- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2023 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. 
- */ 
-   
- /** 
-  *  \file SDL_keyboard.h 
-  * 
-  *  Include file for SDL keyboard event handling 
-  */ 
-   
- #ifndef SDL_keyboard_h_ 
- #define SDL_keyboard_h_ 
-   
- #include "SDL_stdinc.h" 
- #include "SDL_error.h" 
- #include "SDL_keycode.h" 
- #include "SDL_video.h" 
-   
- #include "begin_code.h" 
- /* Set up for C function definitions, even when using C++ */ 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- /** 
-  *  \brief The SDL keysym structure, used in key events. 
-  * 
-  *  \note  If you are looking for translated character input, see the ::SDL_TEXTINPUT event. 
-  */ 
- typedef struct SDL_Keysym 
- { 
-     SDL_Scancode scancode;      /**< SDL physical key code - see ::SDL_Scancode for details */ 
-     SDL_Keycode sym;            /**< SDL virtual key code - see ::SDL_Keycode for details */ 
-     Uint16 mod;                 /**< current key modifiers */ 
-     Uint32 unused; 
- } SDL_Keysym; 
-   
- /* Function prototypes */ 
-   
- /** 
-  * Query the window which currently has keyboard focus. 
-  * 
-  * \returns the window with keyboard focus. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  */ 
- extern 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 1 means that the key is pressed and a value 
-  * of 0 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. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_PumpEvents 
-  * \sa SDL_ResetKeyboard 
-  */ 
- extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys); 
-   
- /** 
-  * Clear the state of the keyboard 
-  * 
-  * This function will generate key up events for all pressed keys. 
-  * 
-  * \since This function is available since SDL 2.24.0. 
-  * 
-  * \sa SDL_GetKeyboardState 
-  */ 
- extern 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. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetKeyboardState 
-  * \sa SDL_SetModState 
-  */ 
- extern 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 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetModState 
-  */ 
- extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); 
-   
- /** 
-  * Get the key code corresponding to the given scancode according to the 
-  * current keyboard layout. 
-  * 
-  * See SDL_Keycode for details. 
-  * 
-  * \param scancode the desired SDL_Scancode to query 
-  * \returns the SDL_Keycode that corresponds to the given SDL_Scancode. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetKeyName 
-  * \sa SDL_GetScancodeFromKey 
-  */ 
- extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode); 
-   
- /** 
-  * Get the scancode corresponding to the given key code according to the 
-  * current keyboard layout. 
-  * 
-  * See SDL_Scancode for details. 
-  * 
-  * \param key the desired SDL_Keycode to query 
-  * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetKeyFromScancode 
-  * \sa SDL_GetScancodeName 
-  */ 
- extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key); 
-   
- /** 
-  * Get a human-readable name for a scancode. 
-  * 
-  * See SDL_Scancode for details. 
-  * 
-  * **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 (""). 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetScancodeFromKey 
-  * \sa SDL_GetScancodeFromName 
-  */ 
- extern 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. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetKeyFromName 
-  * \sa SDL_GetScancodeFromKey 
-  * \sa SDL_GetScancodeName 
-  */ 
- extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name); 
-   
- /** 
-  * Get a human-readable name for a key. 
-  * 
-  * See SDL_Scancode and SDL_Keycode for details. 
-  * 
-  * \param key the desired SDL_Keycode to query 
-  * \returns 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 an empty string (""). 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetKeyFromName 
-  * \sa SDL_GetKeyFromScancode 
-  * \sa SDL_GetScancodeFromKey 
-  */ 
- extern 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. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetKeyFromScancode 
-  * \sa SDL_GetKeyName 
-  * \sa SDL_GetScancodeFromName 
-  */ 
- extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); 
-   
- /** 
-  * Start accepting Unicode text input events. 
-  * 
-  * This function will start accepting Unicode text input events in the focused 
-  * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and 
-  * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in 
-  * pair with SDL_StopTextInput(). 
-  * 
-  * On some platforms using this function activates the screen keyboard. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_SetTextInputRect 
-  * \sa SDL_StopTextInput 
-  */ 
- extern DECLSPEC void SDLCALL SDL_StartTextInput(void); 
-   
- /** 
-  * Check whether or not Unicode text input events are enabled. 
-  * 
-  * \returns SDL_TRUE if text input events are enabled else SDL_FALSE. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_StartTextInput 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void); 
-   
- /** 
-  * Stop receiving any text input events. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_StartTextInput 
-  */ 
- extern DECLSPEC void SDLCALL SDL_StopTextInput(void); 
-   
- /** 
-  * Dismiss the composition window/IME without disabling the subsystem. 
-  * 
-  * \since This function is available since SDL 2.0.22. 
-  * 
-  * \sa SDL_StartTextInput 
-  * \sa SDL_StopTextInput 
-  */ 
- extern DECLSPEC void SDLCALL SDL_ClearComposition(void); 
-   
- /** 
-  * Returns if an IME Composite or Candidate window is currently shown. 
-  * 
-  * \since This function is available since SDL 2.0.22. 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void); 
-   
- /** 
-  * Set the rectangle used to type Unicode text inputs. 
-  * 
-  * To start text input in a given location, this function is intended to be 
-  * called before SDL_StartTextInput, although some platforms support moving 
-  * the rectangle even while text input (and a composition) is active. 
-  * 
-  * Note: If you want to use the system native IME window, try setting hint 
-  * **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you 
-  * any feedback. 
-  * 
-  * \param rect the SDL_Rect structure representing the rectangle to receive 
-  *             text (ignored if NULL) 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_StartTextInput 
-  */ 
- extern DECLSPEC void SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect); 
-   
- /** 
-  * Check whether the platform has screen keyboard support. 
-  * 
-  * \returns SDL_TRUE if the platform has some screen keyboard support or 
-  *          SDL_FALSE if not. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_StartTextInput 
-  * \sa SDL_IsScreenKeyboardShown 
-  */ 
- extern DECLSPEC SDL_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 SDL_TRUE if screen keyboard is shown or SDL_FALSE if not. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_HasScreenKeyboardSupport 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window); 
-   
- /* Ends C function definitions when using C++ */ 
- #ifdef __cplusplus 
- } 
- #endif 
- #include "close_code.h" 
-   
- #endif /* SDL_keyboard_h_ */ 
-   
- /* vi: set ts=4 sw=4 expandtab: */ 
-