| 1 | /* |
| 2 | Simple DirectMedia Layer |
| 3 | Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org> |
| 4 | |
| 5 | This software is provided 'as-is', without any express or implied |
| 6 | warranty. In no event will the authors be held liable for any damages |
| 7 | arising from the use of this software. |
| 8 | |
| 9 | Permission is granted to anyone to use this software for any purpose, |
| 10 | including commercial applications, and to alter it and redistribute it |
| 11 | freely, subject to the following restrictions: |
| 12 | |
| 13 | 1. The origin of this software must not be misrepresented; you must not |
| 14 | claim that you wrote the original software. If you use this software |
| 15 | in a product, an acknowledgment in the product documentation would be |
| 16 | appreciated but is not required. |
| 17 | 2. Altered source versions must be plainly marked as such, and must not be |
| 18 | misrepresented as being the original software. |
| 19 | 3. This notice may not be removed or altered from any source distribution. |
| 20 | */ |
| 21 | |
| 22 | /** |
| 23 | * \file SDL_keyboard.h |
| 24 | * |
| 25 | * Include file for SDL keyboard event handling |
| 26 | */ |
| 27 | |
| 28 | #ifndef SDL_keyboard_h_ |
| 29 | #define SDL_keyboard_h_ |
| 30 | |
| 31 | #include "SDL_stdinc.h" |
| 32 | #include "SDL_error.h" |
| 33 | #include "SDL_keycode.h" |
| 34 | #include "SDL_video.h" |
| 35 | |
| 36 | #include "begin_code.h" |
| 37 | /* Set up for C function definitions, even when using C++ */ |
| 38 | #ifdef __cplusplus |
| 39 | extern "C" { |
| 40 | #endif |
| 41 | |
| 42 | /** |
| 43 | * \brief The SDL keysym structure, used in key events. |
| 44 | * |
| 45 | * \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event. |
| 46 | */ |
| 47 | typedef struct SDL_Keysym |
| 48 | { |
| 49 | SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */ |
| 50 | SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */ |
| 51 | Uint16 mod; /**< current key modifiers */ |
| 52 | Uint32 unused; |
| 53 | } SDL_Keysym; |
| 54 | |
| 55 | /* Function prototypes */ |
| 56 | |
| 57 | /** |
| 58 | * Query the window which currently has keyboard focus. |
| 59 | * |
| 60 | * \returns the window with keyboard focus. |
| 61 | * |
| 62 | * \since This function is available since SDL 2.0.0. |
| 63 | */ |
| 64 | extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void); |
| 65 | |
| 66 | /** |
| 67 | * Get a snapshot of the current state of the keyboard. |
| 68 | * |
| 69 | * The pointer returned is a pointer to an internal SDL array. It will be |
| 70 | * valid for the whole lifetime of the application and should not be freed by |
| 71 | * the caller. |
| 72 | * |
| 73 | * A array element with a value of 1 means that the key is pressed and a value |
| 74 | * of 0 means that it is not. Indexes into this array are obtained by using |
| 75 | * SDL_Scancode values. |
| 76 | * |
| 77 | * Use SDL_PumpEvents() to update the state array. |
| 78 | * |
| 79 | * This function gives you the current state after all events have been |
| 80 | * processed, so if a key or button has been pressed and released before you |
| 81 | * process events, then the pressed state will never show up in the |
| 82 | * SDL_GetKeyboardState() calls. |
| 83 | * |
| 84 | * Note: This function doesn't take into account whether shift has been |
| 85 | * pressed or not. |
| 86 | * |
| 87 | * \param numkeys if non-NULL, receives the length of the returned array |
| 88 | * \returns a pointer to an array of key states. |
| 89 | * |
| 90 | * \since This function is available since SDL 2.0.0. |
| 91 | * |
| 92 | * \sa SDL_PumpEvents |
| 93 | * \sa SDL_ResetKeyboard |
| 94 | */ |
| 95 | extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys); |
| 96 | |
| 97 | /** |
| 98 | * Clear the state of the keyboard |
| 99 | * |
| 100 | * This function will generate key up events for all pressed keys. |
| 101 | * |
| 102 | * \since This function is available since SDL 2.24.0. |
| 103 | * |
| 104 | * \sa SDL_GetKeyboardState |
| 105 | */ |
| 106 | extern DECLSPEC void SDLCALL SDL_ResetKeyboard(void); |
| 107 | |
| 108 | /** |
| 109 | * Get the current key modifier state for the keyboard. |
| 110 | * |
| 111 | * \returns an OR'd combination of the modifier keys for the keyboard. See |
| 112 | * SDL_Keymod for details. |
| 113 | * |
| 114 | * \since This function is available since SDL 2.0.0. |
| 115 | * |
| 116 | * \sa SDL_GetKeyboardState |
| 117 | * \sa SDL_SetModState |
| 118 | */ |
| 119 | extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void); |
| 120 | |
| 121 | /** |
| 122 | * Set the current key modifier state for the keyboard. |
| 123 | * |
| 124 | * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose |
| 125 | * modifier key states on your application. Simply pass your desired modifier |
| 126 | * states into `modstate`. This value may be a bitwise, OR'd combination of |
| 127 | * SDL_Keymod values. |
| 128 | * |
| 129 | * This does not change the keyboard state, only the key modifier flags that |
| 130 | * SDL reports. |
| 131 | * |
| 132 | * \param modstate the desired SDL_Keymod for the keyboard |
| 133 | * |
| 134 | * \since This function is available since SDL 2.0.0. |
| 135 | * |
| 136 | * \sa SDL_GetModState |
| 137 | */ |
| 138 | extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); |
| 139 | |
| 140 | /** |
| 141 | * Get the key code corresponding to the given scancode according to the |
| 142 | * current keyboard layout. |
| 143 | * |
| 144 | * See SDL_Keycode for details. |
| 145 | * |
| 146 | * \param scancode the desired SDL_Scancode to query |
| 147 | * \returns the SDL_Keycode that corresponds to the given SDL_Scancode. |
| 148 | * |
| 149 | * \since This function is available since SDL 2.0.0. |
| 150 | * |
| 151 | * \sa SDL_GetKeyName |
| 152 | * \sa SDL_GetScancodeFromKey |
| 153 | */ |
| 154 | extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode); |
| 155 | |
| 156 | /** |
| 157 | * Get the scancode corresponding to the given key code according to the |
| 158 | * current keyboard layout. |
| 159 | * |
| 160 | * See SDL_Scancode for details. |
| 161 | * |
| 162 | * \param key the desired SDL_Keycode to query |
| 163 | * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. |
| 164 | * |
| 165 | * \since This function is available since SDL 2.0.0. |
| 166 | * |
| 167 | * \sa SDL_GetKeyFromScancode |
| 168 | * \sa SDL_GetScancodeName |
| 169 | */ |
| 170 | extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key); |
| 171 | |
| 172 | /** |
| 173 | * Get a human-readable name for a scancode. |
| 174 | * |
| 175 | * See SDL_Scancode for details. |
| 176 | * |
| 177 | * **Warning**: The returned name is by design not stable across platforms, |
| 178 | * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left |
| 179 | * Windows" under Microsoft Windows, and some scancodes like |
| 180 | * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even |
| 181 | * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and |
| 182 | * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore |
| 183 | * unsuitable for creating a stable cross-platform two-way mapping between |
| 184 | * strings and scancodes. |
| 185 | * |
| 186 | * \param scancode the desired SDL_Scancode to query |
| 187 | * \returns a pointer to the name for the scancode. If the scancode doesn't |
| 188 | * have a name this function returns an empty string (""). |
| 189 | * |
| 190 | * \since This function is available since SDL 2.0.0. |
| 191 | * |
| 192 | * \sa SDL_GetScancodeFromKey |
| 193 | * \sa SDL_GetScancodeFromName |
| 194 | */ |
| 195 | extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode); |
| 196 | |
| 197 | /** |
| 198 | * Get a scancode from a human-readable name. |
| 199 | * |
| 200 | * \param name the human-readable scancode name |
| 201 | * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't |
| 202 | * recognized; call SDL_GetError() for more information. |
| 203 | * |
| 204 | * \since This function is available since SDL 2.0.0. |
| 205 | * |
| 206 | * \sa SDL_GetKeyFromName |
| 207 | * \sa SDL_GetScancodeFromKey |
| 208 | * \sa SDL_GetScancodeName |
| 209 | */ |
| 210 | extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name); |
| 211 | |
| 212 | /** |
| 213 | * Get a human-readable name for a key. |
| 214 | * |
| 215 | * See SDL_Scancode and SDL_Keycode for details. |
| 216 | * |
| 217 | * \param key the desired SDL_Keycode to query |
| 218 | * \returns a pointer to a UTF-8 string that stays valid at least until the |
| 219 | * next call to this function. If you need it around any longer, you |
| 220 | * must copy it. If the key doesn't have a name, this function |
| 221 | * returns an empty string (""). |
| 222 | * |
| 223 | * \since This function is available since SDL 2.0.0. |
| 224 | * |
| 225 | * \sa SDL_GetKeyFromName |
| 226 | * \sa SDL_GetKeyFromScancode |
| 227 | * \sa SDL_GetScancodeFromKey |
| 228 | */ |
| 229 | extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key); |
| 230 | |
| 231 | /** |
| 232 | * Get a key code from a human-readable name. |
| 233 | * |
| 234 | * \param name the human-readable key name |
| 235 | * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call |
| 236 | * SDL_GetError() for more information. |
| 237 | * |
| 238 | * \since This function is available since SDL 2.0.0. |
| 239 | * |
| 240 | * \sa SDL_GetKeyFromScancode |
| 241 | * \sa SDL_GetKeyName |
| 242 | * \sa SDL_GetScancodeFromName |
| 243 | */ |
| 244 | extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); |
| 245 | |
| 246 | /** |
| 247 | * Start accepting Unicode text input events. |
| 248 | * |
| 249 | * This function will start accepting Unicode text input events in the focused |
| 250 | * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and |
| 251 | * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in |
| 252 | * pair with SDL_StopTextInput(). |
| 253 | * |
| 254 | * On some platforms using this function activates the screen keyboard. |
| 255 | * |
| 256 | * \since This function is available since SDL 2.0.0. |
| 257 | * |
| 258 | * \sa SDL_SetTextInputRect |
| 259 | * \sa SDL_StopTextInput |
| 260 | */ |
| 261 | extern DECLSPEC void SDLCALL SDL_StartTextInput(void); |
| 262 | |
| 263 | /** |
| 264 | * Check whether or not Unicode text input events are enabled. |
| 265 | * |
| 266 | * \returns SDL_TRUE if text input events are enabled else SDL_FALSE. |
| 267 | * |
| 268 | * \since This function is available since SDL 2.0.0. |
| 269 | * |
| 270 | * \sa SDL_StartTextInput |
| 271 | */ |
| 272 | extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void); |
| 273 | |
| 274 | /** |
| 275 | * Stop receiving any text input events. |
| 276 | * |
| 277 | * \since This function is available since SDL 2.0.0. |
| 278 | * |
| 279 | * \sa SDL_StartTextInput |
| 280 | */ |
| 281 | extern DECLSPEC void SDLCALL SDL_StopTextInput(void); |
| 282 | |
| 283 | /** |
| 284 | * Dismiss the composition window/IME without disabling the subsystem. |
| 285 | * |
| 286 | * \since This function is available since SDL 2.0.22. |
| 287 | * |
| 288 | * \sa SDL_StartTextInput |
| 289 | * \sa SDL_StopTextInput |
| 290 | */ |
| 291 | extern DECLSPEC void SDLCALL SDL_ClearComposition(void); |
| 292 | |
| 293 | /** |
| 294 | * Returns if an IME Composite or Candidate window is currently shown. |
| 295 | * |
| 296 | * \since This function is available since SDL 2.0.22. |
| 297 | */ |
| 298 | extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void); |
| 299 | |
| 300 | /** |
| 301 | * Set the rectangle used to type Unicode text inputs. Native input methods |
| 302 | * will place a window with word suggestions near it, without covering the |
| 303 | * text being inputted. |
| 304 | * |
| 305 | * To start text input in a given location, this function is intended to be |
| 306 | * called before SDL_StartTextInput, although some platforms support moving |
| 307 | * the rectangle even while text input (and a composition) is active. |
| 308 | * |
| 309 | * Note: If you want to use the system native IME window, try setting hint |
| 310 | * **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you |
| 311 | * any feedback. |
| 312 | * |
| 313 | * \param rect the SDL_Rect structure representing the rectangle to receive |
| 314 | * text (ignored if NULL) |
| 315 | * |
| 316 | * \since This function is available since SDL 2.0.0. |
| 317 | * |
| 318 | * \sa SDL_StartTextInput |
| 319 | */ |
| 320 | extern DECLSPEC void SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect); |
| 321 | |
| 322 | /** |
| 323 | * Check whether the platform has screen keyboard support. |
| 324 | * |
| 325 | * \returns SDL_TRUE if the platform has some screen keyboard support or |
| 326 | * SDL_FALSE if not. |
| 327 | * |
| 328 | * \since This function is available since SDL 2.0.0. |
| 329 | * |
| 330 | * \sa SDL_StartTextInput |
| 331 | * \sa SDL_IsScreenKeyboardShown |
| 332 | */ |
| 333 | extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void); |
| 334 | |
| 335 | /** |
| 336 | * Check whether the screen keyboard is shown for given window. |
| 337 | * |
| 338 | * \param window the window for which screen keyboard should be queried |
| 339 | * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not. |
| 340 | * |
| 341 | * \since This function is available since SDL 2.0.0. |
| 342 | * |
| 343 | * \sa SDL_HasScreenKeyboardSupport |
| 344 | */ |
| 345 | extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window); |
| 346 | |
| 347 | /* Ends C function definitions when using C++ */ |
| 348 | #ifdef __cplusplus |
| 349 | } |
| 350 | #endif |
| 351 | #include "close_code.h" |
| 352 | |
| 353 | #endif /* SDL_keyboard_h_ */ |
| 354 | |
| 355 | /* vi: set ts=4 sw=4 expandtab: */ |
| 356 | |