getting stuff working on windows again
[vg.git] / dep / sdl / include / SDL_keyboard.h
1 /*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2023 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.
302 *
303 * To start text input in a given location, this function is intended to be
304 * called before SDL_StartTextInput, although some platforms support moving
305 * the rectangle even while text input (and a composition) is active.
306 *
307 * Note: If you want to use the system native IME window, try setting hint
308 * **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you
309 * any feedback.
310 *
311 * \param rect the SDL_Rect structure representing the rectangle to receive
312 * text (ignored if NULL)
313 *
314 * \since This function is available since SDL 2.0.0.
315 *
316 * \sa SDL_StartTextInput
317 */
318 extern DECLSPEC void SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect);
319
320 /**
321 * Check whether the platform has screen keyboard support.
322 *
323 * \returns SDL_TRUE if the platform has some screen keyboard support or
324 * SDL_FALSE if not.
325 *
326 * \since This function is available since SDL 2.0.0.
327 *
328 * \sa SDL_StartTextInput
329 * \sa SDL_IsScreenKeyboardShown
330 */
331 extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
332
333 /**
334 * Check whether the screen keyboard is shown for given window.
335 *
336 * \param window the window for which screen keyboard should be queried
337 * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not.
338 *
339 * \since This function is available since SDL 2.0.0.
340 *
341 * \sa SDL_HasScreenKeyboardSupport
342 */
343 extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
344
345 /* Ends C function definitions when using C++ */
346 #ifdef __cplusplus
347 }
348 #endif
349 #include "close_code.h"
350
351 #endif /* SDL_keyboard_h_ */
352
353 /* vi: set ts=4 sw=4 expandtab: */