From 8222bfe56d4dabe8d92fc4b25ea1b0163b16f3e1 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 4 May 2024 16:51:29 -0700 Subject: Initial commit. --- src/contrib/SDL-2.30.2/include/SDL_keyboard.h | 355 ++++++++++++++++++++++++++ 1 file changed, 355 insertions(+) create mode 100644 src/contrib/SDL-2.30.2/include/SDL_keyboard.h (limited to 'src/contrib/SDL-2.30.2/include/SDL_keyboard.h') diff --git a/src/contrib/SDL-2.30.2/include/SDL_keyboard.h b/src/contrib/SDL-2.30.2/include/SDL_keyboard.h new file mode 100644 index 0000000..03c7b5a --- /dev/null +++ b/src/contrib/SDL-2.30.2/include/SDL_keyboard.h @@ -0,0 +1,355 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2024 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * \file SDL_keyboard.h + * + * Include file for SDL keyboard event handling + */ + +#ifndef SDL_keyboard_h_ +#define SDL_keyboard_h_ + +#include "SDL_stdinc.h" +#include "SDL_error.h" +#include "SDL_keycode.h" +#include "SDL_video.h" + +#include "begin_code.h" +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \brief The SDL keysym structure, used in key events. + * + * \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event. + */ +typedef struct SDL_Keysym +{ + SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */ + SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */ + Uint16 mod; /**< current key modifiers */ + Uint32 unused; +} SDL_Keysym; + +/* Function prototypes */ + +/** + * Query the window which currently has keyboard focus. + * + * \returns the window with keyboard focus. + * + * \since This function is available since SDL 2.0.0. + */ +extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void); + +/** + * Get a snapshot of the current state of the keyboard. + * + * The pointer returned is a pointer to an internal SDL array. It will be + * valid for the whole lifetime of the application and should not be freed by + * the caller. + * + * A array element with a value of 1 means that the key is pressed and a value + * of 0 means that it is not. Indexes into this array are obtained by using + * SDL_Scancode values. + * + * Use SDL_PumpEvents() to update the state array. + * + * This function gives you the current state after all events have been + * processed, so if a key or button has been pressed and released before you + * process events, then the pressed state will never show up in the + * SDL_GetKeyboardState() calls. + * + * Note: This function doesn't take into account whether shift has been + * pressed or not. + * + * \param numkeys if non-NULL, receives the length of the returned array + * \returns a pointer to an array of key states. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_PumpEvents + * \sa SDL_ResetKeyboard + */ +extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys); + +/** + * Clear the state of the keyboard + * + * This function will generate key up events for all pressed keys. + * + * \since This function is available since SDL 2.24.0. + * + * \sa SDL_GetKeyboardState + */ +extern DECLSPEC void SDLCALL SDL_ResetKeyboard(void); + +/** + * Get the current key modifier state for the keyboard. + * + * \returns an OR'd combination of the modifier keys for the keyboard. See + * SDL_Keymod for details. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyboardState + * \sa SDL_SetModState + */ +extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void); + +/** + * Set the current key modifier state for the keyboard. + * + * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose + * modifier key states on your application. Simply pass your desired modifier + * states into `modstate`. This value may be a bitwise, OR'd combination of + * SDL_Keymod values. + * + * This does not change the keyboard state, only the key modifier flags that + * SDL reports. + * + * \param modstate the desired SDL_Keymod for the keyboard + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetModState + */ +extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); + +/** + * Get the key code corresponding to the given scancode according to the + * current keyboard layout. + * + * See SDL_Keycode for details. + * + * \param scancode the desired SDL_Scancode to query + * \returns the SDL_Keycode that corresponds to the given SDL_Scancode. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromKey + */ +extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode); + +/** + * Get the scancode corresponding to the given key code according to the + * current keyboard layout. + * + * See SDL_Scancode for details. + * + * \param key the desired SDL_Keycode to query + * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeName + */ +extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key); + +/** + * Get a human-readable name for a scancode. + * + * See SDL_Scancode for details. + * + * **Warning**: The returned name is by design not stable across platforms, + * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left + * Windows" under Microsoft Windows, and some scancodes like + * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even + * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and + * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore + * unsuitable for creating a stable cross-platform two-way mapping between + * strings and scancodes. + * + * \param scancode the desired SDL_Scancode to query + * \returns a pointer to the name for the scancode. If the scancode doesn't + * have a name this function returns an empty string (""). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeFromName + */ +extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode); + +/** + * Get a scancode from a human-readable name. + * + * \param name the human-readable scancode name + * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't + * recognized; call SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeName + */ +extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name); + +/** + * Get a human-readable name for a key. + * + * See SDL_Scancode and SDL_Keycode for details. + * + * \param key the desired SDL_Keycode to query + * \returns a pointer to a UTF-8 string that stays valid at least until the + * next call to this function. If you need it around any longer, you + * must copy it. If the key doesn't have a name, this function + * returns an empty string (""). + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeFromKey + */ +extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key); + +/** + * Get a key code from a human-readable name. + * + * \param name the human-readable key name + * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromName + */ +extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); + +/** + * Start accepting Unicode text input events. + * + * This function will start accepting Unicode text input events in the focused + * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and + * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in + * pair with SDL_StopTextInput(). + * + * On some platforms using this function activates the screen keyboard. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_SetTextInputRect + * \sa SDL_StopTextInput + */ +extern DECLSPEC void SDLCALL SDL_StartTextInput(void); + +/** + * Check whether or not Unicode text input events are enabled. + * + * \returns SDL_TRUE if text input events are enabled else SDL_FALSE. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_StartTextInput + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void); + +/** + * Stop receiving any text input events. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_StartTextInput + */ +extern DECLSPEC void SDLCALL SDL_StopTextInput(void); + +/** + * Dismiss the composition window/IME without disabling the subsystem. + * + * \since This function is available since SDL 2.0.22. + * + * \sa SDL_StartTextInput + * \sa SDL_StopTextInput + */ +extern DECLSPEC void SDLCALL SDL_ClearComposition(void); + +/** + * Returns if an IME Composite or Candidate window is currently shown. + * + * \since This function is available since SDL 2.0.22. + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void); + +/** + * Set the rectangle used to type Unicode text inputs. Native input methods + * will place a window with word suggestions near it, without covering the + * text being inputted. + * + * To start text input in a given location, this function is intended to be + * called before SDL_StartTextInput, although some platforms support moving + * the rectangle even while text input (and a composition) is active. + * + * Note: If you want to use the system native IME window, try setting hint + * **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you + * any feedback. + * + * \param rect the SDL_Rect structure representing the rectangle to receive + * text (ignored if NULL) + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_StartTextInput + */ +extern DECLSPEC void SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect); + +/** + * Check whether the platform has screen keyboard support. + * + * \returns SDL_TRUE if the platform has some screen keyboard support or + * SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_StartTextInput + * \sa SDL_IsScreenKeyboardShown + */ +extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void); + +/** + * Check whether the screen keyboard is shown for given window. + * + * \param window the window for which screen keyboard should be queried + * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not. + * + * \since This function is available since SDL 2.0.0. + * + * \sa SDL_HasScreenKeyboardSupport + */ +extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_keyboard_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ -- cgit v1.2.3