SDL_keyboard.h 12 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
  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. * If you are looking for translated character input, see the
  39. * ::SDL_EVENT_TEXT_INPUT event.
  40. */
  41. typedef struct SDL_Keysym
  42. {
  43. SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */
  44. SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */
  45. Uint16 mod; /**< current key modifiers */
  46. Uint32 unused;
  47. } SDL_Keysym;
  48. /* Function prototypes */
  49. /**
  50. * Return whether a keyboard is currently connected.
  51. *
  52. * \returns SDL_TRUE if a keyboard is connected, SDL_FALSE otherwise.
  53. *
  54. * \since This function is available since SDL 3.0.0.
  55. *
  56. * \sa SDL_GetKeyboards
  57. */
  58. extern DECLSPEC SDL_bool SDLCALL SDL_HasKeyboard(void);
  59. /**
  60. * Get a list of currently connected keyboards.
  61. *
  62. * Note that this will include any device or virtual driver that includes
  63. * keyboard functionality, including some mice, KVM switches, motherboard
  64. * power buttons, etc. You should wait for input from a device before you
  65. * consider it actively in use.
  66. *
  67. * \param count a pointer filled in with the number of keyboards returned
  68. * \returns a 0 terminated array of keyboards instance IDs which should be
  69. * freed with SDL_free(), or NULL on error; call SDL_GetError() for
  70. * more details.
  71. *
  72. * \since This function is available since SDL 3.0.0.
  73. *
  74. * \sa SDL_GetKeyboardInstanceName
  75. * \sa SDL_HasKeyboard
  76. */
  77. extern DECLSPEC SDL_KeyboardID *SDLCALL SDL_GetKeyboards(int *count);
  78. /**
  79. * Get the name of a keyboard.
  80. *
  81. * This function returns "" if the keyboard doesn't have a name.
  82. *
  83. * \param instance_id the keyboard instance ID
  84. * \returns the name of the selected keyboard, or NULL on failure; call
  85. * SDL_GetError() for more information.
  86. *
  87. * \since This function is available since SDL 3.0.0.
  88. *
  89. * \sa SDL_GetKeyboards
  90. */
  91. extern DECLSPEC const char *SDLCALL SDL_GetKeyboardInstanceName(SDL_KeyboardID instance_id);
  92. /**
  93. * Query the window which currently has keyboard focus.
  94. *
  95. * \returns the window with keyboard focus.
  96. *
  97. * \since This function is available since SDL 3.0.0.
  98. */
  99. extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
  100. /**
  101. * Get a snapshot of the current state of the keyboard.
  102. *
  103. * The pointer returned is a pointer to an internal SDL array. It will be
  104. * valid for the whole lifetime of the application and should not be freed by
  105. * the caller.
  106. *
  107. * A array element with a value of 1 means that the key is pressed and a value
  108. * of 0 means that it is not. Indexes into this array are obtained by using
  109. * SDL_Scancode values.
  110. *
  111. * Use SDL_PumpEvents() to update the state array.
  112. *
  113. * This function gives you the current state after all events have been
  114. * processed, so if a key or button has been pressed and released before you
  115. * process events, then the pressed state will never show up in the
  116. * SDL_GetKeyboardState() calls.
  117. *
  118. * Note: This function doesn't take into account whether shift has been
  119. * pressed or not.
  120. *
  121. * \param numkeys if non-NULL, receives the length of the returned array
  122. * \returns a pointer to an array of key states.
  123. *
  124. * \since This function is available since SDL 3.0.0.
  125. *
  126. * \sa SDL_PumpEvents
  127. * \sa SDL_ResetKeyboard
  128. */
  129. extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
  130. /**
  131. * Clear the state of the keyboard.
  132. *
  133. * This function will generate key up events for all pressed keys.
  134. *
  135. * \since This function is available since SDL 3.0.0.
  136. *
  137. * \sa SDL_GetKeyboardState
  138. */
  139. extern DECLSPEC void SDLCALL SDL_ResetKeyboard(void);
  140. /**
  141. * Get the current key modifier state for the keyboard.
  142. *
  143. * \returns an OR'd combination of the modifier keys for the keyboard. See
  144. * SDL_Keymod for details.
  145. *
  146. * \since This function is available since SDL 3.0.0.
  147. *
  148. * \sa SDL_GetKeyboardState
  149. * \sa SDL_SetModState
  150. */
  151. extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
  152. /**
  153. * Set the current key modifier state for the keyboard.
  154. *
  155. * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
  156. * modifier key states on your application. Simply pass your desired modifier
  157. * states into `modstate`. This value may be a bitwise, OR'd combination of
  158. * SDL_Keymod values.
  159. *
  160. * This does not change the keyboard state, only the key modifier flags that
  161. * SDL reports.
  162. *
  163. * \param modstate the desired SDL_Keymod for the keyboard
  164. *
  165. * \since This function is available since SDL 3.0.0.
  166. *
  167. * \sa SDL_GetModState
  168. */
  169. extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
  170. /**
  171. * Get the key code corresponding to the given scancode according to the
  172. * current keyboard layout.
  173. *
  174. * See SDL_Keycode for details.
  175. *
  176. * \param scancode the desired SDL_Scancode to query
  177. * \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
  178. *
  179. * \since This function is available since SDL 3.0.0.
  180. *
  181. * \sa SDL_GetKeyName
  182. * \sa SDL_GetScancodeFromKey
  183. */
  184. extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
  185. /**
  186. * Get the scancode corresponding to the given key code according to the
  187. * current keyboard layout.
  188. *
  189. * See SDL_Scancode for details.
  190. *
  191. * \param key the desired SDL_Keycode to query
  192. * \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
  193. *
  194. * \since This function is available since SDL 3.0.0.
  195. *
  196. * \sa SDL_GetKeyFromScancode
  197. * \sa SDL_GetScancodeName
  198. */
  199. extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
  200. /**
  201. * Get a human-readable name for a scancode.
  202. *
  203. * See SDL_Scancode for details.
  204. *
  205. * **Warning**: The returned name is by design not stable across platforms,
  206. * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
  207. * Windows" under Microsoft Windows, and some scancodes like
  208. * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
  209. * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
  210. * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
  211. * unsuitable for creating a stable cross-platform two-way mapping between
  212. * strings and scancodes.
  213. *
  214. * \param scancode the desired SDL_Scancode to query
  215. * \returns a pointer to the name for the scancode. If the scancode doesn't
  216. * have a name this function returns an empty string ("").
  217. *
  218. * \since This function is available since SDL 3.0.0.
  219. *
  220. * \sa SDL_GetScancodeFromKey
  221. * \sa SDL_GetScancodeFromName
  222. */
  223. extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
  224. /**
  225. * Get a scancode from a human-readable name.
  226. *
  227. * \param name the human-readable scancode name
  228. * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
  229. * recognized; call SDL_GetError() for more information.
  230. *
  231. * \since This function is available since SDL 3.0.0.
  232. *
  233. * \sa SDL_GetKeyFromName
  234. * \sa SDL_GetScancodeFromKey
  235. * \sa SDL_GetScancodeName
  236. */
  237. extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
  238. /**
  239. * Get a human-readable name for a key.
  240. *
  241. * See SDL_Scancode and SDL_Keycode for details.
  242. *
  243. * \param key the desired SDL_Keycode to query
  244. * \returns a pointer to a UTF-8 string that stays valid at least until the
  245. * next call to this function. If you need it around any longer, you
  246. * must copy it. If the key doesn't have a name, this function
  247. * returns an empty string ("").
  248. *
  249. * \since This function is available since SDL 3.0.0.
  250. *
  251. * \sa SDL_GetKeyFromName
  252. * \sa SDL_GetKeyFromScancode
  253. * \sa SDL_GetScancodeFromKey
  254. */
  255. extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
  256. /**
  257. * Get a key code from a human-readable name.
  258. *
  259. * \param name the human-readable key name
  260. * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
  261. * SDL_GetError() for more information.
  262. *
  263. * \since This function is available since SDL 3.0.0.
  264. *
  265. * \sa SDL_GetKeyFromScancode
  266. * \sa SDL_GetKeyName
  267. * \sa SDL_GetScancodeFromName
  268. */
  269. extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
  270. /**
  271. * Start accepting Unicode text input events.
  272. *
  273. * This function will start accepting Unicode text input events in the focused
  274. * SDL window, and start emitting SDL_TextInputEvent (SDL_EVENT_TEXT_INPUT)
  275. * and SDL_TextEditingEvent (SDL_EVENT_TEXT_EDITING) events. Please use this
  276. * function in pair with SDL_StopTextInput().
  277. *
  278. * Text input events are received by default.
  279. *
  280. * On some platforms using this function activates the screen keyboard.
  281. *
  282. * \since This function is available since SDL 3.0.0.
  283. *
  284. * \sa SDL_SetTextInputRect
  285. * \sa SDL_StopTextInput
  286. */
  287. extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
  288. /**
  289. * Check whether or not Unicode text input events are enabled.
  290. *
  291. * \returns SDL_TRUE if text input events are enabled else SDL_FALSE.
  292. *
  293. * \since This function is available since SDL 3.0.0.
  294. *
  295. * \sa SDL_StartTextInput
  296. */
  297. extern DECLSPEC SDL_bool SDLCALL SDL_TextInputActive(void);
  298. /**
  299. * Stop receiving any text input events.
  300. *
  301. * Text input events are received by default.
  302. *
  303. * \since This function is available since SDL 3.0.0.
  304. *
  305. * \sa SDL_StartTextInput
  306. */
  307. extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
  308. /**
  309. * Dismiss the composition window/IME without disabling the subsystem.
  310. *
  311. * \since This function is available since SDL 3.0.0.
  312. *
  313. * \sa SDL_StartTextInput
  314. * \sa SDL_StopTextInput
  315. */
  316. extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
  317. /**
  318. * Set the rectangle used to type Unicode text inputs.
  319. *
  320. * Native input methods will place a window with word suggestions near it,
  321. * without covering the text being inputted.
  322. *
  323. * To start text input in a given location, this function is intended to be
  324. * called before SDL_StartTextInput, although some platforms support moving
  325. * the rectangle even while text input (and a composition) is active.
  326. *
  327. * Note: If you want to use the system native IME window, try setting hint
  328. * **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you
  329. * any feedback.
  330. *
  331. * \param rect the SDL_Rect structure representing the rectangle to receive
  332. * text (ignored if NULL)
  333. * \returns 0 on success or a negative error code on failure; call
  334. * SDL_GetError() for more information.
  335. *
  336. * \since This function is available since SDL 3.0.0.
  337. *
  338. * \sa SDL_StartTextInput
  339. */
  340. extern DECLSPEC int SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect);
  341. /**
  342. * Check whether the platform has screen keyboard support.
  343. *
  344. * \returns SDL_TRUE if the platform has some screen keyboard support or
  345. * SDL_FALSE if not.
  346. *
  347. * \since This function is available since SDL 3.0.0.
  348. *
  349. * \sa SDL_StartTextInput
  350. * \sa SDL_ScreenKeyboardShown
  351. */
  352. extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
  353. /**
  354. * Check whether the screen keyboard is shown for given window.
  355. *
  356. * \param window the window for which screen keyboard should be queried
  357. * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not.
  358. *
  359. * \since This function is available since SDL 3.0.0.
  360. *
  361. * \sa SDL_HasScreenKeyboardSupport
  362. */
  363. extern DECLSPEC SDL_bool SDLCALL SDL_ScreenKeyboardShown(SDL_Window *window);
  364. /* Ends C function definitions when using C++ */
  365. #ifdef __cplusplus
  366. }
  367. #endif
  368. #include <SDL3/SDL_close_code.h>
  369. #endif /* SDL_keyboard_h_ */