Keep it in order according to the APIByCategory page.
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src/SDL2.cs
235
src/SDL2.cs
@ -3202,6 +3202,124 @@ namespace SDL2
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/* window is an SDL_Window pointer */
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/* window is an SDL_Window pointer */
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[DllImport(nativeLibName)]
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[DllImport(nativeLibName)]
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public static extern SDL_bool SDL_IsScreenKeyboardShown(IntPtr window);
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public static extern SDL_bool SDL_IsScreenKeyboardShown(IntPtr window);
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#endregion
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#region SDL_mouse.c
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/* Note: SDL_Cursor is a typedef normally. We'll treat it as
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* an IntPtr, because C# doesn't do typedefs. Yay!
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*/
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/* System cursor types */
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public enum SDL_SystemCursor
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{
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SDL_SYSTEM_CURSOR_ARROW, // Arrow
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SDL_SYSTEM_CURSOR_IBEAM, // I-beam
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SDL_SYSTEM_CURSOR_WAIT, // Wait
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SDL_SYSTEM_CURSOR_CROSSHAIR, // Crosshair
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SDL_SYSTEM_CURSOR_WAITARROW, // Small wait cursor (or Wait if not available)
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SDL_SYSTEM_CURSOR_SIZENWSE, // Double arrow pointing northwest and southeast
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SDL_SYSTEM_CURSOR_SIZENESW, // Double arrow pointing northeast and southwest
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SDL_SYSTEM_CURSOR_SIZEWE, // Double arrow pointing west and east
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SDL_SYSTEM_CURSOR_SIZENS, // Double arrow pointing north and south
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SDL_SYSTEM_CURSOR_SIZEALL, // Four pointed arrow pointing north, south, east, and west
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SDL_SYSTEM_CURSOR_NO, // Slashed circle or crossbones
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SDL_SYSTEM_CURSOR_HAND, // Hand
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SDL_NUM_SYSTEM_CURSORS
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}
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/* Get the window which currently has mouse focus */
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/* Return value is an SDL_Window pointer */
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[DllImport(nativeLibName)]
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public static extern IntPtr SDL_GetMouseFocus();
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/* Get the current state of the mouse */
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/* NOTE: Not sure if x,y should be 'ref', as SDL accepts null */
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[DllImport(nativeLibName)]
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public static extern UInt32 SDL_GetMouseState(out int x, out int y);
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/* Get the mouse state with relative coords*/
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[DllImport(nativeLibName)]
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public static extern UInt32 SDL_GetRelativeMouseState(out int x, out int y);
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/* Set the mouse cursor's position (within a window) */
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/* window is an SDL_Window pointer */
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[DllImport(nativeLibName)]
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public static extern void SDL_WarpMouseInWindow(IntPtr window, int x, int y);
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/* Enable/Disable relative mouse mode (grabs mouse, rel coords) */
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[DllImport(nativeLibName)]
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public static extern int SDL_SetRelativeMouseMode(SDL_bool enabled);
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/* Query if the relative mouse mode is enabled */
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[DllImport(nativeLibName)]
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public static extern SDL_bool SDL_GetRelativeMouseMode();
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/* Create a cursor from bitmap data (amd mask) in MSB format */
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/* data and mask are byte arrays, and w must be a multiple of 8 */
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/* return value is an SDL_Cursor pointer */
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[DllImport(nativeLibName)]
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public static extern IntPtr SDL_CreateCursor(
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IntPtr data,
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IntPtr mask,
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int w,
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int h,
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int hot_x,
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int hot_y
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);
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/* Create a cursor from an SDL_Surface */
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/* surface is an SDL_Surface pointer */
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/* return value is an SDL_Cursor pointer */
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[DllImport(nativeLibName)]
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public static extern IntPtr SDL_CreateColorCursor(
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IntPtr surface,
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int hot_x,
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int hot_y
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);
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/* Create a cursor from a system cursor id */
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/* return value is an SDL_Cursor pointer */
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[DllImport(nativeLibName)]
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public static extern IntPtr SDL_CreateSystemCursor(SDL_SystemCursor id);
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/* Set the active cursor */
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/* cursor is an SDL_Cursor pointer */
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[DllImport(nativeLibName)]
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public static extern void SDL_SetCursor(IntPtr cursor);
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/* Return the active cursor */
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/* return value is an SDL_Cursor pointer */
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[DllImport(nativeLibName)]
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public static extern IntPtr SDL_GetCursor();
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/* Frees a cursor created with one of the CreateCursor functions */
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/* cursor in an SDL_Cursor pointer */
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[DllImport(nativeLibName)]
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public static extern void SDL_FreeCursor(IntPtr cursor);
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/* Toggle whether or not the cursor is shown */
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[DllImport(nativeLibName)]
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public static extern int SDL_ShowCursor(int toggle);
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public static UInt32 SDL_BUTTON(UInt32 X)
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{
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// If only there were a better way of doing this in C#
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return (UInt32)(1 << (((int)X)-1));
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}
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public const UInt32 SDL_BUTTON_LEFT = 1;
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public const UInt32 SDL_BUTTON_MIDDLE = 2;
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public const uint SDL_BUTTON_RIGHT = 3;
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public const uint SDL_BUTTON_X1 = 4;
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public const uint SDL_BUTTON_X2 = 5;
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public const UInt32 SDL_BUTTON_LMASK = (1 << (0));
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public const UInt32 SDL_BUTTON_MMASK = (1 << (1));
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public const UInt32 SDL_BUTTON_RMASK = (1 << (2));
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public const UInt32 SDL_BUTTON_X1MASK = (1 << (3));
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public const UInt32 SDL_BUTTON_X2MASK = (1 << (4));
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#endregion
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#endregion
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#region SDL_haptic.h
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#region SDL_haptic.h
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@ -3519,123 +3637,6 @@ namespace SDL2
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[DllImport(nativeLibName)]
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[DllImport(nativeLibName)]
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public static extern int SDL_NumHaptics();
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public static extern int SDL_NumHaptics();
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#endregion
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#region SDL_mouse.c
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/* Note: SDL_Cursor is a typedef normally. We'll treat it as
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* an IntPtr, because C# doesn't do typedefs. Yay!
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*/
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/* System cursor types */
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public enum SDL_SystemCursor
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{
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SDL_SYSTEM_CURSOR_ARROW, // Arrow
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SDL_SYSTEM_CURSOR_IBEAM, // I-beam
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SDL_SYSTEM_CURSOR_WAIT, // Wait
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SDL_SYSTEM_CURSOR_CROSSHAIR, // Crosshair
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SDL_SYSTEM_CURSOR_WAITARROW, // Small wait cursor (or Wait if not available)
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SDL_SYSTEM_CURSOR_SIZENWSE, // Double arrow pointing northwest and southeast
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SDL_SYSTEM_CURSOR_SIZENESW, // Double arrow pointing northeast and southwest
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SDL_SYSTEM_CURSOR_SIZEWE, // Double arrow pointing west and east
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SDL_SYSTEM_CURSOR_SIZENS, // Double arrow pointing north and south
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SDL_SYSTEM_CURSOR_SIZEALL, // Four pointed arrow pointing north, south, east, and west
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SDL_SYSTEM_CURSOR_NO, // Slashed circle or crossbones
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SDL_SYSTEM_CURSOR_HAND, // Hand
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SDL_NUM_SYSTEM_CURSORS
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}
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/* Get the window which currently has mouse focus */
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/* Return value is an SDL_Window pointer */
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[DllImport(nativeLibName)]
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public static extern IntPtr SDL_GetMouseFocus();
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/* Get the current state of the mouse */
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/* NOTE: Not sure if x,y should be 'ref', as SDL accepts null */
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[DllImport(nativeLibName)]
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public static extern UInt32 SDL_GetMouseState(out int x, out int y);
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/* Get the mouse state with relative coords*/
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[DllImport(nativeLibName)]
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public static extern UInt32 SDL_GetRelativeMouseState(out int x, out int y);
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/* Set the mouse cursor's position (within a window) */
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/* window is an SDL_Window pointer */
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[DllImport(nativeLibName)]
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public static extern void SDL_WarpMouseInWindow(IntPtr window, int x, int y);
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/* Enable/Disable relative mouse mode (grabs mouse, rel coords) */
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[DllImport(nativeLibName)]
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public static extern int SDL_SetRelativeMouseMode(SDL_bool enabled);
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/* Query if the relative mouse mode is enabled */
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[DllImport(nativeLibName)]
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public static extern SDL_bool SDL_GetRelativeMouseMode();
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/* Create a cursor from bitmap data (amd mask) in MSB format */
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/* data and mask are byte arrays, and w must be a multiple of 8 */
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/* return value is an SDL_Cursor pointer */
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[DllImport(nativeLibName)]
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public static extern IntPtr SDL_CreateCursor(
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IntPtr data,
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IntPtr mask,
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int w,
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int h,
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int hot_x,
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int hot_y
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);
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/* Create a cursor from an SDL_Surface */
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/* surface is an SDL_Surface pointer */
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/* return value is an SDL_Cursor pointer */
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[DllImport(nativeLibName)]
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public static extern IntPtr SDL_CreateColorCursor(
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IntPtr surface,
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int hot_x,
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int hot_y
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);
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/* Create a cursor from a system cursor id */
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/* return value is an SDL_Cursor pointer */
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[DllImport(nativeLibName)]
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public static extern IntPtr SDL_CreateSystemCursor(SDL_SystemCursor id);
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/* Set the active cursor */
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/* cursor is an SDL_Cursor pointer */
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[DllImport(nativeLibName)]
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public static extern void SDL_SetCursor(IntPtr cursor);
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/* Return the active cursor */
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/* return value is an SDL_Cursor pointer */
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[DllImport(nativeLibName)]
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public static extern IntPtr SDL_GetCursor();
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/* Frees a cursor created with one of the CreateCursor functions */
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/* cursor in an SDL_Cursor pointer */
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[DllImport(nativeLibName)]
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public static extern void SDL_FreeCursor(IntPtr cursor);
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/* Toggle whether or not the cursor is shown */
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[DllImport(nativeLibName)]
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public static extern int SDL_ShowCursor(int toggle);
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public static UInt32 SDL_BUTTON(UInt32 X)
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{
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// If only there were a better way of doing this in C#
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return (UInt32)(1 << (((int)X)-1));
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}
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public const UInt32 SDL_BUTTON_LEFT = 1;
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public const UInt32 SDL_BUTTON_MIDDLE = 2;
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public const uint SDL_BUTTON_RIGHT = 3;
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public const uint SDL_BUTTON_X1 = 4;
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public const uint SDL_BUTTON_X2 = 5;
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public const UInt32 SDL_BUTTON_LMASK = (1 << (0));
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public const UInt32 SDL_BUTTON_MMASK = (1 << (1));
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public const UInt32 SDL_BUTTON_RMASK = (1 << (2));
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public const UInt32 SDL_BUTTON_X1MASK = (1 << (3));
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public const UInt32 SDL_BUTTON_X2MASK = (1 << (4));
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#endregion
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#endregion
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#region SDL_audio.h
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#region SDL_audio.h
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