view docs/html/sdlkeysym.html @ 937:1e6366bde299

Date: Tue, 27 Jul 2004 17:14:00 +0200 From: "Eckhard Stolberg" Subject: Controller names in SDL for Windows I'm working on an Atari 2600 emulator for different systems that uses the SDL. Some time ago someone created an adaptor that lets you use your old Atari controllers with your computer through the USB port. Some of the Atari controllers require special handling by the emulator, so it would be nice, if it would be possible to detect if any of the controllers connected to the computer is this adaptor. SDL would allow that with the SDL_JoystickName function, but unfortunately it doesn't work properly on Windows. On Linux and MacOSX this function returns the name of the controller, but on Windows you'll only get the name of the joystick driver. Most joysticks nowadays use the generic Microsoft driver, so they all return the same name. In an old MSDN article (http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/dnarinput/html/msdn_extdirect.asp) Microsoft describes how to read out the OEM controller names from the registry. I have implemented this for the SDL controller handler on Windows, and now reading the joystick name works properly there too.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Aug 2004 03:45:58 +0000
parents 355632dca928
children
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>SDL_keysym</TITLE
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><H1
><A
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>SDL_keysym</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN4659"
></A
><H2
>Name</H2
>SDL_keysym&nbsp;--&nbsp;Keysym structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN4662"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
  Uint8 scancode;
  SDLKey sym;
  SDLMod mod;
  Uint16 unicode;
} SDL_keysym;</PRE
></DIV
><DIV
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><A
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><H2
>Structure Data</H2
><DIV
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></A
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><TABLE
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><TD
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><TT
CLASS="STRUCTFIELD"
><I
>scancode</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Hardware specific scancode</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>sym</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>SDL virtual keysym</TD
></TR
><TR
><TD
ALIGN="LEFT"
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><TT
CLASS="STRUCTFIELD"
><I
>mod</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Current key modifiers</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>unicode</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Translated character</TD
></TR
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></TABLE
><P
></P
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><A
NAME="AEN4686"
></A
><H2
>Description</H2
><P
>The <SPAN
CLASS="STRUCTNAME"
>SDL_keysym</SPAN
> structure is used by reporting key presses and releases since it is a part of the <A
HREF="sdlkeyboardevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_KeyboardEvent</SPAN
></A
>.</P
><P
>The <TT
CLASS="STRUCTFIELD"
><I
>scancode</I
></TT
> field should generally be left alone, it is the hardware dependent scancode returned by the keyboard. The <TT
CLASS="STRUCTFIELD"
><I
>sym</I
></TT
> field is extremely useful. It is the SDL-defined value of the key (see <A
HREF="sdlkey.html"
>SDL Key Syms</A
>. This field is very useful when you are checking for certain key presses, like so:
<PRE
CLASS="PROGRAMLISTING"
>.
.
while(SDL_PollEvent(&#38;event)){
  switch(event.type){
    case SDL_KEYDOWN:
      if(event.key.keysym.sym==SDLK_LEFT)
        move_left();
      break;
    .
    .
    .
  }
}
.
.</PRE
>
<TT
CLASS="STRUCTFIELD"
><I
>mod</I
></TT
> stores the current state of the keyboard modifiers as explained in <A
HREF="sdlgetmodstate.html"
><TT
CLASS="FUNCTION"
>SDL_GetModState</TT
></A
>. The <TT
CLASS="STRUCTFIELD"
><I
>unicode</I
></TT
> is only used when UNICODE translation is enabled with <A
HREF="sdlenableunicode.html"
><TT
CLASS="FUNCTION"
>SDL_EnableUNICODE</TT
></A
>. If <TT
CLASS="STRUCTFIELD"
><I
>unicode</I
></TT
> is non-zero then this a the UNICODE character corresponding to the keypress. If the high 9 bits of the character are 0, then this maps to the equivalent ASCII character:
<PRE
CLASS="PROGRAMLISTING"
>char ch;
if ( (keysym.unicode &#38; 0xFF80) == 0 ) {
  ch = keysym.unicode &#38; 0x7F;
}
else {
  printf("An International Character.\n");
}</PRE
>
UNICODE translation does have a slight overhead so don't enable it unless its needed.</P
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