Mercurial > sdl-ios-xcode
view docs/man3/SDL_EnableUNICODE.3 @ 1525:23a347cfbed8
Fixed bug #38
I'm using SDL 1.2.9 with Visual C++ 7.0 on Windows 2000.
Here's the setup: my game starts in a window, with
SDL_WM_GrabInput(SDL_GRAB_ON) to constrain the cursor to the game window. The
mouse cursor is outside of the window when the game launches, and when the
window appears the cursor is grabbed and placed at the top left corner of the
inside of the game window. At this point, if I click the mouse without moving
it, the SDL_MOUSEBUTTONDOWN event's mouse coordinates are (65535,65535).
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 14 Mar 2006 06:00:30 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
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.TH "SDL_EnableUNICODE" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference" .SH "NAME" SDL_EnableUNICODE\- Enable UNICODE translation .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBint \fBSDL_EnableUNICODE\fP\fR(\fBint enable\fR); .SH "DESCRIPTION" .PP Enables/Disables Unicode keyboard translation\&. .PP To obtain the character codes corresponding to received keyboard events, Unicode translation must first be turned on using this function\&. The translation incurs a slight overhead for each keyboard event and is therefore disabled by default\&. For each subsequently received key down event, the \fBunicode\fR member of the \fI\fBSDL_keysym\fR\fR structure will then contain the corresponding character code, or zero for keysyms that do not correspond to any character code\&. .PP A value of 1 for \fBenable\fR enables Unicode translation; 0 disables it, and -1 leaves it unchanged (useful for querying the current translation mode)\&. .PP Note that only key press events will be translated, not release events\&. .SH "RETURN VALUE" .PP Returns the previous translation mode (\fB0\fR or \fB1\fR)\&. .SH "SEE ALSO" .PP \fI\fBSDL_keysym\fR\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59