SDL_keyboard.h 12 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * \file SDL_keyboard.h
  20. *
  21. * Include file for SDL keyboard event handling
  22. */
  23. #ifndef SDL_keyboard_h_
  24. #define SDL_keyboard_h_
  25. #include <SDL3/SDL_stdinc.h>
  26. #include <SDL3/SDL_error.h>
  27. #include <SDL3/SDL_keycode.h>
  28. #include <SDL3/SDL_video.h>
  29. #include <SDL3/SDL_begin_code.h>
  30. /* Set up for C function definitions, even when using C++ */
  31. #ifdef __cplusplus
  32. extern "C" {
  33. #endif
  34. typedef Uint32 SDL_KeyboardID;
  35. /**
  36. * The SDL keysym structure, used in key events.
  37. *
  38. * \note If you are looking for translated character input, see the ::SDL_EVENT_TEXT_INPUT event.
  39. */
  40. typedef struct SDL_Keysym
  41. {
  42. SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */
  43. SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */
  44. Uint16 mod; /**< current key modifiers */
  45. Uint32 unused;
  46. } SDL_Keysym;
  47. /* Function prototypes */
  48. /**
  49. * Return whether a keyboard is currently connected.
  50. *
  51. * \returns SDL_TRUE if a keyboard is connected, SDL_FALSE otherwise.
  52. *
  53. * \since This function is available since SDL 3.0.0.
  54. *
  55. * \sa SDL_GetKeyboards
  56. */
  57. extern DECLSPEC SDL_bool SDLCALL SDL_HasKeyboard(void);
  58. /**
  59. * Get a list of currently connected keyboards.
  60. *
  61. * \param count a pointer filled in with the number of keyboards returned
  62. * \returns a 0 terminated array of keyboards instance IDs which should be
  63. * freed with SDL_free(), or NULL on error; call SDL_GetError() for
  64. * more details.
  65. *
  66. * \since This function is available since SDL 3.0.0.
  67. *
  68. * \sa SDL_HasKeyboard
  69. */
  70. extern DECLSPEC SDL_KeyboardID *SDLCALL SDL_GetKeyboards(int *count);
  71. /**
  72. * Query the window which currently has keyboard focus.
  73. *
  74. * \returns the window with keyboard focus.
  75. *
  76. * \since This function is available since SDL 3.0.0.
  77. */
  78. extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
  79. /**
  80. * Get a snapshot of the current state of the keyboard.
  81. *
  82. * The pointer returned is a pointer to an internal SDL array. It will be
  83. * valid for the whole lifetime of the application and should not be freed by
  84. * the caller.
  85. *
  86. * A array element with a value of 1 means that the key is pressed and a value
  87. * of 0 means that it is not. Indexes into this array are obtained by using
  88. * SDL_Scancode values.
  89. *
  90. * Use SDL_PumpEvents() to update the state array.
  91. *
  92. * This function gives you the current state after all events have been
  93. * processed, so if a key or button has been pressed and released before you
  94. * process events, then the pressed state will never show up in the
  95. * SDL_GetKeyboardState() calls.
  96. *
  97. * Note: This function doesn't take into account whether shift has been
  98. * pressed or not.
  99. *
  100. * \param numkeys if non-NULL, receives the length of the returned array
  101. * \returns a pointer to an array of key states.
  102. *
  103. * \since This function is available since SDL 3.0.0.
  104. *
  105. * \sa SDL_PumpEvents
  106. * \sa SDL_ResetKeyboard
  107. */
  108. extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
  109. /**
  110. * Clear the state of the keyboard
  111. *
  112. * This function will generate key up events for all pressed keys.
  113. *
  114. * \since This function is available since SDL 3.0.0.
  115. *
  116. * \sa SDL_GetKeyboardState
  117. */
  118. extern DECLSPEC void SDLCALL SDL_ResetKeyboard(void);
  119. /**
  120. * Get the current key modifier state for the keyboard.
  121. *
  122. * \returns an OR'd combination of the modifier keys for the keyboard. See
  123. * SDL_Keymod for details.
  124. *
  125. * \since This function is available since SDL 3.0.0.
  126. *
  127. * \sa SDL_GetKeyboardState
  128. * \sa SDL_SetModState
  129. */
  130. extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
  131. /**
  132. * Set the current key modifier state for the keyboard.
  133. *
  134. * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
  135. * modifier key states on your application. Simply pass your desired modifier
  136. * states into `modstate`. This value may be a bitwise, OR'd combination of
  137. * SDL_Keymod values.
  138. *
  139. * This does not change the keyboard state, only the key modifier flags that
  140. * SDL reports.
  141. *
  142. * \param modstate the desired SDL_Keymod for the keyboard
  143. *
  144. * \since This function is available since SDL 3.0.0.
  145. *
  146. * \sa SDL_GetModState
  147. */
  148. extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
  149. /**
  150. * Get the key code corresponding to the given scancode according to the
  151. * current keyboard layout.
  152. *
  153. * See SDL_Keycode for details.
  154. *
  155. * \param scancode the desired SDL_Scancode to query
  156. * \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
  157. *
  158. * \since This function is available since SDL 3.0.0.
  159. *
  160. * \sa SDL_GetKeyName
  161. * \sa SDL_GetScancodeFromKey
  162. */
  163. extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
  164. /**
  165. * Get the scancode corresponding to the given key code according to the
  166. * current keyboard layout.
  167. *
  168. * See SDL_Scancode for details.
  169. *
  170. * \param key the desired SDL_Keycode to query
  171. * \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
  172. *
  173. * \since This function is available since SDL 3.0.0.
  174. *
  175. * \sa SDL_GetKeyFromScancode
  176. * \sa SDL_GetScancodeName
  177. */
  178. extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
  179. /**
  180. * Get a human-readable name for a scancode.
  181. *
  182. * See SDL_Scancode for details.
  183. *
  184. * **Warning**: The returned name is by design not stable across platforms,
  185. * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
  186. * Windows" under Microsoft Windows, and some scancodes like
  187. * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
  188. * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
  189. * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
  190. * unsuitable for creating a stable cross-platform two-way mapping between
  191. * strings and scancodes.
  192. *
  193. * \param scancode the desired SDL_Scancode to query
  194. * \returns a pointer to the name for the scancode. If the scancode doesn't
  195. * have a name this function returns an empty string ("").
  196. *
  197. * \since This function is available since SDL 3.0.0.
  198. *
  199. * \sa SDL_GetScancodeFromKey
  200. * \sa SDL_GetScancodeFromName
  201. */
  202. extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
  203. /**
  204. * Get a scancode from a human-readable name.
  205. *
  206. * \param name the human-readable scancode name
  207. * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
  208. * recognized; call SDL_GetError() for more information.
  209. *
  210. * \since This function is available since SDL 3.0.0.
  211. *
  212. * \sa SDL_GetKeyFromName
  213. * \sa SDL_GetScancodeFromKey
  214. * \sa SDL_GetScancodeName
  215. */
  216. extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
  217. /**
  218. * Get a human-readable name for a key.
  219. *
  220. * See SDL_Scancode and SDL_Keycode for details.
  221. *
  222. * \param key the desired SDL_Keycode to query
  223. * \returns a pointer to a UTF-8 string that stays valid at least until the
  224. * next call to this function. If you need it around any longer, you
  225. * must copy it. If the key doesn't have a name, this function
  226. * returns an empty string ("").
  227. *
  228. * \since This function is available since SDL 3.0.0.
  229. *
  230. * \sa SDL_GetKeyFromName
  231. * \sa SDL_GetKeyFromScancode
  232. * \sa SDL_GetScancodeFromKey
  233. */
  234. extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
  235. /**
  236. * Get a key code from a human-readable name.
  237. *
  238. * \param name the human-readable key name
  239. * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
  240. * SDL_GetError() for more information.
  241. *
  242. * \since This function is available since SDL 3.0.0.
  243. *
  244. * \sa SDL_GetKeyFromScancode
  245. * \sa SDL_GetKeyName
  246. * \sa SDL_GetScancodeFromName
  247. */
  248. extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
  249. /**
  250. * Start accepting Unicode text input events.
  251. *
  252. * This function will start accepting Unicode text input events in the focused
  253. * SDL window, and start emitting SDL_TextInputEvent (SDL_EVENT_TEXT_INPUT)
  254. * and SDL_TextEditingEvent (SDL_EVENT_TEXT_EDITING) events. Please use this
  255. * function in pair with SDL_StopTextInput().
  256. *
  257. * Text input events are received by default.
  258. *
  259. * On some platforms using this function activates the screen keyboard.
  260. *
  261. * \since This function is available since SDL 3.0.0.
  262. *
  263. * \sa SDL_SetTextInputRect
  264. * \sa SDL_StopTextInput
  265. */
  266. extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
  267. /**
  268. * Check whether or not Unicode text input events are enabled.
  269. *
  270. * \returns SDL_TRUE if text input events are enabled else SDL_FALSE.
  271. *
  272. * \since This function is available since SDL 3.0.0.
  273. *
  274. * \sa SDL_StartTextInput
  275. */
  276. extern DECLSPEC SDL_bool SDLCALL SDL_TextInputActive(void);
  277. /**
  278. * Stop receiving any text input events.
  279. *
  280. * Text input events are received by default.
  281. *
  282. * \since This function is available since SDL 3.0.0.
  283. *
  284. * \sa SDL_StartTextInput
  285. */
  286. extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
  287. /**
  288. * Dismiss the composition window/IME without disabling the subsystem.
  289. *
  290. * \since This function is available since SDL 3.0.0.
  291. *
  292. * \sa SDL_StartTextInput
  293. * \sa SDL_StopTextInput
  294. */
  295. extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
  296. /**
  297. * Returns if an IME Composite or Candidate window is currently shown.
  298. *
  299. * \returns SDL_TRUE if shown, else SDL_FALSE
  300. *
  301. * \since This function is available since SDL 3.0.0.
  302. */
  303. extern DECLSPEC SDL_bool SDLCALL SDL_TextInputShown(void);
  304. /**
  305. * Set the rectangle used to type Unicode text inputs.
  306. *
  307. * Native input methods will place a window with word suggestions near it,
  308. * without covering the text being inputted.
  309. *
  310. * To start text input in a given location, this function is intended to be
  311. * called before SDL_StartTextInput, although some platforms support moving
  312. * the rectangle even while text input (and a composition) is active.
  313. *
  314. * Note: If you want to use the system native IME window, try setting hint
  315. * **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you
  316. * any feedback.
  317. *
  318. * \param rect the SDL_Rect structure representing the rectangle to receive
  319. * text (ignored if NULL)
  320. * \returns 0 on success or a negative error code on failure; call
  321. * SDL_GetError() for more information.
  322. *
  323. * \since This function is available since SDL 3.0.0.
  324. *
  325. * \sa SDL_StartTextInput
  326. */
  327. extern DECLSPEC int SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect);
  328. /**
  329. * Check whether the platform has screen keyboard support.
  330. *
  331. * \returns SDL_TRUE if the platform has some screen keyboard support or
  332. * SDL_FALSE if not.
  333. *
  334. * \since This function is available since SDL 3.0.0.
  335. *
  336. * \sa SDL_StartTextInput
  337. * \sa SDL_ScreenKeyboardShown
  338. */
  339. extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
  340. /**
  341. * Check whether the screen keyboard is shown for given window.
  342. *
  343. * \param window the window for which screen keyboard should be queried
  344. * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not.
  345. *
  346. * \since This function is available since SDL 3.0.0.
  347. *
  348. * \sa SDL_HasScreenKeyboardSupport
  349. */
  350. extern DECLSPEC SDL_bool SDLCALL SDL_ScreenKeyboardShown(SDL_Window *window);
  351. /* Ends C function definitions when using C++ */
  352. #ifdef __cplusplus
  353. }
  354. #endif
  355. #include <SDL3/SDL_close_code.h>
  356. #endif /* SDL_keyboard_h_ */