view docs/man3/SDL_keysym.3 @ 2884:9dde605c7540

Date: Fri, 19 Dec 2008 20:17:35 +0100 From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 20 Dec 2008 12:00:00 +0000
parents 546f7c1eb755
children 1238da4a7112
line wrap: on
line source

.TH "SDL_keysym" "3" "Tue 11 Sep 2001, 23:00" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_keysym \- Keysym structure
.SH "STRUCTURE DEFINITION"
.PP
.nf
\f(CWtypedef struct{
  Uint8 scancode;
  SDLKey sym;
  SDLMod mod;
  Uint16 unicode;
} SDL_keysym;\fR
.fi
.PP
.SH "STRUCTURE DATA"
.TP 20
\fBscancode\fR
Hardware specific scancode
.TP 20
\fBsym\fR
SDL virtual keysym
.TP 20
\fBmod\fR
Current key modifiers
.TP 20
\fBunicode\fR
Translated character
.SH "DESCRIPTION"
.PP
The \fBSDL_keysym\fR structure is used by reporting key presses and releases since it is a part of the \fI\fBSDL_KeyboardEvent\fR\fR\&.
.PP
The \fBscancode\fR field should generally be left alone, it is the hardware dependent scancode returned by the keyboard\&. The \fBsym\fR field is extremely useful\&. It is the SDL-defined value of the key (see \fISDL Key Syms\fR\&. This field is very useful when you are checking for certain key presses, like so: 
.PP
.nf
\f(CW\&.
\&.
while(SDL_PollEvent(&event)){
  switch(event\&.type){
    case SDL_KEYDOWN:
      if(event\&.key\&.keysym\&.sym==SDLK_LEFT)
        move_left();
      break;
    \&.
    \&.
    \&.
  }
}
\&.
\&.\fR
.fi
.PP
 \fBmod\fR stores the current state of the keyboard modifiers as explained in \fI\fBSDL_GetModState\fP\fR\&. The \fBunicode\fR is only used when UNICODE translation is enabled with \fI\fBSDL_EnableUNICODE\fP\fR\&. If \fBunicode\fR 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: 
.PP
.nf
\f(CWchar ch;
if ( (keysym\&.unicode & 0xFF80) == 0 ) {
  ch = keysym\&.unicode & 0x7F;
}
else {
  printf("An International Character\&.
");
}\fR
.fi
.PP
 UNICODE translation does have a slight overhead so don\&'t enable it unless its needed\&.
.SH "SEE ALSO"
.PP
\fI\fBSDLKey\fR\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:00