SDL 3.0
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#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_scancode.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_begin_code.h>
#include <SDL3/SDL_close_code.h>
Go to the source code of this file.
Macros | |
#define | SDL_PROP_TEXTINPUT_TYPE_NUMBER "SDL.textinput.type" |
#define | SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER "SDL.textinput.capitalization" |
#define | SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN "SDL.textinput.autocorrect" |
#define | SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN "SDL.textinput.multiline" |
#define | SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER "SDL.textinput.android.inputtype" |
Typedefs | |
typedef Uint32 | SDL_KeyboardID |
#define SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER "SDL.textinput.android.inputtype" |
Definition at line 440 of file SDL_keyboard.h.
#define SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN "SDL.textinput.autocorrect" |
Definition at line 438 of file SDL_keyboard.h.
#define SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER "SDL.textinput.capitalization" |
Definition at line 437 of file SDL_keyboard.h.
#define SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN "SDL.textinput.multiline" |
Definition at line 439 of file SDL_keyboard.h.
#define SDL_PROP_TEXTINPUT_TYPE_NUMBER "SDL.textinput.type" |
Definition at line 436 of file SDL_keyboard.h.
typedef Uint32 SDL_KeyboardID |
SDL keyboard management. This is a unique ID for a keyboard for the time it is connected to the system, and is never reused for the lifetime of the application.
If the keyboard is disconnected and reconnected, it will get a new ID.
The value 0 is an invalid ID.
Definition at line 55 of file SDL_keyboard.h.
enum SDL_Capitalization |
Auto capitalization type.
These are the valid values for SDL_PROP_TEXTINPUT_AUTOCAPITALIZATION_NUMBER. Not every value is valid on every platform, but where a value isn't supported, a reasonable fallback will be used.
Definition at line 378 of file SDL_keyboard.h.
enum SDL_TextInputType |
Text input type.
These are the valid values for SDL_PROP_TEXTINPUT_TYPE_NUMBER. Not every value is valid on every platform, but where a value isn't supported, a reasonable fallback will be used.
Definition at line 353 of file SDL_keyboard.h.
bool SDL_ClearComposition | ( | SDL_Window * | window | ) |
Dismiss the composition window/IME without disabling the subsystem.
window | the window to affect. |
SDL_Window * SDL_GetKeyboardFocus | ( | void | ) |
Query the window which currently has keyboard focus.
const char * SDL_GetKeyboardNameForID | ( | SDL_KeyboardID | instance_id | ) |
Get the name of a keyboard.
This function returns "" if the keyboard doesn't have a name.
instance_id | the keyboard instance ID. |
SDL_KeyboardID * SDL_GetKeyboards | ( | int * | count | ) |
Get a list of currently connected keyboards.
Note that this will include any device or virtual driver that includes keyboard functionality, including some mice, KVM switches, motherboard power buttons, etc. You should wait for input from a device before you consider it actively in use.
count | a pointer filled in with the number of keyboards returned, may be NULL. |
const bool * SDL_GetKeyboardState | ( | int * | numkeys | ) |
Get a snapshot of the current state of the keyboard.
The pointer returned is a pointer to an internal SDL array. It will be valid for the whole lifetime of the application and should not be freed by the caller.
A array element with a value of true means that the key is pressed and a value of false means that it is not. Indexes into this array are obtained by using SDL_Scancode values.
Use SDL_PumpEvents() to update the state array.
This function gives you the current state after all events have been processed, so if a key or button has been pressed and released before you process events, then the pressed state will never show up in the SDL_GetKeyboardState() calls.
Note: This function doesn't take into account whether shift has been pressed or not.
numkeys | if non-NULL, receives the length of the returned array. |
SDL_Keycode SDL_GetKeyFromName | ( | const char * | name | ) |
Get a key code from a human-readable name.
name | the human-readable key name. |
SDLK_UNKNOWN
if the name wasn't recognized; call SDL_GetError() for more information.SDL_Keycode SDL_GetKeyFromScancode | ( | SDL_Scancode | scancode, |
SDL_Keymod | modstate, | ||
bool | key_event | ||
) |
Get the key code corresponding to the given scancode according to the current keyboard layout.
If you want to get the keycode as it would be delivered in key events, including options specified in SDL_HINT_KEYCODE_OPTIONS, then you should pass key_event
as true. Otherwise this function simply translates the scancode based on the given modifier state.
scancode | the desired SDL_Scancode to query. |
modstate | the modifier state to use when translating the scancode to a keycode. |
key_event | true if the keycode will be used in key events. |
const char * SDL_GetKeyName | ( | SDL_Keycode | key | ) |
Get a human-readable name for a key.
If the key doesn't have a name, this function returns an empty string ("").
key | the desired SDL_Keycode to query. |
SDL_Keymod SDL_GetModState | ( | void | ) |
Get the current key modifier state for the keyboard.
SDL_Scancode SDL_GetScancodeFromKey | ( | SDL_Keycode | key, |
SDL_Keymod * | modstate | ||
) |
Get the scancode corresponding to the given key code according to the current keyboard layout.
Note that there may be multiple scancode+modifier states that can generate this keycode, this will just return the first one found.
key | the desired SDL_Keycode to query. |
modstate | a pointer to the modifier state that would be used when the scancode generates this key, may be NULL. |
SDL_Scancode SDL_GetScancodeFromName | ( | const char * | name | ) |
Get a scancode from a human-readable name.
name | the human-readable scancode name. |
SDL_SCANCODE_UNKNOWN
if the name wasn't recognized; call SDL_GetError() for more information.const char * SDL_GetScancodeName | ( | SDL_Scancode | scancode | ) |
Get a human-readable name for a scancode.
Warning: The returned name is by design not stable across platforms, e.g. the name for SDL_SCANCODE_LGUI
is "Left GUI" under Linux but "Left
Windows" under Microsoft Windows, and some scancodes like SDL_SCANCODE_NONUSBACKSLASH
don't have any name at all. There are even scancodes that share names, e.g. SDL_SCANCODE_RETURN
and SDL_SCANCODE_RETURN2
(both called "Return"). This function is therefore unsuitable for creating a stable cross-platform two-way mapping between strings and scancodes.
scancode | the desired SDL_Scancode to query. |
bool SDL_GetTextInputArea | ( | SDL_Window * | window, |
SDL_Rect * | rect, | ||
int * | cursor | ||
) |
Get the area used to type Unicode text input.
This returns the values previously set by SDL_SetTextInputArea().
window | the window for which to query the text input area. |
rect | a pointer to an SDL_Rect filled in with the text input area, may be NULL. |
cursor | a pointer to the offset of the current cursor location relative to rect->x , may be NULL. |
bool SDL_HasKeyboard | ( | void | ) |
Return whether a keyboard is currently connected.
bool SDL_HasScreenKeyboardSupport | ( | void | ) |
Check whether the platform has screen keyboard support.
void SDL_ResetKeyboard | ( | void | ) |
Clear the state of the keyboard.
This function will generate key up events for all pressed keys.
bool SDL_ScreenKeyboardShown | ( | SDL_Window * | window | ) |
Check whether the screen keyboard is shown for given window.
window | the window for which screen keyboard should be queried. |
void SDL_SetModState | ( | SDL_Keymod | modstate | ) |
Set the current key modifier state for the keyboard.
The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose modifier key states on your application. Simply pass your desired modifier states into modstate
. This value may be a bitwise, OR'd combination of SDL_Keymod values.
This does not change the keyboard state, only the key modifier flags that SDL reports.
modstate | the desired SDL_Keymod for the keyboard. |
bool SDL_SetScancodeName | ( | SDL_Scancode | scancode, |
const char * | name | ||
) |
Set a human-readable name for a scancode.
scancode | the desired SDL_Scancode. |
name | the name to use for the scancode, encoded as UTF-8. The string is not copied, so the pointer given to this function must stay valid while SDL is being used. |
bool SDL_SetTextInputArea | ( | SDL_Window * | window, |
const SDL_Rect * | rect, | ||
int | cursor | ||
) |
Set the area used to type Unicode text input.
Native input methods may place a window with word suggestions near the cursor, without covering the text being entered.
window | the window for which to set the text input area. |
rect | the SDL_Rect representing the text input area, in window coordinates, or NULL to clear it. |
cursor | the offset of the current cursor location relative to rect->x , in window coordinates. |
bool SDL_StartTextInput | ( | SDL_Window * | window | ) |
Start accepting Unicode text input events in a window.
This function will enable text input (SDL_EVENT_TEXT_INPUT and SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this function paired with SDL_StopTextInput().
Text input events are not received by default.
On some platforms using this function shows the screen keyboard and/or activates an IME, which can prevent some key press events from being passed through.
window | the window to enable text input. |
bool SDL_StartTextInputWithProperties | ( | SDL_Window * | window, |
SDL_PropertiesID | props | ||
) |
Start accepting Unicode text input events in a window, with properties describing the input.
This function will enable text input (SDL_EVENT_TEXT_INPUT and SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this function paired with SDL_StopTextInput().
Text input events are not received by default.
On some platforms using this function shows the screen keyboard and/or activates an IME, which can prevent some key press events from being passed through.
These are the supported properties:
SDL_PROP_TEXTINPUT_TYPE_NUMBER
- an SDL_TextInputType value that describes text being input, defaults to SDL_TEXTINPUT_TYPE_TEXT.SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER
- an SDL_Capitalization value that describes how text should be capitalized, defaults to SDL_CAPITALIZE_SENTENCES for normal text entry, SDL_CAPITALIZE_WORDS for SDL_TEXTINPUT_TYPE_TEXT_NAME, and SDL_CAPITALIZE_NONE for e-mail addresses, usernames, and passwords.SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN
- true to enable auto completion and auto correction, defaults to true.SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN
- true if multiple lines of text are allowed. This defaults to true if SDL_HINT_RETURN_KEY_HIDES_IME is "0" or is not set, and defaults to false if SDL_HINT_RETURN_KEY_HIDES_IME is "1".On Android you can directly specify the input type:
SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER
- the text input type to use, overriding other properties. This is documented at https://developer.android.com/reference/android/text/InputTypewindow | the window to enable text input. |
props | the properties to use. |
bool SDL_StopTextInput | ( | SDL_Window * | window | ) |
Stop receiving any text input events in a window.
If SDL_StartTextInput() showed the screen keyboard, this function will hide it.
window | the window to disable text input. |
bool SDL_TextInputActive | ( | SDL_Window * | window | ) |
Check whether or not Unicode text input events are enabled for a window.
window | the window to check. |