fun warp_mouse(x,y: Int) `{ SDL_WarpMouse(x, y); `}
# Show or hide the cursor
- fun show_cursor(show: Bool) `{ SDL_ShowCursor(show); `}
+ fun show_cursor=(val: Bool) `{ SDL_ShowCursor(val? SDL_ENABLE: SDL_DISABLE); `}
+
+ # Is the cursor visible?
+ fun show_cursor: Bool `{ SDL_ShowCursor(SDL_QUERY); `}
+
+ # Grab or release the input
+ fun grab_input=(val: Bool) `{ SDL_WM_GrabInput(val? SDL_GRAB_ON: SDL_GRAB_OFF); `}
+
+ # Is the input grabbed?
+ fun grab_input: Bool `{ SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON; `}
+
+ # Are instances of `SDLMouseMotionEvent` ignored?
+ fun ignore_mouse_motion_events: Bool `{
+ return SDL_EventState(SDL_MOUSEMOTION, SDL_QUERY);
+ `}
+
+ # Do not raise instances of `SDLMouseMotionEvent` if `val`
+ fun ignore_mouse_motion_events=(val: Bool) `{
+ SDL_EventState(SDL_MOUSEMOTION, val? SDL_IGNORE: SDL_ENABLE);
+ `}
end
# Basic Drawing figures