2 Simple DirectMedia Layer
3 Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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.
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:
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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.
23 * \file SDL_keyboard.h
25 * Include file for SDL keyboard event handling
28 #ifndef SDL_keyboard_h_
29 #define SDL_keyboard_h_
31 #include "SDL_stdinc.h"
32 #include "SDL_error.h"
33 #include "SDL_keycode.h"
34 #include "SDL_video.h"
36 #include "begin_code.h"
37 /* Set up for C function definitions, even when using C++ */
43 * \brief The SDL keysym structure, used in key events.
45 * \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
47 typedef struct SDL_Keysym
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 */
55 /* Function prototypes */
58 * Query the window which currently has keyboard focus.
60 * \returns the window with keyboard focus.
62 * \since This function is available since SDL 2.0.0.
64 extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
67 * Get a snapshot of the current state of the keyboard.
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
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.
77 * Use SDL_PumpEvents() to update the state array.
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.
84 * Note: This function doesn't take into account whether shift has been
87 * \param numkeys if non-NULL, receives the length of the returned array
88 * \returns a pointer to an array of key states.
90 * \since This function is available since SDL 2.0.0.
94 extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
97 * Get the current key modifier state for the keyboard.
99 * \returns an OR'd combination of the modifier keys for the keyboard. See
100 * SDL_Keymod for details.
102 * \since This function is available since SDL 2.0.0.
104 * \sa SDL_GetKeyboardState
105 * \sa SDL_SetModState
107 extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
110 * Set the current key modifier state for the keyboard.
112 * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
113 * modifier key states on your application. Simply pass your desired modifier
114 * states into `modstate`. This value may be a bitwise, OR'd combination of
117 * This does not change the keyboard state, only the key modifier flags that
120 * \param modstate the desired SDL_Keymod for the keyboard
122 * \since This function is available since SDL 2.0.0.
124 * \sa SDL_GetModState
126 extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
129 * Get the key code corresponding to the given scancode according to the
130 * current keyboard layout.
132 * See SDL_Keycode for details.
134 * \param scancode the desired SDL_Scancode to query
135 * \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
137 * \since This function is available since SDL 2.0.0.
140 * \sa SDL_GetScancodeFromKey
142 extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
145 * Get the scancode corresponding to the given key code according to the
146 * current keyboard layout.
148 * See SDL_Scancode for details.
150 * \param key the desired SDL_Keycode to query
151 * \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
153 * \since This function is available since SDL 2.0.0.
155 * \sa SDL_GetKeyFromScancode
156 * \sa SDL_GetScancodeName
158 extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
161 * Get a human-readable name for a scancode.
163 * See SDL_Scancode for details.
165 * **Warning**: The returned name is by design not stable across platforms,
166 * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
167 * Windows" under Microsoft Windows, and some scancodes like
168 * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
169 * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
170 * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
171 * unsuitable for creating a stable cross-platform two-way mapping between
172 * strings and scancodes.
174 * \param scancode the desired SDL_Scancode to query
175 * \returns a pointer to the name for the scancode. If the scancode doesn't
176 * have a name this function returns an empty string ("").
178 * \since This function is available since SDL 2.0.0.
180 * \sa SDL_GetScancodeFromKey
181 * \sa SDL_GetScancodeFromName
183 extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
186 * Get a scancode from a human-readable name.
188 * \param name the human-readable scancode name
189 * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
190 * recognized; call SDL_GetError() for more information.
192 * \since This function is available since SDL 2.0.0.
194 * \sa SDL_GetKeyFromName
195 * \sa SDL_GetScancodeFromKey
196 * \sa SDL_GetScancodeName
198 extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
201 * Get a human-readable name for a key.
203 * See SDL_Scancode and SDL_Keycode for details.
205 * \param key the desired SDL_Keycode to query
206 * \returns a pointer to a UTF-8 string that stays valid at least until the
207 * next call to this function. If you need it around any longer, you
208 * must copy it. If the key doesn't have a name, this function
209 * returns an empty string ("").
211 * \since This function is available since SDL 2.0.0.
213 * \sa SDL_GetKeyFromName
214 * \sa SDL_GetKeyFromScancode
215 * \sa SDL_GetScancodeFromKey
217 extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
220 * Get a key code from a human-readable name.
222 * \param name the human-readable key name
223 * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
224 * SDL_GetError() for more information.
226 * \since This function is available since SDL 2.0.0.
228 * \sa SDL_GetKeyFromScancode
230 * \sa SDL_GetScancodeFromName
232 extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
235 * Start accepting Unicode text input events.
237 * This function will start accepting Unicode text input events in the focused
238 * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and
239 * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in
240 * pair with SDL_StopTextInput().
242 * On some platforms using this function activates the screen keyboard.
244 * \since This function is available since SDL 2.0.0.
246 * \sa SDL_SetTextInputRect
247 * \sa SDL_StopTextInput
249 extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
252 * Check whether or not Unicode text input events are enabled.
254 * \returns SDL_TRUE if text input events are enabled else SDL_FALSE.
256 * \since This function is available since SDL 2.0.0.
258 * \sa SDL_StartTextInput
260 extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
263 * Stop receiving any text input events.
265 * \since This function is available since SDL 2.0.0.
267 * \sa SDL_StartTextInput
269 extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
272 * Dismiss the composition window/IME without disabling the subsystem.
274 * \since This function is available since SDL 2.0.22.
276 * \sa SDL_StartTextInput
277 * \sa SDL_StopTextInput
279 extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
282 * Returns if an IME Composite or Candidate window is currently shown.
284 * \since This function is available since SDL 2.0.22.
286 extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void);
289 * Set the rectangle used to type Unicode text inputs.
291 * Note: If you want use system native IME window, try to set hint
292 * **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you
295 * \param rect the SDL_Rect structure representing the rectangle to receive
296 * text (ignored if NULL)
298 * \since This function is available since SDL 2.0.0.
300 * \sa SDL_StartTextInput
302 extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
305 * Check whether the platform has screen keyboard support.
307 * \returns SDL_TRUE if the platform has some screen keyboard support or
310 * \since This function is available since SDL 2.0.0.
312 * \sa SDL_StartTextInput
313 * \sa SDL_IsScreenKeyboardShown
315 extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
318 * Check whether the screen keyboard is shown for given window.
320 * \param window the window for which screen keyboard should be queried
321 * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not.
323 * \since This function is available since SDL 2.0.0.
325 * \sa SDL_HasScreenKeyboardSupport
327 extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
329 /* Ends C function definitions when using C++ */
333 #include "close_code.h"
335 #endif /* SDL_keyboard_h_ */
337 /* vi: set ts=4 sw=4 expandtab: */