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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * # CategoryKeyboard
- *
- * SDL keyboard management.
- *
- * Please refer to the Best Keyboard Practices document for details on how
- * best to accept keyboard input in various types of programs:
- *
- * https://wiki.libsdl.org/SDL3/BestKeyboardPractices
- */
- #ifndef SDL_keyboard_h_
- #define SDL_keyboard_h_
- #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>
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /**
- * 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.
- *
- * \since This datatype is available since SDL 3.1.3.
- */
- typedef Uint32 SDL_KeyboardID;
- /* Function prototypes */
- /**
- * Return whether a keyboard is currently connected.
- *
- * \returns true if a keyboard is connected, false otherwise.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetKeyboards
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_HasKeyboard(void);
- /**
- * 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.
- *
- * \param count a pointer filled in with the number of keyboards returned, may
- * be NULL.
- * \returns a 0 terminated array of keyboards instance IDs or NULL on failure;
- * call SDL_GetError() for more information. This should be freed
- * with SDL_free() when it is no longer needed.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetKeyboardNameForID
- * \sa SDL_HasKeyboard
- */
- extern SDL_DECLSPEC SDL_KeyboardID * SDLCALL SDL_GetKeyboards(int *count);
- /**
- * Get the name of a keyboard.
- *
- * This function returns "" if the keyboard doesn't have a name.
- *
- * \param instance_id the keyboard instance ID.
- * \returns the name of the selected keyboard or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetKeyboards
- */
- extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyboardNameForID(SDL_KeyboardID instance_id);
- /**
- * Query the window which currently has keyboard focus.
- *
- * \returns the window with keyboard focus.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
- /**
- * 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.
- *
- * \param numkeys if non-NULL, receives the length of the returned array.
- * \returns a pointer to an array of key states.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_PumpEvents
- * \sa SDL_ResetKeyboard
- */
- extern SDL_DECLSPEC const bool * SDLCALL SDL_GetKeyboardState(int *numkeys);
- /**
- * Clear the state of the keyboard.
- *
- * This function will generate key up events for all pressed keys.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetKeyboardState
- */
- extern SDL_DECLSPEC void SDLCALL SDL_ResetKeyboard(void);
- /**
- * Get the current key modifier state for the keyboard.
- *
- * \returns an OR'd combination of the modifier keys for the keyboard. See
- * SDL_Keymod for details.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetKeyboardState
- * \sa SDL_SetModState
- */
- extern SDL_DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
- /**
- * 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.
- *
- * \param modstate the desired SDL_Keymod for the keyboard.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetModState
- */
- extern SDL_DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
- /**
- * 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.
- *
- * \param scancode the desired SDL_Scancode to query.
- * \param modstate the modifier state to use when translating the scancode to
- * a keycode.
- * \param key_event true if the keycode will be used in key events.
- * \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
- *
- * \threadsafety This function is not thread safe.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetKeyName
- * \sa SDL_GetScancodeFromKey
- */
- extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate, bool key_event);
- /**
- * 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.
- *
- * \param key the desired SDL_Keycode to query.
- * \param modstate a pointer to the modifier state that would be used when the
- * scancode generates this key, may be NULL.
- * \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
- *
- * \threadsafety This function is not thread safe.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetKeyFromScancode
- * \sa SDL_GetScancodeName
- */
- extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate);
- /**
- * Set a human-readable name for a scancode.
- *
- * \param scancode the desired SDL_Scancode.
- * \param 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.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function is not thread safe.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetScancodeName
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetScancodeName(SDL_Scancode scancode, const char *name);
- /**
- * 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.
- *
- * \param scancode the desired SDL_Scancode to query.
- * \returns a pointer to the name for the scancode. If the scancode doesn't
- * have a name this function returns an empty string ("").
- *
- * \threadsafety This function is not thread safe.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetScancodeFromKey
- * \sa SDL_GetScancodeFromName
- * \sa SDL_SetScancodeName
- */
- extern SDL_DECLSPEC const char * SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
- /**
- * Get a scancode from a human-readable name.
- *
- * \param name the human-readable scancode name.
- * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
- * recognized; call SDL_GetError() for more information.
- *
- * \threadsafety This function is not thread safe.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetKeyFromName
- * \sa SDL_GetScancodeFromKey
- * \sa SDL_GetScancodeName
- */
- extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
- /**
- * Get a human-readable name for a key.
- *
- * If the key doesn't have a name, this function returns an empty string ("").
- *
- * Letters will be presented in their uppercase form, if applicable.
- *
- * \param key the desired SDL_Keycode to query.
- * \returns a UTF-8 encoded string of the key name.
- *
- * \threadsafety This function is not thread safe.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetKeyFromName
- * \sa SDL_GetKeyFromScancode
- * \sa SDL_GetScancodeFromKey
- */
- extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyName(SDL_Keycode key);
- /**
- * Get a key code from a human-readable name.
- *
- * \param name the human-readable key name.
- * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
- * SDL_GetError() for more information.
- *
- * \threadsafety This function is not thread safe.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetKeyFromScancode
- * \sa SDL_GetKeyName
- * \sa SDL_GetScancodeFromName
- */
- extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
- /**
- * 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.
- *
- * \param window the window to enable text input.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetTextInputArea
- * \sa SDL_StartTextInputWithProperties
- * \sa SDL_StopTextInput
- * \sa SDL_TextInputActive
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInput(SDL_Window *window);
- /**
- * 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.
- *
- * \since This enum is available since SDL 3.1.3.
- *
- * \sa SDL_StartTextInputWithProperties
- */
- typedef enum SDL_TextInputType
- {
- SDL_TEXTINPUT_TYPE_TEXT, /**< The input is text */
- SDL_TEXTINPUT_TYPE_TEXT_NAME, /**< The input is a person's name */
- SDL_TEXTINPUT_TYPE_TEXT_EMAIL, /**< The input is an e-mail address */
- SDL_TEXTINPUT_TYPE_TEXT_USERNAME, /**< The input is a username */
- SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN, /**< The input is a secure password that is hidden */
- SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE, /**< The input is a secure password that is visible */
- SDL_TEXTINPUT_TYPE_NUMBER, /**< The input is a number */
- SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN, /**< The input is a secure PIN that is hidden */
- SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE /**< The input is a secure PIN that is visible */
- } SDL_TextInputType;
- /**
- * Auto capitalization type.
- *
- * These are the valid values for SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER.
- * Not every value is valid on every platform, but where a value isn't
- * supported, a reasonable fallback will be used.
- *
- * \since This enum is available since SDL 3.1.3.
- *
- * \sa SDL_StartTextInputWithProperties
- */
- typedef enum SDL_Capitalization
- {
- SDL_CAPITALIZE_NONE, /**< No auto-capitalization will be done */
- SDL_CAPITALIZE_SENTENCES, /**< The first letter of sentences will be capitalized */
- SDL_CAPITALIZE_WORDS, /**< The first letter of words will be capitalized */
- SDL_CAPITALIZE_LETTERS /**< All letters will be capitalized */
- } SDL_Capitalization;
- /**
- * 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/InputType
- *
- * \param window the window to enable text input.
- * \param props the properties to use.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetTextInputArea
- * \sa SDL_StartTextInput
- * \sa SDL_StopTextInput
- * \sa SDL_TextInputActive
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInputWithProperties(SDL_Window *window, SDL_PropertiesID props);
- #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"
- /**
- * Check whether or not Unicode text input events are enabled for a window.
- *
- * \param window the window to check.
- * \returns true if text input events are enabled else false.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_StartTextInput
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_TextInputActive(SDL_Window *window);
- /**
- * Stop receiving any text input events in a window.
- *
- * If SDL_StartTextInput() showed the screen keyboard, this function will hide
- * it.
- *
- * \param window the window to disable text input.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_StartTextInput
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_StopTextInput(SDL_Window *window);
- /**
- * Dismiss the composition window/IME without disabling the subsystem.
- *
- * \param window the window to affect.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_StartTextInput
- * \sa SDL_StopTextInput
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_ClearComposition(SDL_Window *window);
- /**
- * 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.
- *
- * \param window the window for which to set the text input area.
- * \param rect the SDL_Rect representing the text input area, in window
- * coordinates, or NULL to clear it.
- * \param cursor the offset of the current cursor location relative to
- * `rect->x`, in window coordinates.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetTextInputArea
- * \sa SDL_StartTextInput
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetTextInputArea(SDL_Window *window, const SDL_Rect *rect, int cursor);
- /**
- * Get the area used to type Unicode text input.
- *
- * This returns the values previously set by SDL_SetTextInputArea().
- *
- * \param window the window for which to query the text input area.
- * \param rect a pointer to an SDL_Rect filled in with the text input area,
- * may be NULL.
- * \param cursor a pointer to the offset of the current cursor location
- * relative to `rect->x`, may be NULL.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetTextInputArea
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetTextInputArea(SDL_Window *window, SDL_Rect *rect, int *cursor);
- /**
- * Check whether the platform has screen keyboard support.
- *
- * \returns true if the platform has some screen keyboard support or false if
- * not.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_StartTextInput
- * \sa SDL_ScreenKeyboardShown
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_HasScreenKeyboardSupport(void);
- /**
- * Check whether the screen keyboard is shown for given window.
- *
- * \param window the window for which screen keyboard should be queried.
- * \returns true if screen keyboard is shown or false if not.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_HasScreenKeyboardSupport
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_ScreenKeyboardShown(SDL_Window *window);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include <SDL3/SDL_close_code.h>
- #endif /* SDL_keyboard_h_ */
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