view src/events/SDL_keyboard_c.h @ 3468:789b97008d8a

My first OpenGL shader! Momma will be so proud! This shader implements the software renderer mask semantics where the source pixel is multiplied by the color and alpha modulation values and then any pixel with non-zero alpha is fully opaque. The OpenGL renderer on Mac OS X now passes all the automated render tests! :)
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 05:29:31 +0000
parents 00cace2d9080
children 64ce267332c6
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

#ifndef _SDL_keyboard_c_h
#define _SDL_keyboard_c_h

#include "SDL_keysym.h"
#include "SDL_events.h"

typedef struct SDL_Keyboard SDL_Keyboard;

struct SDL_Keyboard
{
    /* Free the keyboard when it's time */
    void (*FreeKeyboard) (SDL_Keyboard * keyboard);

    /* Data common to all keyboards */
    SDL_WindowID focus;
    Uint16 modstate;
    Uint8 keystate[SDL_NUM_SCANCODES];
    SDLKey keymap[SDL_NUM_SCANCODES];

    void *driverdata;
};

/* Initialize the keyboard subsystem */
extern int SDL_KeyboardInit(void);

/* Get the keyboard at an index */
extern SDL_Keyboard *SDL_GetKeyboard(int index);

/* Add a keyboard, possibly reattaching at a particular index (or -1),
   returning the index of the keyboard, or -1 if there was an error.
 */
extern int SDL_AddKeyboard(const SDL_Keyboard * keyboard, int index);

/* Remove a keyboard at an index, clearing the slot for later */
extern void SDL_DelKeyboard(int index);

/* Clear the state of a keyboard at an index */
extern void SDL_ResetKeyboard(int index);

/* Get the default keymap */
extern void SDL_GetDefaultKeymap(SDLKey * keymap);

/* Set the mapping of scancode to key codes for this keyboard */
extern void SDL_SetKeymap(int index, int start, SDLKey * keys, int length);

/* Set a platform-dependent key name, overriding the default platform-agnostic
   name. Encoded as UTF-8. The string is not copied, thus the pointer given to
   this function must stay valid forever (or at least until the call to
   VideoQuit()). */
extern void SDL_SetScancodeName(SDL_scancode scancode, const char *name);

/* Set the keyboard focus window */
extern void SDL_SetKeyboardFocus(int index, SDL_WindowID windowID);

/* Send a keyboard event for a keyboard at an index */
extern int SDL_SendKeyboardKey(int index, Uint8 state, SDL_scancode scancode);

/* Send keyboard text input for a keyboard at an index */
extern int SDL_SendKeyboardText(int index, const char *text);

/* Send editing text for selected range from start to end */
extern int SDL_SendEditingText(const char *text, int start, int end);

/* Shutdown the keyboard subsystem */
extern void SDL_KeyboardQuit(void);

#endif /* _SDL_keyboard_c_h */

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