First pass implementation of new SDL scancode concept, as discussed with

Christian Walther.  Currently only implemented on Mac OS X for sanity
checking purposes.

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402715
This commit is contained in:
Sam Lantinga 2008-02-05 07:19:23 +00:00
parent 844280a6a9
commit 02f2e328bd
16 changed files with 1575 additions and 1335 deletions

View file

@ -48,8 +48,7 @@ extern "C" {
*/
typedef struct SDL_keysym
{
Uint8 scancode; /**< keyboard specific scancode */
Uint8 padding[3]; /**< alignment padding */
SDL_scancode scancode; /**< SDL physical key code - see ::SDL_scancode for details */
SDLKey sym; /**< SDL virtual key code - see ::SDLKey for details */
Uint16 mod; /**< current key modifiers */
Uint32 unicode; /**< OBSOLETE, use SDL_TextInputEvent instead */
@ -80,32 +79,19 @@ extern DECLSPEC int SDLCALL SDL_GetNumKeyboards(void);
extern DECLSPEC int SDLCALL SDL_SelectKeyboard(int index);
/**
* \fn int SDL_EnableUNICODE(int enable)
*
* \brief Enable/Disable UNICODE translation of keyboard input.
*
* \param enable 1 to enable translation, 0 to disable translation, -1 to query translation
*
* \return The previous state of keyboard translation
*
* \note This translation has some overhead, so translation defaults off.
*/
extern DECLSPEC int SDLCALL SDL_EnableUNICODE(int enable);
/**
* \fn Uint8 *SDL_GetKeyState(int *numkeys)
* \fn Uint8 *SDL_GetKeyboardState(int *numkeys)
*
* \brief Get a snapshot of the current state of the selected keyboard.
*
* \param numkeys if non-NULL, receives the length of the returned array.
*
* \return An array of key states. Indexes into this array are obtained by using the SDLK_INDEX() macro on the \link ::SDLPhysicalKey SDLK_* \endlink syms.
* \return An array of key states. Indexes into this array are obtained by using ::SDL_scancode values.
*
* Example:
* Uint8 *keystate = SDL_GetKeyState(NULL);
* if ( keystate[SDLK_INDEX(SDLK_RETURN)] ) ... <RETURN> is pressed.
* Uint8 *state = SDL_GetKeyboardState(NULL);
* if ( state[SDL_SCANCODE_RETURN)] ) ... <RETURN> is pressed.
*/
extern DECLSPEC Uint8 *SDLCALL SDL_GetKeyState(int *numkeys);
extern DECLSPEC Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
/**
* \fn SDLMod SDL_GetModState(void)
@ -124,32 +110,49 @@ extern DECLSPEC SDLMod SDLCALL SDL_GetModState(void);
extern DECLSPEC void SDLCALL SDL_SetModState(SDLMod modstate);
/**
* \fn SDLKey SDL_GetLayoutKey(SDLKey physicalKey)
* \fn SDLKey SDL_GetKeyFromScancode(SDL_scancode scancode)
*
* \brief Get the layout key code corresponding to the given physical key code according to the current keyboard layout.
* \brief Get the key code corresponding to the given scancode according to the current keyboard layout.
*
* See ::SDLKey for details.
*
* If \a physicalKey is not a physical key code, it is returned unchanged.
*
* \sa SDL_GetKeyName()
*/
extern DECLSPEC SDLKey SDLCALL SDL_GetLayoutKey(SDLKey physicalKey);
extern DECLSPEC SDLKey SDLCALL SDL_GetKeyFromScancode(SDL_scancode scancode);
/**
* \fn const char *SDL_GetKeyName(SDLKey layoutKey)
* \fn SDL_scancode SDL_GetScancodeFromKey(SDLKey key)
*
* \brief Get the scancode corresponding to the given key code according to the current keyboard layout.
*
* See ::SDL_scancode for details.
*
* \sa SDL_GetScancodeName()
*/
extern DECLSPEC SDL_scancode SDLCALL SDL_GetScancodeFromKey(SDLKey key);
/**
* \fn const char *SDL_GetScancodeName(SDL_scancode scancode)
*
* \brief Get a human-readable name for a scancode.
*
* \return A pointer to a UTF-8 string that stays valid at least until the next call to this function. If you need it around any longer, you must copy it. If the scancode doesn't have a name, this function returns "".
*
* \sa SDL_scancode
*/
extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_scancode
scancode);
/**
* \fn const char *SDL_GetKeyName(SDLKey key)
*
* \brief Get a human-readable name for a key.
*
* \param layoutKey An SDL layout key code.
*
* If what you have is a physical key code, e.g. from the \link SDL_keysym::sym key.keysym.sym \endlink field of the SDL_Event structure, convert it to a layout key code using SDL_GetLayoutKey() first. Doing this ensures that the returned name matches what users see on their keyboards. Calling this function directly on a physical key code (that is not also a layout key code) is possible, but is not recommended except for debugging purposes. The name returned in that case is the name of the \link ::SDLPhysicalKey SDLK_* \endlink constant and is not suitable for display to users.
*
* \return A pointer to a UTF-8 string that stays valid at least until the next call to this function. If you need it around any longer, you must copy it. Always non-NULL.
* \return A pointer to a UTF-8 string that stays valid at least until the next call to this function. If you need it around any longer, you must copy it. If the key doesn't have a name, this function returns "".
*
* \sa SDLKey
*/
extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDLKey layoutKey);
extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDLKey key);
/* Ends C function definitions when using C++ */