annotate include/SDL_keyboard.h @ 563:04dcaf3da918

Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 27 Dec 2002 20:52:41 +0000
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children b8d311d90021
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1 /*
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2 SDL - Simple DirectMedia Layer
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f6ffac90895c Updated copyright information for 2002
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3 Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Library General Public
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7 License as published by the Free Software Foundation; either
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8 version 2 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Library General Public License for more details.
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14
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15 You should have received a copy of the GNU Library General Public
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16 License along with this library; if not, write to the Free
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 #ifdef SAVE_RCSID
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24 static char rcsid =
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25 "@(#) $Id$";
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26 #endif
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27
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28 /* Include file for SDL keyboard event handling */
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29
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30 #ifndef _SDL_keyboard_h
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31 #define _SDL_keyboard_h
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32
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33 #include "SDL_types.h"
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34 #include "SDL_keysym.h"
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35
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36 #include "begin_code.h"
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37 /* Set up for C function definitions, even when using C++ */
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38 #ifdef __cplusplus
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39 extern "C" {
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40 #endif
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41
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42 /* Keysym structure
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43 - The scancode is hardware dependent, and should not be used by general
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44 applications. If no hardware scancode is available, it will be 0.
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45
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46 - The 'unicode' translated character is only available when character
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47 translation is enabled by the SDL_EnableUNICODE() API. If non-zero,
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48 this is a UNICODE character corresponding to the keypress. If the
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49 high 9 bits of the character are 0, then this maps to the equivalent
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50 ASCII character:
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51 char ch;
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52 if ( (keysym.unicode & 0xFF80) == 0 ) {
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53 ch = keysym.unicode & 0x7F;
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54 } else {
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55 An international character..
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56 }
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57 */
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58 typedef struct {
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59 Uint8 scancode; /* hardware specific scancode */
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60 SDLKey sym; /* SDL virtual keysym */
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61 SDLMod mod; /* current key modifiers */
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62 Uint16 unicode; /* translated character */
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63 } SDL_keysym;
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64
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65 /* This is the mask which refers to all hotkey bindings */
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66 #define SDL_ALL_HOTKEYS 0xFFFFFFFF
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67
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68 /* Function prototypes */
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69 /*
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70 * Enable/Disable UNICODE translation of keyboard input.
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71 * This translation has some overhead, so translation defaults off.
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72 * If 'enable' is 1, translation is enabled.
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73 * If 'enable' is 0, translation is disabled.
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74 * If 'enable' is -1, the translation state is not changed.
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75 * It returns the previous state of keyboard translation.
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76 */
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77 extern DECLSPEC int SDLCALL SDL_EnableUNICODE(int enable);
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78
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79 /*
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80 * Enable/Disable keyboard repeat. Keyboard repeat defaults to off.
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81 * 'delay' is the initial delay in ms between the time when a key is
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82 * pressed, and keyboard repeat begins.
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83 * 'interval' is the time in ms between keyboard repeat events.
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84 */
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85 #define SDL_DEFAULT_REPEAT_DELAY 500
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86 #define SDL_DEFAULT_REPEAT_INTERVAL 30
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87 /*
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88 * If 'delay' is set to 0, keyboard repeat is disabled.
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89 */
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90 extern DECLSPEC int SDLCALL SDL_EnableKeyRepeat(int delay, int interval);
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91
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92 /*
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93 * Get a snapshot of the current state of the keyboard.
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94 * Returns an array of keystates, indexed by the SDLK_* syms.
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95 * Used:
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96 * Uint8 *keystate = SDL_GetKeyState(NULL);
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97 * if ( keystate[SDLK_RETURN] ) ... <RETURN> is pressed.
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98 */
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99 extern DECLSPEC Uint8 * SDLCALL SDL_GetKeyState(int *numkeys);
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100
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101 /*
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102 * Get the current key modifier state
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103 */
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104 extern DECLSPEC SDLMod SDLCALL SDL_GetModState(void);
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105
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106 /*
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107 * Set the current key modifier state
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108 * This does not change the keyboard state, only the key modifier flags.
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109 */
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110 extern DECLSPEC void SDLCALL SDL_SetModState(SDLMod modstate);
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111
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112 /*
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113 * Get the name of an SDL virtual keysym
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114 */
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115 extern DECLSPEC char * SDLCALL SDL_GetKeyName(SDLKey key);
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116
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117
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118 /* Ends C function definitions when using C++ */
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119 #ifdef __cplusplus
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120 }
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121 #endif
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122 #include "close_code.h"
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123
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124 #endif /* _SDL_keyboard_h */