view include/SDL_keyboard.h @ 2960:91708bc14aab

It's probably not worth pushing palettized textures. The memory optimization isn't worth the effort on modern hardware with the sorts of games that would be using the SDL 1.3 texture API.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 02 Jan 2009 09:27:36 +0000
parents 99210400e8b9
children 00cace2d9080
line wrap: on
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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
*/

/**
 * \file SDL_keyboard.h
 *
 * Include file for SDL keyboard event handling
 */

#ifndef _SDL_keyboard_h
#define _SDL_keyboard_h

#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_keysym.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif

/**
 * \struct SDL_keysym
 *
 * \brief The SDL keysym structure, used in key events.
 */
typedef struct SDL_keysym
{
    SDL_scancode scancode;      /**< SDL physical key code - see ::SDL_scancode for details */
    SDLKey sym;                 /**< SDL virtual key code - see ::SDLKey for details */
    Uint16 mod;                 /**< current key modifiers */
    Uint32 unicode;             /**< OBSOLETE, use SDL_TextInputEvent instead */
} SDL_keysym;

/* Function prototypes */

/**
 * \fn int SDL_GetNumKeyboards(void)
 *
 * \brief Get the number of keyboard input devices available.
 *
 * \sa SDL_SelectKeyboard()
 */
extern DECLSPEC int SDLCALL SDL_GetNumKeyboards(void);

/**
 * \fn int SDL_SelectKeyboard(int index)
 *
 * \brief Set the index of the currently selected keyboard.
 *
 * \return The index of the previously selected keyboard.
 *
 * \note You can query the currently selected keyboard by passing an index of -1.
 *
 * \sa SDL_GetNumKeyboards()
 */
extern DECLSPEC int SDLCALL SDL_SelectKeyboard(int index);

/**
 * \fn Uint8 *SDL_GetKeyboardState(int *numkeys)
 *
 * \brief Get a snapshot of the current state of the selected keyboard.
 *
 * \param numkeys if non-NULL, receives the length of the returned array.
 *
 * \return An array of key states. Indexes into this array are obtained by using ::SDL_scancode values.
 *
 * Example:
 * 	Uint8 *state = SDL_GetKeyboardState(NULL);
 *	if ( state[SDL_SCANCODE_RETURN)] ) ... <RETURN> is pressed.
 */
extern DECLSPEC Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);

/**
 * \fn SDLMod SDL_GetModState(void)
 *
 * \brief Get the current key modifier state for the selected keyboard.
 */
extern DECLSPEC SDLMod SDLCALL SDL_GetModState(void);

/**
 * \fn void SDL_SetModState(SDLMod modstate)
 *
 * \brief Set the current key modifier state for the selected keyboard.
 *
 * \note This does not change the keyboard state, only the key modifier flags.
 */
extern DECLSPEC void SDLCALL SDL_SetModState(SDLMod modstate);

/**
 * \fn SDLKey SDL_GetKeyFromScancode(SDL_scancode scancode)
 * 
 * \brief Get the key code corresponding to the given scancode according to the current keyboard layout.
 *
 * See ::SDLKey for details.
 *
 * \sa SDL_GetKeyName()
 */
extern DECLSPEC SDLKey SDLCALL SDL_GetKeyFromScancode(SDL_scancode scancode);

/**
 * \fn SDL_scancode SDL_GetScancodeFromKey(SDLKey key)
 * 
 * \brief Get the scancode corresponding to the given key code according to the current keyboard layout.
 *
 * See ::SDL_scancode for details.
 *
 * \sa SDL_GetScancodeName()
 */
extern DECLSPEC SDL_scancode SDLCALL SDL_GetScancodeFromKey(SDLKey key);

/**
 * \fn const char *SDL_GetScancodeName(SDL_scancode scancode)
 * 
 * \brief Get a human-readable name for a scancode.
 *
 * \return A pointer to a UTF-8 string that stays valid at least until the next call to this function. If you need it around any longer, you must copy it.  If the scancode doesn't have a name, this function returns "".
 *
 * \sa SDL_scancode
 */
extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_scancode
                                                        scancode);

/**
 * \fn const char *SDL_GetKeyName(SDLKey key)
 * 
 * \brief Get a human-readable name for a key.
 *
 * \return A pointer to a UTF-8 string that stays valid at least until the next call to this function. If you need it around any longer, you must copy it.  If the key doesn't have a name, this function returns "".
 *
 * \sa SDLKey
 */
extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDLKey key);


/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"

#endif /* _SDL_keyboard_h */

/* vi: set ts=4 sw=4 expandtab: */