Keep it in order according to the APIByCategory page.

This commit is contained in:
Ethan Lee 2013-04-06 09:18:43 -04:00
parent 06f5cd151c
commit db33bd5590

View file

@ -3202,6 +3202,124 @@ namespace SDL2
/* window is an SDL_Window pointer */
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_IsScreenKeyboardShown(IntPtr window);
#endregion
#region SDL_mouse.c
/* Note: SDL_Cursor is a typedef normally. We'll treat it as
* an IntPtr, because C# doesn't do typedefs. Yay!
*/
/* System cursor types */
public enum SDL_SystemCursor
{
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
}
/* Get the window which currently has mouse focus */
/* Return value is an SDL_Window pointer */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_GetMouseFocus();
/* Get the current state of the mouse */
/* NOTE: Not sure if x,y should be 'ref', as SDL accepts null */
[DllImport(nativeLibName)]
public static extern UInt32 SDL_GetMouseState(out int x, out int y);
/* Get the mouse state with relative coords*/
[DllImport(nativeLibName)]
public static extern UInt32 SDL_GetRelativeMouseState(out int x, out int y);
/* Set the mouse cursor's position (within a window) */
/* window is an SDL_Window pointer */
[DllImport(nativeLibName)]
public static extern void SDL_WarpMouseInWindow(IntPtr window, int x, int y);
/* Enable/Disable relative mouse mode (grabs mouse, rel coords) */
[DllImport(nativeLibName)]
public static extern int SDL_SetRelativeMouseMode(SDL_bool enabled);
/* Query if the relative mouse mode is enabled */
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_GetRelativeMouseMode();
/* Create a cursor from bitmap data (amd mask) in MSB format */
/* data and mask are byte arrays, and w must be a multiple of 8 */
/* return value is an SDL_Cursor pointer */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_CreateCursor(
IntPtr data,
IntPtr mask,
int w,
int h,
int hot_x,
int hot_y
);
/* Create a cursor from an SDL_Surface */
/* surface is an SDL_Surface pointer */
/* return value is an SDL_Cursor pointer */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_CreateColorCursor(
IntPtr surface,
int hot_x,
int hot_y
);
/* Create a cursor from a system cursor id */
/* return value is an SDL_Cursor pointer */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_CreateSystemCursor(SDL_SystemCursor id);
/* Set the active cursor */
/* cursor is an SDL_Cursor pointer */
[DllImport(nativeLibName)]
public static extern void SDL_SetCursor(IntPtr cursor);
/* Return the active cursor */
/* return value is an SDL_Cursor pointer */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_GetCursor();
/* Frees a cursor created with one of the CreateCursor functions */
/* cursor in an SDL_Cursor pointer */
[DllImport(nativeLibName)]
public static extern void SDL_FreeCursor(IntPtr cursor);
/* Toggle whether or not the cursor is shown */
[DllImport(nativeLibName)]
public static extern int SDL_ShowCursor(int toggle);
public static UInt32 SDL_BUTTON(UInt32 X)
{
// If only there were a better way of doing this in C#
return (UInt32)(1 << (((int)X)-1));
}
public const UInt32 SDL_BUTTON_LEFT = 1;
public const UInt32 SDL_BUTTON_MIDDLE = 2;
public const uint SDL_BUTTON_RIGHT = 3;
public const uint SDL_BUTTON_X1 = 4;
public const uint SDL_BUTTON_X2 = 5;
public const UInt32 SDL_BUTTON_LMASK = (1 << (0));
public const UInt32 SDL_BUTTON_MMASK = (1 << (1));
public const UInt32 SDL_BUTTON_RMASK = (1 << (2));
public const UInt32 SDL_BUTTON_X1MASK = (1 << (3));
public const UInt32 SDL_BUTTON_X2MASK = (1 << (4));
#endregion
#region SDL_haptic.h
@ -3521,123 +3639,6 @@ namespace SDL2
#endregion
#region SDL_mouse.c
/* Note: SDL_Cursor is a typedef normally. We'll treat it as
* an IntPtr, because C# doesn't do typedefs. Yay!
*/
/* System cursor types */
public enum SDL_SystemCursor
{
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
}
/* Get the window which currently has mouse focus */
/* Return value is an SDL_Window pointer */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_GetMouseFocus();
/* Get the current state of the mouse */
/* NOTE: Not sure if x,y should be 'ref', as SDL accepts null */
[DllImport(nativeLibName)]
public static extern UInt32 SDL_GetMouseState(out int x, out int y);
/* Get the mouse state with relative coords*/
[DllImport(nativeLibName)]
public static extern UInt32 SDL_GetRelativeMouseState(out int x, out int y);
/* Set the mouse cursor's position (within a window) */
/* window is an SDL_Window pointer */
[DllImport(nativeLibName)]
public static extern void SDL_WarpMouseInWindow(IntPtr window, int x, int y);
/* Enable/Disable relative mouse mode (grabs mouse, rel coords) */
[DllImport(nativeLibName)]
public static extern int SDL_SetRelativeMouseMode(SDL_bool enabled);
/* Query if the relative mouse mode is enabled */
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_GetRelativeMouseMode();
/* Create a cursor from bitmap data (amd mask) in MSB format */
/* data and mask are byte arrays, and w must be a multiple of 8 */
/* return value is an SDL_Cursor pointer */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_CreateCursor(
IntPtr data,
IntPtr mask,
int w,
int h,
int hot_x,
int hot_y
);
/* Create a cursor from an SDL_Surface */
/* surface is an SDL_Surface pointer */
/* return value is an SDL_Cursor pointer */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_CreateColorCursor(
IntPtr surface,
int hot_x,
int hot_y
);
/* Create a cursor from a system cursor id */
/* return value is an SDL_Cursor pointer */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_CreateSystemCursor(SDL_SystemCursor id);
/* Set the active cursor */
/* cursor is an SDL_Cursor pointer */
[DllImport(nativeLibName)]
public static extern void SDL_SetCursor(IntPtr cursor);
/* Return the active cursor */
/* return value is an SDL_Cursor pointer */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_GetCursor();
/* Frees a cursor created with one of the CreateCursor functions */
/* cursor in an SDL_Cursor pointer */
[DllImport(nativeLibName)]
public static extern void SDL_FreeCursor(IntPtr cursor);
/* Toggle whether or not the cursor is shown */
[DllImport(nativeLibName)]
public static extern int SDL_ShowCursor(int toggle);
public static UInt32 SDL_BUTTON(UInt32 X)
{
// If only there were a better way of doing this in C#
return (UInt32)(1 << (((int)X)-1));
}
public const UInt32 SDL_BUTTON_LEFT = 1;
public const UInt32 SDL_BUTTON_MIDDLE = 2;
public const uint SDL_BUTTON_RIGHT = 3;
public const uint SDL_BUTTON_X1 = 4;
public const uint SDL_BUTTON_X2 = 5;
public const UInt32 SDL_BUTTON_LMASK = (1 << (0));
public const UInt32 SDL_BUTTON_MMASK = (1 << (1));
public const UInt32 SDL_BUTTON_RMASK = (1 << (2));
public const UInt32 SDL_BUTTON_X1MASK = (1 << (3));
public const UInt32 SDL_BUTTON_X2MASK = (1 << (4));
#endregion
#region SDL_audio.h
/* FIXME: Boy, I really wish I could typedef ushort SDL_AudioFormat! */