Repository: libsdl-org/SDL
File: include/SDL3/SDL_mouse.h (C/C++)

Code before:
 * \since This function is available since SDL 3.2.0.
 *
 * \sa SDL_GetMice
 */
extern SDL_DECLSPEC const char * SDLCALL SDL_GetMouseNameForID(SDL_MouseID instance_id);

/**
 * Get the window which currently has mouse focus.
 *
 * \returns the window with mouse focus.
 *
 * \threadsafety This function should only be called on the main thread.
 *
 * \since This function is available since SDL 3.2.0.
 */
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);

/**
 * Set a user-defined function by which to transform relative mouse inputs,
 * and its associated internal data which will be passed to the function.
 * This will cause the relative system scale and relative speed scale hints
 * to be ignored, instead only applying this custom transform function to 
 * raw unscaled deltas.
 *
 * \param transform a pointer to an input transform function, or NULL for default behavior.
 * \param userdata an optional pointer to the associated internal data.
 *
 * \since This function is available since SDL 3.2.6.
 *
 */
extern SDL_DECLSPEC void SDLCALL SDL_SetRelativeMouseTransform(SDL_MouseMotionTransformCallback transform, void *userdata);

/**
 * Query SDL's cache for the synchronous mouse button state and the
 * window-relative SDL-cursor position.
 *
 * This function returns the cached synchronous state as SDL understands it
 * from the last pump of the event queue.
 *
 * To query the platform for immediate asynchronous state, use
 * SDL_GetGlobalMouseState.
 *
 * Passing non-NULL pointers to `x` or `y` will write the destination with
 * respective x or y coordinates relative to the focused window.
 *
 * In Relative Mode, the SDL-cursor's position usually contradicts the
 * platform-cursor's position as manually calculated from
 * SDL_GetGlobalMouseState() and SDL_GetWindowPosition.
 *
 * \param x a pointer to receive the SDL-cursor's x-position from the focused
 *          window's top left corner, can be NULL if unused.

Review comment (suggestion):
```suggestion
 * \param userdata a pointer that is passed to `callback`.
```

Code after:
 * \since This function is available since SDL 3.2.0.
 *
 * \sa SDL_GetMice
 */
extern SDL_DECLSPEC const char * SDLCALL SDL_GetMouseNameForID(SDL_MouseID instance_id);

/**
 * Get the window which currently has mouse focus.
 *
 * \returns the window with mouse focus.
 *
 * \threadsafety This function should only be called on the main thread.
 *
 * \since This function is available since SDL 3.2.0.
 */
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);

/**
 * Query SDL's cache for the synchronous mouse button state and the
 * window-relative SDL-cursor position.
 *
 * This function returns the cached synchronous state as SDL understands it
 * from the last pump of the event queue.
 *
 * To query the platform for immediate asynchronous state, use
 * SDL_GetGlobalMouseState.
 *
 * Passing non-NULL pointers to `x` or `y` will write the destination with
 * respective x or y coordinates relative to the focused window.
 *
 * In Relative Mode, the SDL-cursor's position usually contradicts the
 * platform-cursor's position as manually calculated from
 * SDL_GetGlobalMouseState() and SDL_GetWindowPosition.
 *
 * \param x a pointer to receive the SDL-cursor's x-position from the focused
 *          window's top left corner, can be NULL if unused.
 * \param y a pointer to receive the SDL-cursor's y-position from the focused
 *          window'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 3.2.0.
 *
 * \sa SDL_GetGlobalMouseState
 * \sa SDL_GetRelativeMouseState
 */
extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetMouseState(float *x, float *y);

/**