mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-23 14:25:37 +00:00
d588c26cf6
This reverts commit 8debaa34d9
.
Seems to be a few regressions, namely XBox Controller Rumble, other
controllers not detecting, etc.
218 lines
6.3 KiB
C
218 lines
6.3 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_keyboard.h
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*
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* Include file for SDL keyboard event handling
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*/
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#ifndef SDL_keyboard_h_
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#define SDL_keyboard_h_
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_keycode.h"
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#include "SDL_video.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \brief The SDL keysym structure, used in key events.
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*
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* \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
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*/
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typedef struct SDL_Keysym
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{
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SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */
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SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */
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Uint16 mod; /**< current key modifiers */
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Uint32 unused;
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} SDL_Keysym;
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/* Function prototypes */
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/**
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* \brief Get the window which currently has keyboard focus.
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*/
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extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
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/**
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* \brief Get a snapshot of the current state of the keyboard.
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*
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* \param numkeys if non-NULL, receives the length of the returned array.
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*
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* \return An array of key states. Indexes into this array are obtained by using ::SDL_Scancode values.
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*
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* \b Example:
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* \code
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* const Uint8 *state = SDL_GetKeyboardState(NULL);
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* if ( state[SDL_SCANCODE_RETURN] ) {
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* printf("<RETURN> is pressed.\n");
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* }
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* \endcode
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*/
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extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
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/**
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* \brief Get the current key modifier state for the keyboard.
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*/
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extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
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/**
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* \brief Set the current key modifier state for the keyboard.
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*
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* \note This does not change the keyboard state, only the key modifier flags.
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*/
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extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
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/**
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* \brief Get the key code corresponding to the given scancode according
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* to the current keyboard layout.
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*
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* See ::SDL_Keycode for details.
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*
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* \sa SDL_GetKeyName()
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*/
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extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
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/**
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* \brief Get the scancode corresponding to the given key code according to the
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* current keyboard layout.
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*
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* See ::SDL_Scancode for details.
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*
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* \sa SDL_GetScancodeName()
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*/
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extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
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/**
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* \brief Get a human-readable name for a scancode.
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*
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* \return A pointer to the name for the scancode.
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* If the scancode doesn't have a name, this function returns
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* an empty string ("").
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*
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* \sa SDL_Scancode
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
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/**
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* \brief Get a scancode from a human-readable name
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*
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* \return scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized
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*
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* \sa SDL_Scancode
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*/
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extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
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/**
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* \brief Get a human-readable name for a key.
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*
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* \return A pointer to a UTF-8 string that stays valid at least until the next
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* call to this function. If you need it around any longer, you must
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* copy it. If the key doesn't have a name, this function returns an
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* empty string ("").
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*
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* \sa SDL_Keycode
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
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/**
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* \brief Get a key code from a human-readable name
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*
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* \return key code, or SDLK_UNKNOWN if the name wasn't recognized
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*
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* \sa SDL_Keycode
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*/
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extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
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/**
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* \brief Start accepting Unicode text input events.
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* This function will show the on-screen keyboard if supported.
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*
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* \sa SDL_StopTextInput()
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* \sa SDL_SetTextInputRect()
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* \sa SDL_HasScreenKeyboardSupport()
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*/
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extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
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/**
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* \brief Return whether or not Unicode text input events are enabled.
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*
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* \sa SDL_StartTextInput()
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* \sa SDL_StopTextInput()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
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/**
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* \brief Stop receiving any text input events.
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* This function will hide the on-screen keyboard if supported.
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*
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* \sa SDL_StartTextInput()
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* \sa SDL_HasScreenKeyboardSupport()
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*/
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extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
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/**
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* \brief Set the rectangle used to type Unicode text inputs.
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* This is used as a hint for IME and on-screen keyboard placement.
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*
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* \sa SDL_StartTextInput()
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*/
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extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
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/**
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* \brief Returns whether the platform has some screen keyboard support.
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*
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* \return SDL_TRUE if some keyboard support is available else SDL_FALSE.
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*
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* \note Not all screen keyboard functions are supported on all platforms.
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*
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* \sa SDL_IsScreenKeyboardShown()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
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/**
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* \brief Returns whether the screen keyboard is shown for given window.
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*
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* \param window The window for which screen keyboard should be queried.
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*
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* \return SDL_TRUE if screen keyboard is shown else SDL_FALSE.
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*
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* \sa SDL_HasScreenKeyboardSupport()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* SDL_keyboard_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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