mirror of
https://github.com/shadps4-emu/ext-SDL.git
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588 lines
20 KiB
C
588 lines
20 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 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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* # CategoryKeyboard
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*
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* SDL keyboard management.
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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 <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_keycode.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_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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* This is a unique ID for a keyboard for the time it is connected to the
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* system, and is never reused for the lifetime of the application.
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*
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* If the keyboard is disconnected and reconnected, it will get a new ID.
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*
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* The ID value starts at 1 and increments from there. The value 0 is an
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* invalid ID.
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*
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* \since This datatype is available since SDL 3.0.0.
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*/
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typedef Uint32 SDL_KeyboardID;
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/* Function prototypes */
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/**
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* Return whether a keyboard is currently connected.
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*
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* \returns SDL_TRUE if a keyboard is connected, SDL_FALSE otherwise.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetKeyboards
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasKeyboard(void);
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/**
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* Get a list of currently connected keyboards.
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*
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* Note that this will include any device or virtual driver that includes
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* keyboard functionality, including some mice, KVM switches, motherboard
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* power buttons, etc. You should wait for input from a device before you
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* consider it actively in use.
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*
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* \param count a pointer filled in with the number of keyboards returned, may
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* be NULL.
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* \returns a 0 terminated array of keyboards instance IDs or NULL on failure;
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* call SDL_GetError() for more information. This should be freed
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* with SDL_free() when it is no longer needed.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetKeyboardNameForID
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* \sa SDL_HasKeyboard
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*/
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extern SDL_DECLSPEC SDL_KeyboardID * SDLCALL SDL_GetKeyboards(int *count);
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/**
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* Get the name of a keyboard.
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*
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* This function returns "" if the keyboard doesn't have a name.
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*
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* \param instance_id the keyboard instance ID.
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* \returns the name of the selected keyboard or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetKeyboards
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyboardNameForID(SDL_KeyboardID instance_id);
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/**
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* Query the window which currently has keyboard focus.
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*
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* \returns the window with keyboard focus.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
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/**
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* Get a snapshot of the current state of the keyboard.
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*
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* The pointer returned is a pointer to an internal SDL array. It will be
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* valid for the whole lifetime of the application and should not be freed by
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* the caller.
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*
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* A array element with a value of 1 means that the key is pressed and a value
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* of 0 means that it is not. Indexes into this array are obtained by using
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* SDL_Scancode values.
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*
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* Use SDL_PumpEvents() to update the state array.
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*
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* This function gives you the current state after all events have been
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* processed, so if a key or button has been pressed and released before you
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* process events, then the pressed state will never show up in the
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* SDL_GetKeyboardState() calls.
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*
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* Note: This function doesn't take into account whether shift has been
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* pressed or not.
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*
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* \param numkeys if non-NULL, receives the length of the returned array.
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* \returns a pointer to an array of key states.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_PumpEvents
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* \sa SDL_ResetKeyboard
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*/
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extern SDL_DECLSPEC const Uint8 * SDLCALL SDL_GetKeyboardState(int *numkeys);
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/**
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* Clear the state of the keyboard.
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*
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* This function will generate key up events for all pressed keys.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetKeyboardState
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_ResetKeyboard(void);
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/**
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* Get the current key modifier state for the keyboard.
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*
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* \returns an OR'd combination of the modifier keys for the keyboard. See
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* SDL_Keymod for details.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetKeyboardState
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* \sa SDL_SetModState
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*/
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extern SDL_DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
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/**
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* Set the current key modifier state for the keyboard.
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*
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* The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
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* modifier key states on your application. Simply pass your desired modifier
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* states into `modstate`. This value may be a bitwise, OR'd combination of
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* SDL_Keymod values.
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*
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* This does not change the keyboard state, only the key modifier flags that
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* SDL reports.
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*
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* \param modstate the desired SDL_Keymod for the keyboard.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetModState
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
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/**
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* Get the key code corresponding to the given scancode according to a default
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* en_US keyboard layout.
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*
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* See SDL_Keycode for details.
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*
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* \param scancode the desired SDL_Scancode to query.
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* \param modstate the modifier state to use when translating the scancode to
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* a keycode.
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* \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetKeyName
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* \sa SDL_GetScancodeFromKey
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*/
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extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetDefaultKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate);
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/**
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* Get the key code corresponding to the given scancode according to the
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* current keyboard layout.
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*
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* See SDL_Keycode for details.
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*
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* \param scancode the desired SDL_Scancode to query.
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* \param modstate the modifier state to use when translating the scancode to
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* a keycode.
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* \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetDefaultKeyFromScancode
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* \sa SDL_GetKeyName
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* \sa SDL_GetScancodeFromKey
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*/
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extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate);
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/**
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* Get the scancode corresponding to the given key code according to a default
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* en_US keyboard layout.
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*
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* Note that there may be multiple scancode+modifier states that can generate
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* this keycode, this will just return the first one found.
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*
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* \param key the desired SDL_Keycode to query.
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* \param modstate a pointer to the modifier state that would be used when the
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* scancode generates this key, may be NULL.
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* \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetScancodeFromKey
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* \sa SDL_GetScancodeName
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*/
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extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetDefaultScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate);
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/**
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* 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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* Note that there may be multiple scancode+modifier states that can generate
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* this keycode, this will just return the first one found.
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*
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* \param key the desired SDL_Keycode to query.
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* \param modstate a pointer to the modifier state that would be used when the
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* scancode generates this key, may be NULL.
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* \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetDefaultScancodeFromKey
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* \sa SDL_GetKeyFromScancode
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* \sa SDL_GetScancodeName
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*/
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extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate);
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/**
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* Set a human-readable name for a scancode.
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*
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* \param scancode the desired SDL_Scancode.
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* \param name the name to use for the scancode, encoded as UTF-8. The string
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* is not copied, so the pointer given to this function must stay
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* valid while SDL is being used.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetScancodeName
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_SetScancodeName(SDL_Scancode scancode, const char *name);
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/**
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* Get a human-readable name for a scancode.
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*
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* **Warning**: The returned name is by design not stable across platforms,
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* e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
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* Windows" under Microsoft Windows, and some scancodes like
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* `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
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* scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
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* `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
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* unsuitable for creating a stable cross-platform two-way mapping between
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* strings and scancodes.
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*
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* \param scancode the desired SDL_Scancode to query.
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* \returns a pointer to the name for the scancode. If the scancode doesn't
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* have a name this function returns an empty string ("").
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetScancodeFromKey
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* \sa SDL_GetScancodeFromName
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* \sa SDL_SetScancodeName
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
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/**
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* Get a scancode from a human-readable name.
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*
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* \param name the human-readable scancode name.
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* \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
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* recognized; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetKeyFromName
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* \sa SDL_GetScancodeFromKey
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* \sa SDL_GetScancodeName
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*/
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extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
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/**
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* Get a human-readable name for a key.
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*
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* Both lowercase and uppercase alphabetic keycodes have uppercase names, e.g.
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* SDL_Keycode 'a' and 'A' both have the name "A".
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*
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* If the key doesn't have a name, this function returns an empty string ("").
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*
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* \param key the desired SDL_Keycode to query.
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* \returns a UTF-8 encoded string of the key name.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetKeyFromName
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* \sa SDL_GetKeyFromScancode
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* \sa SDL_GetScancodeFromKey
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyName(SDL_Keycode key);
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/**
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* Get a key code from a human-readable name.
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*
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* \param name the human-readable key name.
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* \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetKeyFromScancode
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* \sa SDL_GetKeyName
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* \sa SDL_GetScancodeFromName
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*/
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extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
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/**
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* Start accepting Unicode text input events in a window.
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*
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* This function will enable text input (SDL_EVENT_TEXT_INPUT and
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* SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this
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* function paired with SDL_StopTextInput().
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*
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* Text input events are not received by default.
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*
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* On some platforms using this function shows the screen keyboard.
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*
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* \param window the window to enable text input.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_SetTextInputArea
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* \sa SDL_StartTextInputWithProperties
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* \sa SDL_StopTextInput
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* \sa SDL_TextInputActive
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_StartTextInput(SDL_Window *window);
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/**
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* Text input type.
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*
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* These are the valid values for SDL_PROP_TEXTINPUT_TYPE_NUMBER. Not every
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* value is valid on every platform, but where a value isn't supported, a
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* reasonable fallback will be used.
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*
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* \since This enum is available since SDL 3.0.0.
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*
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* \sa SDL_StartTextInputWithProperties
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*/
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typedef enum SDL_TextInputType
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{
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SDL_TEXTINPUT_TYPE_TEXT, /**< The input is text */
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SDL_TEXTINPUT_TYPE_TEXT_NAME, /**< The input is a person's name */
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SDL_TEXTINPUT_TYPE_TEXT_EMAIL, /**< The input is an e-mail address */
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SDL_TEXTINPUT_TYPE_TEXT_USERNAME, /**< The input is a username */
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SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN, /**< The input is a secure password that is hidden */
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SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE, /**< The input is a secure password that is visible */
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SDL_TEXTINPUT_TYPE_NUMBER, /**< The input is a number */
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SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN, /**< The input is a secure PIN that is hidden */
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SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE /**< The input is a secure PIN that is visible */
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} SDL_TextInputType;
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/**
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* Auto capitalization type.
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*
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* These are the valid values for
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* SDL_PROP_TEXTINPUT_AUTOCAPITALIZATION_NUMBER. Not every value is valid on
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* every platform, but where a value isn't supported, a reasonable fallback
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* will be used.
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*
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* \since This enum is available since SDL 3.0.0.
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*
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* \sa SDL_StartTextInputWithProperties
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*/
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typedef enum SDL_Capitalization
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{
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SDL_CAPITALIZE_NONE, /**< No auto-capitalization will be done */
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SDL_CAPITALIZE_SENTENCES, /**< The first letter of sentences will be capitalized */
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SDL_CAPITALIZE_WORDS, /**< The first letter of words will be capitalized */
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SDL_CAPITALIZE_LETTERS /**< All letters will be capitalized */
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} SDL_Capitalization;
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/**
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* Start accepting Unicode text input events in a window, with properties
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* describing the input.
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*
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* This function will enable text input (SDL_EVENT_TEXT_INPUT and
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* SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this
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* function paired with SDL_StopTextInput().
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*
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* Text input events are not received by default.
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*
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* On some platforms using this function shows the screen keyboard.
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*
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* These are the supported properties:
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*
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* - `SDL_PROP_TEXTINPUT_TYPE_NUMBER` - an SDL_TextInputType value that
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* describes text being input, defaults to SDL_TEXTINPUT_TYPE_TEXT.
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* - `SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER` - an SDL_Capitalization value
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* that describes how text should be capitalized, defaults to
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* SDL_CAPITALIZE_SENTENCES for normal text entry, SDL_CAPITALIZE_WORDS for
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* SDL_TEXTINPUT_TYPE_TEXT_NAME, and SDL_CAPITALIZE_NONE for e-mail
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* addresses, usernames, and passwords.
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* - `SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN` - true to enable auto completion
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* and auto correction, defaults to SDL_TRUE.
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* - `SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN` - true if multiple lines of text
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* are allowed. This defaults to SDL_TRUE if SDL_HINT_RETURN_KEY_HIDES_IME
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* is "0" or is not set, and defaults to SDL_FALSE if
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* SDL_HINT_RETURN_KEY_HIDES_IME is "1".
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*
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* On Android you can directly specify the input type:
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*
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* - `SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER` - the text input type to
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* use, overriding other properties. This is documented at
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* https://developer.android.com/reference/android/text/InputType
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*
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* \param window the window to enable text input.
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* \param props the properties to use.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_SetTextInputArea
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* \sa SDL_StartTextInput
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* \sa SDL_StopTextInput
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* \sa SDL_TextInputActive
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_StartTextInputWithProperties(SDL_Window *window, SDL_PropertiesID props);
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#define SDL_PROP_TEXTINPUT_TYPE_NUMBER "SDL.textinput.type"
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#define SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER "SDL.textinput.capitalization"
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#define SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN "SDL.textinput.autocorrect"
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#define SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN "SDL.textinput.multiline"
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#define SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER "SDL.textinput.android.inputtype"
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/**
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* Check whether or not Unicode text input events are enabled for a window.
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*
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* \param window the window to check.
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* \returns SDL_TRUE if text input events are enabled else SDL_FALSE.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_StartTextInput
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_TextInputActive(SDL_Window *window);
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/**
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* Stop receiving any text input events in a window.
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*
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* If SDL_StartTextInput() showed the screen keyboard, this function will hide
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* it.
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*
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* \param window the window to disable text input.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_StartTextInput
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_StopTextInput(SDL_Window *window);
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/**
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* Dismiss the composition window/IME without disabling the subsystem.
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*
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* \param window the window to affect.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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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 SDL_DECLSPEC int SDLCALL SDL_ClearComposition(SDL_Window *window);
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/**
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* Set the area used to type Unicode text input.
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*
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* Native input methods may place a window with word suggestions near the
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* cursor, without covering the text being entered.
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*
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* \param window the window for which to set the text input area.
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* \param rect the SDL_Rect representing the text input area, in window
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* coordinates, or NULL to clear it.
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* \param cursor the offset of the current cursor location relative to
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* `rect->x`, in window coordinates.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetTextInputArea
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* \sa SDL_StartTextInput
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_SetTextInputArea(SDL_Window *window, const SDL_Rect *rect, int cursor);
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/**
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* Get the area used to type Unicode text input.
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*
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* This returns the values previously set by SDL_SetTextInputArea().
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*
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* \param window the window for which to query the text input area.
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* \param rect a pointer to an SDL_Rect filled in with the text input area,
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* may be NULL.
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* \param cursor a pointer to the offset of the current cursor location
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* relative to `rect->x`, may be NULL.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_SetTextInputArea
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_GetTextInputArea(SDL_Window *window, SDL_Rect *rect, int *cursor);
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/**
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* Check whether the platform has screen keyboard support.
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*
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* \returns SDL_TRUE if the platform has some screen keyboard support or
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* SDL_FALSE if not.
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*
|
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_StartTextInput
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* \sa SDL_ScreenKeyboardShown
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
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/**
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* Check 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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* \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not.
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*
|
|
* \since This function is available since SDL 3.0.0.
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*
|
|
* \sa SDL_HasScreenKeyboardSupport
|
|
*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ScreenKeyboardShown(SDL_Window *window);
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|
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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 <SDL3/SDL_close_code.h>
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#endif /* SDL_keyboard_h_ */
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