Mercurial > sdl-ios-xcode
view docs/html/guideinputkeyboard.html @ 4139:568c9b3c0167 SDL-1.2
* Added configure option --enable-screensaver, to allow enabling the screensaver by default.
* Use XResetScreenSaver() instead of disabling screensaver entirely.
Full discussion summary from Erik on the SDL mailing list:
Current behaviour
=================
SDL changes the user's display power management settings without
permission from the user and without telling the user.
The interface that it uses to do so is DPMSDisable/DPMSEnable, which
should only ever be used by configuration utilities like KControl, never
by normal application programs, let alone by the libraries that they
use. Using an interface that is not at all intended for what SDL tries
to achieve means that it will not work as it should. Firstly, the power
management is completely disabled during the whole lifetime of the SDL
program, not only when it should be. Secondly, it makes SDL
non-reentrant, meaning that things will break when multiple SDL programs
are clients of the same X server simultaneously. Thirdly, no cleanup
mechanism ensures that the setting is restored if the client does not do
that (for example if it crashes).
In addition to that, this interface is broken on xorg,
[http://bugs.freedesktop.org/show_bug.cgi?id=13962], so what SDL tries
to do does not work at all on that implementation of the X Window
System. (The reason that the DPMSEnable works in KControl is that it
calls DPMSSetTimeout immediately after,
[http://websvn.kde.org/tags/KDE/3.5.9/kdebase/kcontrol/energy/energy.cpp?annotate=774532#l343]).
The problems that the current behaviour causes
==============================================
1. Information leak. When the user is away, someone might see what the
user has on the display when the user counts on the screensaver
preventing this. This does not even require physical access to the
workstation, it is enough to see it from a distance.
2. Draining battery. An SDL program that runs on a laptop will quickly
drain the battery while the user is away. The system will soon shut down
and require recharging before being usable again, while it should in
fact have consumed very little energy if the user's settings would have
been obeyed.
3. Wasting energy. Even if battery issues are not considered, energy as
such is wasted.
4. Display wear. The display may be worn out.
The problems that the current behaviour tries to solve
======================================================
1. Preventing screensaver while playing movies.
Many SDL applications are media players. They have reasons to prevent
screensavers from being activated while a movie is being played. When a
user clicks on the play button it can be interpreted as saying "play
this movie, but do not turn off the display while playing it, because I
will watch it even though I do not interact with the system".
2. Preventing screensaver when some input bypasses X.
Sometimes SDL uses input from another source than the X server, so
that the X server is bypassed. This obviously breaks the screensaver
handling. SDL tries to work around that.
3. Preventing screensaver when all input bypasses X.
There is something called Direct Graphics Access mode, where a
program takes control of both the display and the input devices from the
X server. This obviously means that the X server can not handle the
screensaver alone, since screensaver handling depends on input handling.
SDL does not do what it should to help the X server to handle the
screensaver. Nor does SDL take care of screeensaver handling itself. SDL
simply disables the screensaver completely.
How the problems should be solved
=================================
The correct way for an application program to prevent the screensaver
under X is to call XResetScreenSaver. This was recently discovered and
implemented by the mplayer developers,
[http://svn.mplayerhq.hu/mplayer?view=rev&revision=25637]. SDL needs to
wrap this in an API call (SDL_ResetScreenSaver) and implement it for the
other video targets (if they do not have a corresponding call, SDL
should do what it takes on that particular target, for example sending
fake key events).
1. When a movie is played, the player should reset the screensaver when
the animation is advanced to a new frame. The same applies to anything
similar, like slideshows.
2. When the X server is handling input, it must handle all input
(keyboards, mice, gamepads, ...). This is necessary, not only to be able
to handle the screensaver, but also so that it can send the events to
the correct (the currently active) client. If there is an input device
that the X server can not handle for some reason (such as lack of Plug
and Play capability), the program that handles the device as a
workaround must simulate what would happen if the X server would have
handled the device, by calling XResetScreenSaver when input is received
from the device.
3. When the X server is not handling the input, it depends on the
program that does to call XResetScreenSaver whenever an input event
occurs. Alternatively the program must handle the screensaver countdown
internally and call XActivateScreenSaver.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 29 Feb 2008 13:55:44 +0000 |
parents | 355632dca928 |
children |
line wrap: on
line source
<HTML ><HEAD ><TITLE >Handling the Keyboard</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="Input handling" HREF="guideinput.html"><LINK REL="PREVIOUS" TITLE="Input handling" HREF="guideinput.html"><LINK REL="NEXT" TITLE="Examples" HREF="guideexamples.html"></HEAD ><BODY CLASS="SECT1" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="guideinput.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" >Chapter 3. Input handling</TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="guideexamples.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="SECT1" ><H1 CLASS="SECT1" ><A NAME="GUIDEINPUTKEYBOARD" ></A >Handling the Keyboard</H1 ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN271" ></A >Keyboard Related Structures</H2 ><P >It should make it a lot easier to understand this tutorial is you are familiar with the data types involved in keyboard access, so I'll explain them first.</P ><DIV CLASS="SECT3" ><H3 CLASS="SECT3" ><A NAME="AEN274" ></A >SDLKey</H3 ><P ><SPAN CLASS="STRUCTNAME" >SDLKey</SPAN > is an enumerated type defined in SDL/include/SDL_keysym.h and detailed <A HREF="sdlkey.html" >here</A >. Each <SPAN CLASS="STRUCTNAME" >SDLKey</SPAN > symbol represents a key, <TT CLASS="LITERAL" >SDLK_a</TT > corresponds to the 'a' key on a keyboard, <TT CLASS="LITERAL" >SDLK_SPACE</TT > corresponds to the space bar, and so on.</P ></DIV ><DIV CLASS="SECT3" ><H3 CLASS="SECT3" ><A NAME="AEN282" ></A >SDLMod</H3 ><P >SDLMod is an enumerated type, similar to <SPAN CLASS="STRUCTNAME" >SDLKey</SPAN >, however it enumerates keyboard modifiers (Control, Alt, Shift). The full list of modifier symbols is <A HREF="sdlkey.html#SDLMOD" >here</A >. <SPAN CLASS="STRUCTNAME" >SDLMod</SPAN > values can be AND'd together to represent several modifiers.</P ></DIV ><DIV CLASS="SECT3" ><H3 CLASS="SECT3" ><A NAME="AEN288" ></A >SDL_keysym</H3 ><PRE CLASS="PROGRAMLISTING" >typedef struct{ Uint8 scancode; SDLKey sym; SDLMod mod; Uint16 unicode; } SDL_keysym;</PRE ><P >The <SPAN CLASS="STRUCTNAME" >SDL_keysym</SPAN > structure describes a key press or a key release. The <TT CLASS="STRUCTFIELD" ><I >scancode</I ></TT > field is hardware specific and should be ignored unless you know what your doing. The <TT CLASS="STRUCTFIELD" ><I >sym</I ></TT > field is the <SPAN CLASS="STRUCTNAME" >SDLKey</SPAN > value of the key being pressed or released. The <TT CLASS="STRUCTFIELD" ><I >mod</I ></TT > field describes the state of the keyboard modifiers at the time the key press or release occurred. So a value of <TT CLASS="LITERAL" >KMOD_NUM | KMOD_CAPS | KMOD_LSHIFT</TT > would mean that Numlock, Capslock and the left shift key were all press (or enabled in the case of the lock keys). Finally, the <TT CLASS="STRUCTFIELD" ><I >unicode</I ></TT > field stores the 16-bit unicode value of the key.</P ><DIV CLASS="NOTE" ><BLOCKQUOTE CLASS="NOTE" ><P ><B >Note: </B >It should be noted and understood that this field is only valid when the <SPAN CLASS="STRUCTNAME" >SDL_keysym</SPAN > is describing a key press, not a key release. Unicode values only make sense on a key press because the unicode value describes an international character and only key presses produce characters. More information on Unicode can be found at <A HREF="http://www.unicode.org" TARGET="_top" >www.unicode.org</A ></P ></BLOCKQUOTE ></DIV ><DIV CLASS="NOTE" ><BLOCKQUOTE CLASS="NOTE" ><P ><B >Note: </B >Unicode translation must be enabled using the <A HREF="sdlenableunicode.html" ><TT CLASS="FUNCTION" >SDL_EnableUNICODE</TT ></A > function.</P ></BLOCKQUOTE ></DIV ></DIV ><DIV CLASS="SECT3" ><H3 CLASS="SECT3" ><A NAME="AEN307" ></A >SDL_KeyboardEvent</H3 ><PRE CLASS="PROGRAMLISTING" >typedef struct{ Uint8 type; Uint8 state; SDL_keysym keysym; } SDL_KeyboardEvent;</PRE ><P >The <SPAN CLASS="STRUCTNAME" >SDL_KeyboardEvent</SPAN > describes a keyboard event (obviously). The <TT CLASS="STRUCTFIELD" ><I >key</I ></TT > member of the <A HREF="sdlevent.html" ><SPAN CLASS="STRUCTNAME" >SDL_Event</SPAN ></A > union is a <SPAN CLASS="STRUCTNAME" >SDL_KeyboardEvent</SPAN > structure. The <TT CLASS="STRUCTFIELD" ><I >type</I ></TT > field specifies whether the event is a key release (<TT CLASS="LITERAL" >SDL_KEYUP</TT >) or a key press (<TT CLASS="LITERAL" >SDL_KEYDOWN</TT >) event. The <TT CLASS="STRUCTFIELD" ><I >state</I ></TT > is largely redundant, it reports the same information as the <TT CLASS="STRUCTFIELD" ><I >type</I ></TT > field but uses different values (<TT CLASS="LITERAL" >SDL_RELEASED</TT > and <TT CLASS="LITERAL" >SDL_PRESSED</TT >). The <TT CLASS="STRUCTFIELD" ><I >keysym</I ></TT > contains information of the key press or release that this event represents (see above).</P ></DIV ></DIV ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN324" ></A >Reading Keyboard Events</H2 ><P >Reading keybaord events from the event queue is quite simple (the event queue and using it is described <A HREF="sdlevent.html" >here</A >). We read events using <A HREF="sdlpollevent.html" ><TT CLASS="FUNCTION" >SDL_PollEvent</TT ></A > in a <TT CLASS="LITERAL" >while()</TT > loop and check for <TT CLASS="LITERAL" >SDL_KEYUP</TT > and <TT CLASS="LITERAL" >SDL_KEYDOWN</TT > events using a <TT CLASS="LITERAL" >switch</TT > statement, like so:</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN334" ></A ><P ><B >Example 3-10. Reading Keyboard Events</B ></P ><PRE CLASS="PROGRAMLISTING" > SDL_Event event; . . /* Poll for events. SDL_PollEvent() returns 0 when there are no */ /* more events on the event queue, our while loop will exit when */ /* that occurs. */ while( SDL_PollEvent( &event ) ){ /* We are only worried about SDL_KEYDOWN and SDL_KEYUP events */ switch( event.type ){ case SDL_KEYDOWN: printf( "Key press detected\n" ); break; case SDL_KEYUP: printf( "Key release detected\n" ); break; default: break; } } . .</PRE ></DIV ><P >This is a very basic example. No information about the key press or release is interpreted. We will explore the other extreme out our first full example below - reporting all available information about a keyboard event.</P ></DIV ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN338" ></A >A More Detailed Look</H2 ><P >Before we can read events SDL must be initialised with <A HREF="sdlinit.html" ><TT CLASS="FUNCTION" >SDL_Init</TT ></A > and a video mode must be set using <A HREF="sdlsetvideomode.html" ><TT CLASS="FUNCTION" >SDL_SetVideoMode</TT ></A >. There are, however, two other functions we must use to obtain all the information required. We must enable unicode translation by calling <TT CLASS="FUNCTION" >SDL_EnableUNICODE(1)</TT > and we must convert <SPAN CLASS="STRUCTNAME" >SDLKey</SPAN > values into something printable, using <A HREF="sdlgetkeyname.html" ><TT CLASS="FUNCTION" >SDL_GetKeyName</TT ></A ></P ><DIV CLASS="NOTE" ><BLOCKQUOTE CLASS="NOTE" ><P ><B >Note: </B >It is useful to note that unicode values < 0x80 translate directly a characters ASCII value. THis is used in the example below</P ></BLOCKQUOTE ></DIV ><DIV CLASS="EXAMPLE" ><A NAME="AEN351" ></A ><P ><B >Example 3-11. Interpreting Key Event Information</B ></P ><PRE CLASS="PROGRAMLISTING" > #include "SDL.h" /* Function Prototypes */ void PrintKeyInfo( SDL_KeyboardEvent *key ); void PrintModifiers( SDLMod mod ); /* main */ int main( int argc, char *argv[] ){ SDL_Event event; int quit = 0; /* Initialise SDL */ if( SDL_Init( SDL_INIT_VIDEO ) < 0){ fprintf( stderr, "Could not initialise SDL: %s\n", SDL_GetError() ); exit( -1 ); } /* Set a video mode */ if( !SDL_SetVideoMode( 320, 200, 0, 0 ) ){ fprintf( stderr, "Could not set video mode: %s\n", SDL_GetError() ); SDL_Quit(); exit( -1 ); } /* Enable Unicode translation */ SDL_EnableUNICODE( 1 ); /* Loop until an SDL_QUIT event is found */ while( !quit ){ /* Poll for events */ while( SDL_PollEvent( &event ) ){ switch( event.type ){ /* Keyboard event */ /* Pass the event data onto PrintKeyInfo() */ case SDL_KEYDOWN: case SDL_KEYUP: PrintKeyInfo( &event.key ); break; /* SDL_QUIT event (window close) */ case SDL_QUIT: quit = 1; break; default: break; } } } /* Clean up */ SDL_Quit(); exit( 0 ); } /* Print all information about a key event */ void PrintKeyInfo( SDL_KeyboardEvent *key ){ /* Is it a release or a press? */ if( key->type == SDL_KEYUP ) printf( "Release:- " ); else printf( "Press:- " ); /* Print the hardware scancode first */ printf( "Scancode: 0x%02X", key->keysym.scancode ); /* Print the name of the key */ printf( ", Name: %s", SDL_GetKeyName( key->keysym.sym ) ); /* We want to print the unicode info, but we need to make */ /* sure its a press event first (remember, release events */ /* don't have unicode info */ if( key->type == SDL_KEYDOWN ){ /* If the Unicode value is less than 0x80 then the */ /* unicode value can be used to get a printable */ /* representation of the key, using (char)unicode. */ printf(", Unicode: " ); if( key->keysym.unicode < 0x80 && key->keysym.unicode > 0 ){ printf( "%c (0x%04X)", (char)key->keysym.unicode, key->keysym.unicode ); } else{ printf( "? (0x%04X)", key->keysym.unicode ); } } printf( "\n" ); /* Print modifier info */ PrintModifiers( key->keysym.mod ); } /* Print modifier info */ void PrintModifiers( SDLMod mod ){ printf( "Modifers: " ); /* If there are none then say so and return */ if( mod == KMOD_NONE ){ printf( "None\n" ); return; } /* Check for the presence of each SDLMod value */ /* This looks messy, but there really isn't */ /* a clearer way. */ if( mod & KMOD_NUM ) printf( "NUMLOCK " ); if( mod & KMOD_CAPS ) printf( "CAPSLOCK " ); if( mod & KMOD_LCTRL ) printf( "LCTRL " ); if( mod & KMOD_RCTRL ) printf( "RCTRL " ); if( mod & KMOD_RSHIFT ) printf( "RSHIFT " ); if( mod & KMOD_LSHIFT ) printf( "LSHIFT " ); if( mod & KMOD_RALT ) printf( "RALT " ); if( mod & KMOD_LALT ) printf( "LALT " ); if( mod & KMOD_CTRL ) printf( "CTRL " ); if( mod & KMOD_SHIFT ) printf( "SHIFT " ); if( mod & KMOD_ALT ) printf( "ALT " ); printf( "\n" ); }</PRE ></DIV ></DIV ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN354" ></A >Game-type Input</H2 ><P >I have found that people using keyboard events for games and other interactive applications don't always understand one fundemental point.</P ><A NAME="AEN357" ></A ><BLOCKQUOTE CLASS="BLOCKQUOTE" ><P >Keyboard events <SPAN CLASS="emphasis" ><I CLASS="EMPHASIS" >only</I ></SPAN > take place when a keys state changes from being unpressed to pressed, and vice versa.</P ></BLOCKQUOTE ><P >Imagine you have an image of an alien that you wish to move around using the cursor keys: when you pressed the left arrow key you want him to slide over to the left, and when you press the down key you want him to slide down the screen. Examine the following code; it highlights an error that many people have made. <PRE CLASS="PROGRAMLISTING" > /* Alien screen coordinates */ int alien_x=0, alien_y=0; . . /* Initialise SDL and video modes and all that */ . /* Main game loop */ /* Check for events */ while( SDL_PollEvent( &event ) ){ switch( event.type ){ /* Look for a keypress */ case SDL_KEYDOWN: /* Check the SDLKey values and move change the coords */ switch( event.key.keysym.sym ){ case SDLK_LEFT: alien_x -= 1; break; case SDLK_RIGHT: alien_x += 1; break; case SDLK_UP: alien_y -= 1; break; case SDLK_DOWN: alien_y += 1; break; default: break; } } } } . .</PRE > At first glance you may think this is a perfectly reasonable piece of code for the task, but it isn't. Like I said keyboard events only occur when a key changes state, so the user would have to press and release the left cursor key 100 times to move the alien 100 pixels to the left.</P ><P >To get around this problem we must not use the events to change the position of the alien, we use the events to set flags which are then used in a seperate section of code to move the alien. Something like this:</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN363" ></A ><P ><B >Example 3-12. Proper Game Movement</B ></P ><PRE CLASS="PROGRAMLISTING" > /* Alien screen coordinates */ int alien_x=0, alien_y=0; int alien_xvel=0, alien_yvel=0; . . /* Initialise SDL and video modes and all that */ . /* Main game loop */ /* Check for events */ while( SDL_PollEvent( &event ) ){ switch( event.type ){ /* Look for a keypress */ case SDL_KEYDOWN: /* Check the SDLKey values and move change the coords */ switch( event.key.keysym.sym ){ case SDLK_LEFT: alien_xvel = -1; break; case SDLK_RIGHT: alien_xvel = 1; break; case SDLK_UP: alien_yvel = -1; break; case SDLK_DOWN: alien_yvel = 1; break; default: break; } break; /* We must also use the SDL_KEYUP events to zero the x */ /* and y velocity variables. But we must also be */ /* careful not to zero the velocities when we shouldn't*/ case SDL_KEYUP: switch( event.key.keysym.sym ){ case SDLK_LEFT: /* We check to make sure the alien is moving */ /* to the left. If it is then we zero the */ /* velocity. If the alien is moving to the */ /* right then the right key is still press */ /* so we don't tocuh the velocity */ if( alien_xvel < 0 ) alien_xvel = 0; break; case SDLK_RIGHT: if( alien_xvel > 0 ) alien_xvel = 0; break; case SDLK_UP: if( alien_yvel < 0 ) alien_yvel = 0; break; case SDLK_DOWN: if( alien_yvel > 0 ) alien_yvel = 0; break; default: break; } break; default: break; } } . . /* Update the alien position */ alien_x += alien_xvel; alien_y += alien_yvel;</PRE ></DIV ><P >As can be seen, we use two extra variables, alien_xvel and alien_yvel, which represent the motion of the ship, it is these variables that we update when we detect keypresses and releases.</P ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="guideinput.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="guideexamples.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Input handling</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="guideinput.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Examples</TD ></TR ></TABLE ></DIV ></BODY ></HTML >