view docs/html/sdlkeysym.html @ 79:ffadd05de74d

Allow the user to override the relative mouse mode. They almost never want to do this, as it seriously affects applications that rely on continuous relative mouse motion.
author Sam Lantinga <slouken@lokigames.com>
date Sat, 23 Jun 2001 22:00:59 +0000
parents 55f1f1b3e27d
children e5bc29de3f0a
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<HTML
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>SDL_keysym</TITLE
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><HR
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><H1
><A
NAME="SDLKEYSYM"
>SDL_keysym</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN4191"
></A
><H2
>Name</H2
>SDL_keysym&nbsp;--&nbsp;Keysym structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN4194"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
  Uint8 scancode;
  SDLKey sym;
  SDLMod mod;
  Uint16 unicode;
} SDL_keysym;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN4197"
></A
><H2
>Structure Data</H2
><DIV
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></A
><P
></P
><TABLE
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CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>scancode</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Hardware specific scancode</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>sym</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>SDL virtual keysym</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>mod</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Current key modifiers</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>unicode</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Translated character</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
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><DIV
CLASS="REFSECT1"
><A
NAME="AEN4218"
></A
><H2
>Description</H2
><P
>The <SPAN
CLASS="STRUCTNAME"
>SDL_keysym</SPAN
> structure is used by reporting key presses and releases since it is a part of the <A
HREF="sdlkeyboardevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_KeyboardEvent</SPAN
></A
>.</P
><P
>The <TT
CLASS="STRUCTFIELD"
><I
>scancode</I
></TT
> field should generally be left alone, it is the hardware dependent scancode returned by the keyboard. The <TT
CLASS="STRUCTFIELD"
><I
>sym</I
></TT
> field is extremely useful. It is the SDL-defined value of the key (see <A
HREF="sdlkey.html"
>SDL Key Syms</A
>. This field is very useful when you are checking for certain key presses, like so:
<PRE
CLASS="PROGRAMLISTING"
>.
.
while(SDL_PollEvent(&#38;event)){
  switch(event.type){
    case SDL_KEYDOWN:
      if(event.key.keysym.sym==SDLK_LEFT)
        move_left();
      break;
    .
    .
    .
  }
}
.
.</PRE
>
<TT
CLASS="STRUCTFIELD"
><I
>mod</I
></TT
> stores the current state of the keyboard modifiers as explained in <A
HREF="sdlgetmodstate.html"
><TT
CLASS="FUNCTION"
>SDL_GetModState</TT
></A
>. The <TT
CLASS="STRUCTFIELD"
><I
>unicode</I
></TT
> is only used when UNICODE translation is enabled with <A
HREF="sdlenableunicode.html"
><TT
CLASS="FUNCTION"
>SDL_EnableUNICODE</TT
></A
>. If <TT
CLASS="STRUCTFIELD"
><I
>unicode</I
></TT
> 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:
<PRE
CLASS="PROGRAMLISTING"
>char ch;
if ( (keysym.unicode &#38; 0xFF80) == 0 ) {
  ch = keysym.unicode &#38; 0x7F;
}
else {
  printf("An International Character.\n");
}</PRE
>
UNICODE translation does have a slight overhead so don't enable it unless its needed.</P
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><H2
>See Also</H2
><P
><A
HREF="sdlkey.html"
><SPAN
CLASS="STRUCTNAME"
>SDLKey</SPAN
></A
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