<ul><li><a href="#NAME">NAME</a></li>
<li><a href="#CATEGORY">CATEGORY</a></li>
+<li><a href="#CONSTANTS">CONSTANTS</a></li>
<li><a href="#METHODS">METHODS</a>
<ul><li><a href="#warp_mouse">warp_mouse</a></li>
-<li><a href="#free_cursor">free_cursor</a></li>
<li><a href="#set_cursor">set_cursor</a></li>
<li><a href="#get_cursor">get_cursor</a></li>
-<li><a href="#show_cursor">show_cursor</a>
-</li>
+<li><a href="#show_cursor">show_cursor</a></li>
</ul>
</li>
+<li><a href="#SEE_ALSO">SEE ALSO</a>
+</li>
</ul><hr />
-<!-- INDEX END -->
+<!-- INDEX END --><a href="assets/Mouse.png" target="_blank"><img src="assets/Mouse.png" style="height: 160px" alt="Mouse.png"/></a><hr />
<h1 id="NAME">NAME</h1><p><a href="#TOP" class="toplink">Top</a></p>
<div id="NAME_CONTENT">
-<p>SDL::Mouse -- SDL Bindings for the Mouse device</p>
+<p>SDL::Mouse - SDL Bindings for the Mouse device</p>
</div>
<h1 id="CATEGORY">CATEGORY</h1><p><a href="#TOP" class="toplink">Top</a></p>
<p>Core, Mouse</p>
</div>
+<h1 id="CONSTANTS">CONSTANTS</h1><p><a href="#TOP" class="toplink">Top</a></p>
+<div id="CONSTANTS_CONTENT">
+<p>The constants for SDL::Mouse belong to SDL::Events/SDL::Event, under the export tag of <code>':state'</code>.</p>
+
+</div>
<h1 id="METHODS">METHODS</h1><p><a href="#TOP" class="toplink">Top</a></p>
<div id="METHODS_CONTENT">
</div>
<h2 id="warp_mouse">warp_mouse</h2>
<div id="warp_mouse_CONTENT">
-<pre> void warp_mouse( int $x, int $y );
-
-</pre>
-<p>Set the position of the mouse cursor (generates a mouse motion event).</p>
-
-</div>
-<h2 id="free_cursor">free_cursor</h2>
-<div id="free_cursor_CONTENT">
-<pre> void free_cursor( object );
+<pre> SDL::Mouse::warp_mouse( $x, $y );
</pre>
-<p>Frees a cursor that was created using <code>SDL::Cursor-</code>new()>. </p>
+<p>Set the position of the mouse cursor (generates a mouse motion event).
+Even if the mouse is warped to where it currently is, a mouse motion event is generated.</p>
</div>
<h2 id="set_cursor">set_cursor</h2>
<div id="set_cursor_CONTENT">
-<pre> void set_cursor( object );
+<pre> SDL::Mouse::set_cursor( $cursor_object );
</pre>
-<p>Sets the currently active cursor to the specified one. If the cursor is currently visible, the change will be immediately represented
-on the display. <code>set_cursor()</code> can be used to force cursor redraw, if this is desired for any reason. </p>
+<p>Sets the currently active cursor to the specified one.
+See <a href="SDL-Cursor.html">SDL::Cursor</a> for details on cursor objects.
+If the cursor is currently visible, the change will be immediately represented on the display.
+<code>set_cursor()</code> can be used to force cursor redraw, if this is desired for any reason.</p>
</div>
<h2 id="get_cursor">get_cursor</h2>
<div id="get_cursor_CONTENT">
-<pre> object get_cursor();
+<pre> my $cursor_object = SDL::Mouse::get_cursor;
</pre>
<p>Gets the currently active mouse cursor.</p>
</div>
<h2 id="show_cursor">show_cursor</h2>
<div id="show_cursor_CONTENT">
-<pre> int show_cursor( int toggle );
+<pre> my $return = SDL::Mouse::show_cursor( $state );
</pre>
-<p>Toggle whether or not the cursor is shown on the screen. Passing <code>SDL_ENABLE</code> displays the cursor and passing <code>SDL_DISABLE</code> hides it.
+<p>Toggle whether or not the cursor is shown on the screen.
+Passing <code>SDL_ENABLE</code> displays the cursor and passing <code>SDL_DISABLE</code> hides it.
The current state of the mouse cursor can be queried by passing <code>SDL_QUERY</code>, either <code>SDL_DISABLE</code> or <code>SDL_ENABLE</code> will be returned.</p>
<pre> use SDL;
use SDL::Mouse;
use SDL::Video;
+ use SDL::Events ':state'; #For the constants
SDL::init(SDL_INIT_VIDEO);
- SDL::Video::set_video_mode( 640, 480, 16, SDL_SWSURFACE);
+ SDL::Video::set_video_mode(640, 480, 16, SDL_SWSURFACE);
printf("Cursor is %s\n", SDL::Mouse::show_cursor(SDL_QUERY) ? 'visible' : 'not visible');
</pre>
</div>
+<h1 id="SEE_ALSO">SEE ALSO</h1><p><a href="#TOP" class="toplink">Top</a></p>
+<div id="SEE_ALSO_CONTENT">
+<p><a href="SDL-Cursor.html">SDL::Cursor</a></p>
+
+</div>
</div>
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