func Mouserelative() (int, int, uint32) { var x C.int var y C.int state := C.SDL_GetRelativeMouseState(&x, &y) C.SDL_SetRelativeMouseMode(C.SDL_TRUE) return int(x), int(y), uint32(state) /* state := C.SDL_GetMouseState(&x,&y) C.SDL_WarpMouseInWindow(win, 100,100) return int(x)-100,int(y)-100,uint32(state) */ }
func SetRelativeMouseMode(e bool) error { ce := C.SDL_bool(C.SDL_FALSE) if e { ce = C.SDL_TRUE } if C.SDL_SetRelativeMouseMode(ce) != 0 { return getError() } return nil }
func SetRelativeMouseMode(enabled bool) bool { return int(C.SDL_SetRelativeMouseMode(C.SDL_bool(bool2int(enabled)))) == 0 }
func SetRelativeMouseMode(enabled bool) int { _enabled := (C.SDL_bool)(Btoi(enabled)) return (int)(C.SDL_SetRelativeMouseMode(_enabled)) }
// SetRelativeMouseMode (https://wiki.libsdl.org/SDL_SetRelativeMouseMode) func SetRelativeMouseMode(enabled bool) int { return int(C.SDL_SetRelativeMouseMode(C.SDL_bool(Btoi(enabled)))) }