getGlobalMousePosition static method

Point<double> getGlobalMousePosition()

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.

\param x a pointer to receive the platform-cursor's x-position from the desktop's top left corner, can be NULL if unused. \param y a 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.

\sa SDL_CaptureMouse \sa SDL_GetMouseState \sa SDL_GetGlobalMouseState

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

Implementation

static math.Point<double> getGlobalMousePosition() {
  var xPointer = ffi.calloc<Float>();
  var yPointer = ffi.calloc<Float>();
  sdlGetGlobalMouseState(xPointer, yPointer);
  var result = math.Point<double>(xPointer.value, yPointer.value);
  ffi.calloc.free(xPointer);
  ffi.calloc.free(yPointer);
  return result;
}