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316 lines
9.7 KiB
316 lines
9.7 KiB
/* |
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Simple DirectMedia Layer |
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org> |
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This software is provided 'as-is', without any express or implied |
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warranty. In no event will the authors be held liable for any damages |
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arising from the use of this software. |
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Permission is granted to anyone to use this software for any purpose, |
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including commercial applications, and to alter it and redistribute it |
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freely, subject to the following restrictions: |
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1. The origin of this software must not be misrepresented; you must not |
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claim that you wrote the original software. If you use this software |
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in a product, an acknowledgment in the product documentation would be |
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appreciated but is not required. |
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2. Altered source versions must be plainly marked as such, and must not be |
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misrepresented as being the original software. |
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3. This notice may not be removed or altered from any source distribution. |
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*/ |
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/** |
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* \file SDL_keyboard.h |
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* |
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* Include file for SDL keyboard event handling |
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*/ |
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#ifndef SDL_keyboard_h_ |
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#define SDL_keyboard_h_ |
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#include "SDL_stdinc.h" |
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#include "SDL_error.h" |
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#include "SDL_keycode.h" |
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#include "SDL_video.h" |
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#include "begin_code.h" |
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/* Set up for C function definitions, even when using C++ */ |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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/** |
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* \brief The SDL keysym structure, used in key events. |
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* |
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* \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event. |
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*/ |
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typedef struct SDL_Keysym |
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{ |
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SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */ |
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SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */ |
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Uint16 mod; /**< current key modifiers */ |
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Uint32 unused; |
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} SDL_Keysym; |
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/* Function prototypes */ |
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/** |
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* Query the window which currently has keyboard focus. |
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* |
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* \returns the window with keyboard focus. |
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* |
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* \since This function is available since SDL 2.0.0. |
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*/ |
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extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void); |
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/** |
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* Get a snapshot of the current state of the keyboard. |
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* |
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* The pointer returned is a pointer to an internal SDL array. It will be |
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* valid for the whole lifetime of the application and should not be freed by |
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* the caller. |
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* |
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* A array element with a value of 1 means that the key is pressed and a value |
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* of 0 means that it is not. Indexes into this array are obtained by using |
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* SDL_Scancode values. |
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* |
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* Use SDL_PumpEvents() to update the state array. |
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* |
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* This function gives you the current state after all events have been |
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* processed, so if a key or button has been pressed and released before you |
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* process events, then the pressed state will never show up in the |
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* SDL_GetKeyboardState() calls. |
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* |
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* Note: This function doesn't take into account whether shift has been |
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* pressed or not. |
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* |
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* \param numkeys if non-NULL, receives the length of the returned array |
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* \returns a pointer to an array of key states. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_PumpEvents |
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*/ |
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extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys); |
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/** |
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* Get the current key modifier state for the keyboard. |
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* |
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* \returns an OR'd combination of the modifier keys for the keyboard. See |
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* SDL_Keymod for details. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_GetKeyboardState |
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* \sa SDL_SetModState |
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*/ |
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extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void); |
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/** |
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* Set the current key modifier state for the keyboard. |
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* |
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* The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose |
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* modifier key states on your application. Simply pass your desired modifier |
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* states into `modstate`. This value may be a bitwise, OR'd combination of |
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* SDL_Keymod values. |
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* |
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* This does not change the keyboard state, only the key modifier flags that |
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* SDL reports. |
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* |
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* \param modstate the desired SDL_Keymod for the keyboard |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_GetModState |
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*/ |
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extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); |
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/** |
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* Get the key code corresponding to the given scancode according to the |
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* current keyboard layout. |
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* |
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* See SDL_Keycode for details. |
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* |
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* \param scancode the desired SDL_Scancode to query |
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* \returns the SDL_Keycode that corresponds to the given SDL_Scancode. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_GetKeyName |
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* \sa SDL_GetScancodeFromKey |
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*/ |
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extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode); |
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/** |
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* Get the scancode corresponding to the given key code according to the |
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* current keyboard layout. |
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* |
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* See SDL_Scancode for details. |
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* |
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* \param key the desired SDL_Keycode to query |
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* \returns the SDL_Scancode that corresponds to the given SDL_Keycode. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_GetKeyFromScancode |
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* \sa SDL_GetScancodeName |
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*/ |
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extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key); |
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/** |
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* Get a human-readable name for a scancode. |
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* |
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* See SDL_Scancode for details. |
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* |
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* **Warning**: The returned name is by design not stable across platforms, |
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* e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left |
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* Windows" under Microsoft Windows, and some scancodes like |
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* `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even |
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* scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and |
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* `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore |
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* unsuitable for creating a stable cross-platform two-way mapping between |
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* strings and scancodes. |
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* |
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* \param scancode the desired SDL_Scancode to query |
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* \returns a pointer to the name for the scancode. If the scancode doesn't |
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* have a name this function returns an empty string (""). |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_GetScancodeFromKey |
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* \sa SDL_GetScancodeFromName |
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*/ |
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extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode); |
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/** |
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* Get a scancode from a human-readable name. |
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* |
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* \param name the human-readable scancode name |
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* \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't |
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* recognized; call SDL_GetError() for more information. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_GetKeyFromName |
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* \sa SDL_GetScancodeFromKey |
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* \sa SDL_GetScancodeName |
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*/ |
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extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name); |
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/** |
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* Get a human-readable name for a key. |
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* |
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* See SDL_Scancode and SDL_Keycode for details. |
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* |
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* \param key the desired SDL_Keycode to query |
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* \returns a pointer to a UTF-8 string that stays valid at least until the |
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* next call to this function. If you need it around any longer, you |
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* must copy it. If the key doesn't have a name, this function |
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* returns an empty string (""). |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_GetKeyFromName |
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* \sa SDL_GetKeyFromScancode |
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* \sa SDL_GetScancodeFromKey |
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*/ |
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extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key); |
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/** |
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* Get a key code from a human-readable name. |
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* |
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* \param name the human-readable key name |
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* \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call |
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* SDL_GetError() for more information. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_GetKeyFromScancode |
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* \sa SDL_GetKeyName |
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* \sa SDL_GetScancodeFromName |
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*/ |
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extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); |
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/** |
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* Start accepting Unicode text input events. |
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* |
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* This function will start accepting Unicode text input events in the focused |
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* SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and |
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* SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in |
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* pair with SDL_StopTextInput(). |
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* |
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* On some platforms using this function activates the screen keyboard. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_SetTextInputRect |
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* \sa SDL_StopTextInput |
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*/ |
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extern DECLSPEC void SDLCALL SDL_StartTextInput(void); |
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/** |
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* Check whether or not Unicode text input events are enabled. |
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* |
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* \returns SDL_TRUE if text input events are enabled else SDL_FALSE. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_StartTextInput |
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*/ |
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extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void); |
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/** |
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* Stop receiving any text input events. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_StartTextInput |
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*/ |
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extern DECLSPEC void SDLCALL SDL_StopTextInput(void); |
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/** |
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* Set the rectangle used to type Unicode text inputs. |
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* |
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* \param rect the SDL_Rect structure representing the rectangle to receive |
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* text (ignored if NULL) |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_StartTextInput |
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*/ |
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extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect); |
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/** |
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* Check whether the platform has screen keyboard support. |
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* |
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* \returns SDL_TRUE if the platform has some screen keyboard support or |
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* SDL_FALSE if not. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_StartTextInput |
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* \sa SDL_IsScreenKeyboardShown |
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*/ |
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extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void); |
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/** |
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* Check whether the screen keyboard is shown for given window. |
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* |
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* \param window the window for which screen keyboard should be queried |
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* \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_HasScreenKeyboardSupport |
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*/ |
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extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window); |
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/* Ends C function definitions when using C++ */ |
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#ifdef __cplusplus |
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} |
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#endif |
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#include "close_code.h" |
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#endif /* SDL_keyboard_h_ */ |
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/* vi: set ts=4 sw=4 expandtab: */
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