| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| |
| /** |
| * \file SDL_keyboard.h |
| * |
| * Include file for SDL keyboard event handling |
| */ |
| |
| #ifndef SDL_keyboard_h_ |
| #define SDL_keyboard_h_ |
| |
| #include "SDL_stdinc.h" |
| #include "SDL_error.h" |
| #include "SDL_keycode.h" |
| #include "SDL_video.h" |
| |
| #include "begin_code.h" |
| /* Set up for C function definitions, even when using C++ */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| /** |
| * \brief The SDL keysym structure, used in key events. |
| * |
| * \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event. |
| */ |
| typedef struct SDL_Keysym |
| { |
| SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */ |
| SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */ |
| Uint16 mod; /**< current key modifiers */ |
| Uint32 unused; |
| } SDL_Keysym; |
| |
| /* Function prototypes */ |
| |
| /** |
| * Query the window which currently has keyboard focus. |
| * |
| * \returns the window with keyboard focus. |
| * |
| * \since This function is available since SDL 2.0.0. |
| */ |
| extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void); |
| |
| /** |
| * Get a snapshot of the current state of the keyboard. |
| * |
| * The pointer returned is a pointer to an internal SDL array. It will be |
| * valid for the whole lifetime of the application and should not be freed by |
| * the caller. |
| * |
| * A array element with a value of 1 means that the key is pressed and a value |
| * of 0 means that it is not. Indexes into this array are obtained by using |
| * SDL_Scancode values. |
| * |
| * Use SDL_PumpEvents() to update the state array. |
| * |
| * This function gives you the current state after all events have been |
| * processed, so if a key or button has been pressed and released before you |
| * process events, then the pressed state will never show up in the |
| * SDL_GetKeyboardState() calls. |
| * |
| * Note: This function doesn't take into account whether shift has been |
| * pressed or not. |
| * |
| * \param numkeys if non-NULL, receives the length of the returned array |
| * \returns a pointer to an array of key states. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_PumpEvents |
| * \sa SDL_ResetKeyboard |
| */ |
| extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys); |
| |
| /** |
| * Clear the state of the keyboard |
| * |
| * This function will generate key up events for all pressed keys. |
| * |
| * \since This function is available since SDL 2.24.0. |
| * |
| * \sa SDL_GetKeyboardState |
| */ |
| extern DECLSPEC void SDLCALL SDL_ResetKeyboard(void); |
| |
| /** |
| * Get the current key modifier state for the keyboard. |
| * |
| * \returns an OR'd combination of the modifier keys for the keyboard. See |
| * SDL_Keymod for details. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GetKeyboardState |
| * \sa SDL_SetModState |
| */ |
| extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void); |
| |
| /** |
| * Set the current key modifier state for the keyboard. |
| * |
| * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose |
| * modifier key states on your application. Simply pass your desired modifier |
| * states into `modstate`. This value may be a bitwise, OR'd combination of |
| * SDL_Keymod values. |
| * |
| * This does not change the keyboard state, only the key modifier flags that |
| * SDL reports. |
| * |
| * \param modstate the desired SDL_Keymod for the keyboard |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GetModState |
| */ |
| extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); |
| |
| /** |
| * Get the key code corresponding to the given scancode according to the |
| * current keyboard layout. |
| * |
| * See SDL_Keycode for details. |
| * |
| * \param scancode the desired SDL_Scancode to query |
| * \returns the SDL_Keycode that corresponds to the given SDL_Scancode. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GetKeyName |
| * \sa SDL_GetScancodeFromKey |
| */ |
| extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode); |
| |
| /** |
| * Get the scancode corresponding to the given key code according to the |
| * current keyboard layout. |
| * |
| * See SDL_Scancode for details. |
| * |
| * \param key the desired SDL_Keycode to query |
| * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GetKeyFromScancode |
| * \sa SDL_GetScancodeName |
| */ |
| extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key); |
| |
| /** |
| * Get a human-readable name for a scancode. |
| * |
| * See SDL_Scancode for details. |
| * |
| * **Warning**: The returned name is by design not stable across platforms, |
| * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left |
| * Windows" under Microsoft Windows, and some scancodes like |
| * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even |
| * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and |
| * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore |
| * unsuitable for creating a stable cross-platform two-way mapping between |
| * strings and scancodes. |
| * |
| * \param scancode the desired SDL_Scancode to query |
| * \returns a pointer to the name for the scancode. If the scancode doesn't |
| * have a name this function returns an empty string (""). |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GetScancodeFromKey |
| * \sa SDL_GetScancodeFromName |
| */ |
| extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode); |
| |
| /** |
| * Get a scancode from a human-readable name. |
| * |
| * \param name the human-readable scancode name |
| * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't |
| * recognized; call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GetKeyFromName |
| * \sa SDL_GetScancodeFromKey |
| * \sa SDL_GetScancodeName |
| */ |
| extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name); |
| |
| /** |
| * Get a human-readable name for a key. |
| * |
| * See SDL_Scancode and SDL_Keycode for details. |
| * |
| * \param key the desired SDL_Keycode to query |
| * \returns a pointer to a UTF-8 string that stays valid at least until the |
| * next call to this function. If you need it around any longer, you |
| * must copy it. If the key doesn't have a name, this function |
| * returns an empty string (""). |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GetKeyFromName |
| * \sa SDL_GetKeyFromScancode |
| * \sa SDL_GetScancodeFromKey |
| */ |
| extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key); |
| |
| /** |
| * Get a key code from a human-readable name. |
| * |
| * \param name the human-readable key name |
| * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_GetKeyFromScancode |
| * \sa SDL_GetKeyName |
| * \sa SDL_GetScancodeFromName |
| */ |
| extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); |
| |
| /** |
| * Start accepting Unicode text input events. |
| * |
| * This function will start accepting Unicode text input events in the focused |
| * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and |
| * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in |
| * pair with SDL_StopTextInput(). |
| * |
| * On some platforms using this function activates the screen keyboard. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_SetTextInputRect |
| * \sa SDL_StopTextInput |
| */ |
| extern DECLSPEC void SDLCALL SDL_StartTextInput(void); |
| |
| /** |
| * Check whether or not Unicode text input events are enabled. |
| * |
| * \returns SDL_TRUE if text input events are enabled else SDL_FALSE. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_StartTextInput |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void); |
| |
| /** |
| * Stop receiving any text input events. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_StartTextInput |
| */ |
| extern DECLSPEC void SDLCALL SDL_StopTextInput(void); |
| |
| /** |
| * Dismiss the composition window/IME without disabling the subsystem. |
| * |
| * \since This function is available since SDL 2.0.22. |
| * |
| * \sa SDL_StartTextInput |
| * \sa SDL_StopTextInput |
| */ |
| extern DECLSPEC void SDLCALL SDL_ClearComposition(void); |
| |
| /** |
| * Returns if an IME Composite or Candidate window is currently shown. |
| * |
| * \since This function is available since SDL 2.0.22. |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void); |
| |
| /** |
| * Set the rectangle used to type Unicode text inputs. |
| * |
| * To start text input in a given location, this function is intended to be |
| * called before SDL_StartTextInput, although some platforms support moving |
| * the rectangle even while text input (and a composition) is active. |
| * |
| * Note: If you want to use the system native IME window, try setting hint |
| * **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you |
| * any feedback. |
| * |
| * \param rect the SDL_Rect structure representing the rectangle to receive |
| * text (ignored if NULL) |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_StartTextInput |
| */ |
| extern DECLSPEC void SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect); |
| |
| /** |
| * Check whether the platform has screen keyboard support. |
| * |
| * \returns SDL_TRUE if the platform has some screen keyboard support or |
| * SDL_FALSE if not. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_StartTextInput |
| * \sa SDL_IsScreenKeyboardShown |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void); |
| |
| /** |
| * Check whether the screen keyboard is shown for given window. |
| * |
| * \param window the window for which screen keyboard should be queried |
| * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not. |
| * |
| * \since This function is available since SDL 2.0.0. |
| * |
| * \sa SDL_HasScreenKeyboardSupport |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window); |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include "close_code.h" |
| |
| #endif /* SDL_keyboard_h_ */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |