Mercurial > sdl-ios-xcode
view include/SDL_keyboard.h @ 4358:df306a61a61d SDL-1.2
Recommendation from Lennart Poettering:
In ALSA_PlayAudio() it is a good idea to use snd_pcm_recover() instead
of checking for the error codes yourself.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 19 Oct 2009 02:33:07 +0000 |
parents | 4c4113c2162c |
children |
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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 extern "C" { #endif /** Keysym structure * * - The scancode is hardware dependent, and should not be used by general * applications. If no hardware scancode is available, it will be 0. * * - The 'unicode' translated character is only available when character * translation is enabled by the SDL_EnableUNICODE() API. If non-zero, * this is a UNICODE character corresponding to the keypress. If the * high 9 bits of the character are 0, then this maps to the equivalent * ASCII character: * @code * char ch; * if ( (keysym.unicode & 0xFF80) == 0 ) { * ch = keysym.unicode & 0x7F; * } else { * An international character.. * } * @endcode */ typedef struct SDL_keysym { Uint8 scancode; /**< hardware specific scancode */ SDLKey sym; /**< SDL virtual keysym */ SDLMod mod; /**< current key modifiers */ Uint16 unicode; /**< translated character */ } SDL_keysym; /** This is the mask which refers to all hotkey bindings */ #define SDL_ALL_HOTKEYS 0xFFFFFFFF /* Function prototypes */ /** * Enable/Disable UNICODE translation of keyboard input. * * This translation has some overhead, so translation defaults off. * * @param[in] enable * If 'enable' is 1, translation is enabled. * If 'enable' is 0, translation is disabled. * If 'enable' is -1, the translation state is not changed. * * @return It returns the previous state of keyboard translation. */ extern DECLSPEC int SDLCALL SDL_EnableUNICODE(int enable); #define SDL_DEFAULT_REPEAT_DELAY 500 #define SDL_DEFAULT_REPEAT_INTERVAL 30 /** * Enable/Disable keyboard repeat. Keyboard repeat defaults to off. * * @param[in] delay * 'delay' is the initial delay in ms between the time when a key is * pressed, and keyboard repeat begins. * * @param[in] interval * 'interval' is the time in ms between keyboard repeat events. * * If 'delay' is set to 0, keyboard repeat is disabled. */ extern DECLSPEC int SDLCALL SDL_EnableKeyRepeat(int delay, int interval); extern DECLSPEC void SDLCALL SDL_GetKeyRepeat(int *delay, int *interval); /** * Get a snapshot of the current state of the keyboard. * Returns an array of keystates, indexed by the SDLK_* syms. * Usage: * @code * Uint8 *keystate = SDL_GetKeyState(NULL); * if ( keystate[SDLK_RETURN] ) //... \<RETURN> is pressed. * @endcode */ extern DECLSPEC Uint8 * SDLCALL SDL_GetKeyState(int *numkeys); /** * Get the current key modifier state */ extern DECLSPEC SDLMod SDLCALL SDL_GetModState(void); /** * Set the current key modifier state. * This does not change the keyboard state, only the key modifier flags. */ extern DECLSPEC void SDLCALL SDL_SetModState(SDLMod modstate); /** * Get the name of an SDL virtual keysym */ extern DECLSPEC char * SDLCALL SDL_GetKeyName(SDLKey key); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_keyboard_h */