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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 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: */
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