/* pygame - Python Game Library Copyright (C) 2000-2001 Pete Shinners This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Pete Shinners pete@shinners.org */ /* * pygame mouse module */ #include "pygame.h" /* mouse module functions */ /*DOC*/ static char doc_mouse_set_pos[] = /*DOC*/ "pygame.mouse.set_pos(pos) -> None\n" /*DOC*/ "moves the cursor position\n" /*DOC*/ "\n" /*DOC*/ "Moves the mouse cursor to the specified position. This will\n" /*DOC*/ "generate a MOUSEMOTION event on the input queue. The pos argument\n" /*DOC*/ "is a 2-number-sequence containing the desired x and y position.\n" /*DOC*/ ; static PyObject* mouse_set_pos(PyObject* self, PyObject* args) { int x, y; if(!TwoIntsFromObj(args, &x, &y)) return RAISE(PyExc_TypeError, "invalid position argument for set_pos"); VIDEO_INIT_CHECK(); SDL_WarpMouse((Uint16)x, (Uint16)y); RETURN_NONE } /*DOC*/ static char doc_mouse_get_pos[] = /*DOC*/ "pygame.mouse.get_pos() -> x, y\n" /*DOC*/ "gets the cursor position\n" /*DOC*/ "\n" /*DOC*/ "Returns the current position of the mouse cursor. This is the\n" /*DOC*/ "absolute mouse position inside your game window.\n" /*DOC*/ ; static PyObject* mouse_get_pos(PyObject* self, PyObject* args) { int x, y; if(!PyArg_ParseTuple(args, "")) return NULL; VIDEO_INIT_CHECK(); SDL_GetMouseState(&x, &y); return Py_BuildValue("(ii)", x, y); } /*DOC*/ static char doc_mouse_get_rel[] = /*DOC*/ "pygame.mouse.get_rel() -> x, y\n" /*DOC*/ "gets the movement of the mouse\n" /*DOC*/ "\n" /*DOC*/ "Returns the total distance the mouse has moved since your last\n" /*DOC*/ "call to get_rel(). On the first call to get_rel the movement will\n" /*DOC*/ "always be 0,0.\n" /*DOC*/ "\n" /*DOC*/ "When the mouse is at the edges of the screen, the relative\n" /*DOC*/ "movement will be stopped. See mouse_visible for a way to resolve\n" /*DOC*/ "this.\n" /*DOC*/ ; static PyObject* mouse_get_rel(PyObject* self, PyObject* args) { int x, y; if(!PyArg_ParseTuple(args, "")) return NULL; VIDEO_INIT_CHECK(); SDL_GetRelativeMouseState(&x, &y); return Py_BuildValue("(ii)", x, y); } /*DOC*/ static char doc_mouse_get_pressed[] = /*DOC*/ "pygame.mouse.get_pressed() -> button1, button2, button3\n" /*DOC*/ "state of the mouse buttons\n" /*DOC*/ "\n" /*DOC*/ "This will return a small sequence containing the pressed state of\n" /*DOC*/ "each mouse button.\n" /*DOC*/ ; static PyObject* mouse_get_pressed(PyObject* self, PyObject* args) { PyObject* tuple; int state; if(!PyArg_ParseTuple(args, "")) return NULL; VIDEO_INIT_CHECK(); state = SDL_GetMouseState(NULL, NULL); if(!(tuple = PyTuple_New(3))) return NULL; PyTuple_SET_ITEM(tuple, 0, PyInt_FromLong((state&SDL_BUTTON(1)) != 0)); PyTuple_SET_ITEM(tuple, 1, PyInt_FromLong((state&SDL_BUTTON(2)) != 0)); PyTuple_SET_ITEM(tuple, 2, PyInt_FromLong((state&SDL_BUTTON(3)) != 0)); return tuple; } /*DOC*/ static char doc_mouse_set_visible[] = /*DOC*/ "pygame.mouse.set_visible(bool) -> bool\n" /*DOC*/ "show or hide the mouse cursor\n" /*DOC*/ "\n" /*DOC*/ "Shows or hides the mouse cursor. This will return the previous\n" /*DOC*/ "visible state of the mouse cursor.\n" /*DOC*/ "\n" /*DOC*/ "Note that when the cursor is hidden and the application has\n" /*DOC*/ "grabbed the input. pygame will force the mouse to stay in the\n" /*DOC*/ "center of the screen. Since the mouse is hidden it won't matter\n" /*DOC*/ "that it's not moving, but it will keep the mouse from the edges\n" /*DOC*/ "of the screen so the relative mouse position will always be true.\n" /*DOC*/ ; static PyObject* mouse_set_visible(PyObject* self, PyObject* args) { int toggle; if(!PyArg_ParseTuple(args, "i", &toggle)) return NULL; VIDEO_INIT_CHECK(); toggle = SDL_ShowCursor(toggle); return PyInt_FromLong(toggle); } /*DOC*/ static char doc_mouse_get_focused[] = /*DOC*/ "pygame.mouse.get_focused() -> bool\n" /*DOC*/ "state of mouse input focus\n" /*DOC*/ "\n" /*DOC*/ "Returns true when the application is receiving the mouse input\n" /*DOC*/ "focus.\n" /*DOC*/ ; static PyObject* mouse_get_focused(PyObject* self, PyObject* args) { if(!PyArg_ParseTuple(args, "")) return NULL; VIDEO_INIT_CHECK(); return PyInt_FromLong((SDL_GetAppState()&SDL_APPMOUSEFOCUS) != 0); } /*DOC*/ static char doc_mouse_set_cursor[] = /*DOC*/ "pygame.mouse.set_cursor(size, hotspot, xormasks, andmasks) -> None\n" /*DOC*/ "state of shape of the mouse cursor\n" /*DOC*/ "\n" /*DOC*/ "When the mouse cursor is visible, it will be displayed\n" /*DOC*/ "as a black and white bitmap using the given bitmask arrays.\n" /*DOC*/ "The size is a sequence containing the cursor width and height.\n" /*DOC*/ "Hotspot is a sequence containing the cursor hotspot position.\n" /*DOC*/ "xormasks is a sequence of bytes containing the cursor xor data\n" /*DOC*/ "masks. Lastly is andmasks, a sequence of bytes containting the\n" /*DOC*/ "cursor bitmask data.\n" /*DOC*/ "\n" /*DOC*/ "Width must be a multiple of 8, and the mask arrays must be the\n" /*DOC*/ "correct size for the given width and height. Otherwise an exception.\n" /*DOC*/ ; static PyObject* mouse_set_cursor(PyObject* self, PyObject* args) { int w, h, spotx, spoty; PyObject *xormask, *andmask; Uint8 *xordata=NULL, *anddata=NULL; int xorsize, andsize, loop; int val; SDL_Cursor *lastcursor, *cursor = NULL; if(!PyArg_ParseTuple(args, "(ii)(ii)OO", &w, &h, &spotx, &spoty, &xormask, &andmask)) return NULL; VIDEO_INIT_CHECK(); if(!PySequence_Check(xormask) || !PySequence_Check(andmask)) return RAISE(PyExc_TypeError, "xormask and andmask must be sequences"); if(w % 8) return RAISE(PyExc_ValueError, "Cursor width must be divisible by 8."); xorsize = PySequence_Length(xormask); andsize = PySequence_Length(andmask); if(xorsize != w*h/8 || andsize != w*h/8) return RAISE(PyExc_ValueError, "bitmasks must be sized width*height/8"); xordata = (Uint8*)malloc(xorsize); anddata = (Uint8*)malloc(andsize); for(loop = 0; loop < xorsize; ++loop) { if(!IntFromObjIndex(xormask, loop, &val)) goto interror; xordata[loop] = (Uint8)val; if(!IntFromObjIndex(andmask, loop, &val)) goto interror; anddata[loop] = (Uint8)val; } cursor = SDL_CreateCursor(xordata, anddata, w, h, spotx, spoty); free(xordata); free(anddata); xordata = NULL; anddata = NULL; if(!cursor) return RAISE(PyExc_SDLError, SDL_GetError()); lastcursor = SDL_GetCursor(); SDL_SetCursor(cursor); SDL_FreeCursor(lastcursor); RETURN_NONE; interror: if(xordata) free(xordata); if(anddata) free(anddata); return RAISE(PyExc_TypeError, "Invalid number in mask array"); } /*DOC*/ static char doc_mouse_get_cursor[] = /*DOC*/ "pygame.mouse.get_cursor() -> size, hotspot, xormasks, andmasks\n" /*DOC*/ "get mouse cursor data\n" /*DOC*/ "\n" /*DOC*/ "The mouse cursor data is the same as those passed into set_cursor.\n" /*DOC*/ ; static PyObject* mouse_get_cursor(PyObject* self, PyObject* args) { SDL_Cursor *cursor = NULL; PyObject* xordata, *anddata; int size, loop, w, h, spotx, spoty; if(!PyArg_ParseTuple(args, "")) return NULL; VIDEO_INIT_CHECK(); cursor = SDL_GetCursor(); if(!cursor) return RAISE(PyExc_SDLError, SDL_GetError()); w = cursor->area.w; h = cursor->area.h; spotx = cursor->hot_x; spoty = cursor->hot_y; size = cursor->area.w * cursor->area.h / 8; xordata = PyTuple_New(size); if(!xordata) return NULL; anddata = PyTuple_New(size); if(!anddata) { Py_DECREF(anddata); return NULL; } for(loop = 0; loop < size; ++loop) { PyTuple_SET_ITEM(xordata, loop, PyInt_FromLong(cursor->data[loop])); PyTuple_SET_ITEM(anddata, loop, PyInt_FromLong(cursor->mask[loop])); } return Py_BuildValue("((ii)(ii)OO)", w, h, spotx, spoty, xordata, anddata); } static PyMethodDef mouse_builtins[] = { { "set_pos", mouse_set_pos, 1, doc_mouse_set_pos }, { "get_pos", mouse_get_pos, 1, doc_mouse_get_pos }, { "get_rel", mouse_get_rel, 1, doc_mouse_get_rel }, { "get_pressed", mouse_get_pressed, 1, doc_mouse_get_pressed }, { "set_visible", mouse_set_visible, 1, doc_mouse_set_visible }, { "get_focused", mouse_get_focused, 1, doc_mouse_get_focused }, { "set_cursor", mouse_set_cursor, 1, doc_mouse_set_cursor }, { "get_cursor", mouse_get_cursor, 1, doc_mouse_get_cursor }, { NULL, NULL } }; /*DOC*/ static char doc_pygame_mouse_MODULE[] = /*DOC*/ "Contains routines for dealing with the mouse. All mouse events\n" /*DOC*/ "are retrieved through the pygame.event module. The mouse module\n" /*DOC*/ "can be used to get the current state of the mouse. It can also be\n" /*DOC*/ "used to set the state of the system cursor.\n" /*DOC*/ "\n" /*DOC*/ "If you hide the mouse cursor with pygame.mouse.set_visible(0) and\n" /*DOC*/ "lock the mouse focus to your game with pygame.event.set_grab(1),\n" /*DOC*/ "the hidden mouse will be forced to the center of the screen. This\n" /*DOC*/ "will help your relative mouse motions keep from getting stuck on\n" /*DOC*/ "the edges of the screen.\n" /*DOC*/ ; PYGAME_EXPORT void initmouse(void) { PyObject *module, *dict; /* create the module */ module = Py_InitModule3("mouse", mouse_builtins, doc_pygame_mouse_MODULE); dict = PyModule_GetDict(module); /*imported needed apis*/ import_pygame_base(); }