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https://github.com/pineappleEA/pineapple-src.git
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295 lines
9.1 KiB
C
Executable File
295 lines
9.1 KiB
C
Executable File
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2021 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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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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* \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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* \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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* \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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* \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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* \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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* \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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* \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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* \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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* \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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* \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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