data,
const Uint8 mask,
int  w,
int  h,
int  hot_x,
int  hot_y 
)
extern

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=0: transparent
  • data=1, mask=0: inverted color if possible, black if not.

Cursors created with this function must be freed with SDL_DestroyCursor().

If you want to have a color cursor, or create your cursor from an SDL_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, SDL_CreateSystemCursor() is available, which provides several readily-available system cursors to pick from.

Parameters
datathe color value for each pixel of the cursor.
maskthe mask value for each pixel of the cursor.
wthe width of the cursor.
hthe height of the cursor.
hot_xthe x-axis offset from the left of the cursor image to the mouse x position, in the range of 0 to w - 1.
hot_ythe y-axis offset from the top of the cursor image to the mouse y position, in the range of 0 to h - 1.
Returns
a new cursor with the specified parameters on success or NULL on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_CreateColorCursor
SDL_CreateSystemCursor
SDL_DestroyCursor
SDL_SetCursor

◆ SDL_CreateSystemCursor()

SDL_Cursor * SDL_CreateSystemCursor ( SDL_SystemCursor  id)
extern

Create a system cursor.

Parameters
idan SDL_SystemCursor enum value.
Returns
a cursor on success or NULL on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_DestroyCursor

◆ SDL_CursorVisible()

bool SDL_CursorVisible ( void  )
extern

Return whether the cursor is currently being shown.

Returns
true if the cursor is being shown, or false if the cursor is hidden.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_HideCursor
SDL_ShowCursor

◆ SDL_DestroyCursor()

void SDL_DestroyCursor ( SDL_Cursor cursor)
extern

Free a previously-created cursor.

Use this function to free cursor resources created with SDL_CreateCursor(), SDL_CreateColorCursor() or SDL_CreateSystemCursor().

Parameters
cursorthe cursor to free.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_CreateColorCursor
SDL_CreateCursor
SDL_CreateSystemCursor

◆ SDL_GetCursor()

SDL_Cursor * SDL_GetCursor ( void  )
extern

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_DestroyCursor().

Returns
the active cursor or NULL if there is no mouse.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_SetCursor

◆ SDL_GetDefaultCursor()

SDL_Cursor * SDL_GetDefaultCursor ( void  )
extern

Get the default cursor.

You do not have to call SDL_DestroyCursor() on the return value, but it is safe to do so.

Returns
the default cursor on success or NULL on failuree; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.

◆ SDL_GetGlobalMouseState()

SDL_MouseButtonFlags SDL_GetGlobalMouseState ( float *  x,
float *  y 
)
extern

Query the platform for the asynchronous mouse button state and the desktop-relative platform-cursor position.

This function immediately queries the platform for the most recent asynchronous state, more costly than retrieving SDL's cached state in SDL_GetMouseState().

Passing non-NULL pointers to x or y will write the destination with respective x or y coordinates relative to the desktop.

In Relative Mode, the platform-cursor's position usually contradicts the SDL-cursor's position as manually calculated from SDL_GetMouseState() and SDL_GetWindowPosition.

This function 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.

Parameters
xa pointer to receive the platform-cursor's x-position from the desktop's top left corner, can be NULL if unused.
ya pointer to receive the platform-cursor's y-position from the desktop's top left corner, can be NULL if unused.
Returns
a 32-bit bitmask of the button state that can be bitwise-compared against the SDL_BUTTON_MASK(X) macro.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_CaptureMouse
SDL_GetMouseState
SDL_GetGlobalMouseState

◆ SDL_GetMice()

SDL_MouseID * SDL_GetMice ( int *  count)
extern

Get a list of currently connected mice.

Note that this will include any device or virtual driver that includes mouse functionality, including some game controllers, KVM switches, etc. You should wait for input from a device before you consider it actively in use.

Parameters
counta pointer filled in with the number of mice returned, may be NULL.
Returns
a 0 terminated array of mouse instance IDs or NULL on failure; call SDL_GetError() for more information. This should be freed with SDL_free() when it is no longer needed.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_GetMouseNameForID
SDL_HasMouse

◆ SDL_GetMouseFocus()

SDL_Window * SDL_GetMouseFocus ( void  )
extern

Get the window which currently has mouse focus.

Returns
the window with mouse focus.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.

◆ SDL_GetMouseNameForID()

const char * SDL_GetMouseNameForID ( SDL_MouseID  instance_id)
extern

Get the name of a mouse.

This function returns "" if the mouse doesn't have a name.

Parameters
instance_idthe mouse instance ID.
Returns
the name of the selected mouse, or NULL on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_GetMice

◆ SDL_GetMouseState()

SDL_MouseButtonFlags SDL_GetMouseState ( float *  x,
float *  y 
)
extern

Query SDL's cache for the synchronous mouse button state and the window-relative SDL-cursor position.

This function returns the cached synchronous state as SDL understands it from the last pump of the event queue.

To query the platform for immediate asynchronous state, use SDL_GetGlobalMouseState.

Passing non-NULL pointers to x or y will write the destination with respective x or y coordinates relative to the focused window.

In Relative Mode, the SDL-cursor's position usually contradicts the platform-cursor's position as manually calculated from SDL_GetGlobalMouseState() and SDL_GetWindowPosition.

Parameters
xa pointer to receive the SDL-cursor's x-position from the focused window's top left corner, can be NULL if unused.
ya pointer to receive the SDL-cursor's y-position from the focused window's top left corner, can be NULL if unused.
Returns
a 32-bit bitmask of the button state that can be bitwise-compared against the SDL_BUTTON_MASK(X) macro.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_GetGlobalMouseState
SDL_GetRelativeMouseState

◆ SDL_GetRelativeMouseState()

SDL_MouseButtonFlags SDL_GetRelativeMouseState ( float *  x,
float *  y 
)
extern

Query SDL's cache for the synchronous mouse button state and accumulated mouse delta since last call.

This function returns the cached synchronous state as SDL understands it from the last pump of the event queue.

To query the platform for immediate asynchronous state, use SDL_GetGlobalMouseState.

Passing non-NULL pointers to x or y will write the destination with respective x or y deltas accumulated since the last call to this function (or since event initialization).

This function is useful for reducing overhead by processing relative mouse inputs in one go per-frame instead of individually per-event, at the expense of losing the order between events within the frame (e.g. quickly pressing and releasing a button within the same frame).

Parameters
xa pointer to receive the x mouse delta accumulated since last call, can be NULL if unused.
ya pointer to receive the y mouse delta accumulated since last call, can be NULL if unused.
Returns
a 32-bit bitmask of the button state that can be bitwise-compared against the SDL_BUTTON_MASK(X) macro.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_GetMouseState
SDL_GetGlobalMouseState

◆ SDL_GetWindowRelativeMouseMode()

bool SDL_GetWindowRelativeMouseMode ( SDL_Window window)
extern

Query whether relative mouse mode is enabled for a window.

Parameters
windowthe window to query.
Returns
true if relative mode is enabled for a window or false otherwise.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_SetWindowRelativeMouseMode

◆ SDL_HasMouse()

bool SDL_HasMouse ( void  )
extern

Return whether a mouse is currently connected.

Returns
true if a mouse is connected, false otherwise.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_GetMice

◆ SDL_HideCursor()

bool SDL_HideCursor ( void  )
extern

Hide the cursor.

Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_CursorVisible
SDL_ShowCursor

◆ SDL_SetCursor()

bool SDL_SetCursor ( SDL_Cursor cursor)
extern

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(NULL) can be used to force cursor redraw, if this is desired for any reason.

Parameters
cursora cursor to make active.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_GetCursor

◆ SDL_SetWindowRelativeMouseMode()

bool SDL_SetWindowRelativeMouseMode ( SDL_Window window,
bool  enabled 
)
extern

Set relative mouse mode for a window.

While the window has focus and relative mouse mode is enabled, the cursor is hidden, the mouse position is constrained to the window, and SDL will report continuous relative mouse motion even if the mouse is at the edge of the window.

If you'd like to keep the mouse position fixed while in relative mode you can use SDL_SetWindowMouseRect(). If you'd like the cursor to be at a specific location when relative mode ends, you should use SDL_WarpMouseInWindow() before disabling relative mode.

This function will flush any pending mouse motion for this window.

Parameters
windowthe window to change.
enabledtrue to enable relative mode, false to disable.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_GetWindowRelativeMouseMode

◆ SDL_ShowCursor()

bool SDL_ShowCursor ( void  )
extern

Show the cursor.

Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_CursorVisible
SDL_HideCursor

◆ SDL_WarpMouseGlobal()

bool SDL_WarpMouseGlobal ( float  x,
float  y 
)
extern

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.

Note that this function will appear to succeed, but not actually move the mouse when used over Microsoft Remote Desktop.

Parameters
xthe x coordinate.
ythe y coordinate.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_WarpMouseInWindow

◆ SDL_WarpMouseInWindow()

void SDL_WarpMouseInWindow ( SDL_Window window,
float  x,
float  y 
)
extern

Move the mouse cursor to the given position within the window.

This function generates a mouse motion event if relative mode is not enabled. If relative mode is enabled, you can force mouse events for the warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.

Note that this function will appear to succeed, but not actually move the mouse when used over Microsoft Remote Desktop.

Parameters
windowthe window to move the mouse into, or NULL for the current mouse focus.
xthe x coordinate within the window.
ythe y coordinate within the window.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.1.3.
See also
SDL_WarpMouseGlobal