view docs/html/sdlkeysym.html @ 2185:2032348afed1

This code adds support for DirectColor visuals to SDL 1.3. The support uses part of the Xmu library. To ensure that the library is available and to keep people form having to install yet another library I have added the essential parts of Xmu in src/video/extensions/XmuStdCmap and an include file in src/video/extensions. The support makes use of standard X11 mechanisms to create color maps and make sure that an application uses the same color map for each window/visual combination. This should make it possible for gamma support to be implemented based on a single color map per application. Hurm... it looks like "make indent" modified a few extra files. Those are getting committed too.
author Bob Pendleton <bob@pendleton.com>
date Thu, 12 Jul 2007 20:00:50 +0000
parents 355632dca928
children
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<HTML
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><TITLE
>SDL_keysym</TITLE
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><H1
><A
NAME="SDLKEYSYM"
></A
>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
CLASS="REFSECT1"
><A
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></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
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></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><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"
VALIGN="TOP"
><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
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><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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><H2
>See Also</H2
><P
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HREF="sdlkey.html"
><SPAN
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>SDLKey</SPAN
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