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		706c8903a1
		
			
		
	
	
	
	
		
			
			* chore(build): add vendored SDL 3.0.0 library * chore(build): add vendored glew-cmake-2.2.0 library * feat(console): in the presence of -opengl launch flag, change GxApi to OpenGl * feat(gx): add uncompleted CGxDeviceGLSDL targeting Windows and Linux * chore(build): change SDL3 linkage from shared (bad) to to static (good)
		
			
				
	
	
		
			356 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			356 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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| 
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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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| 
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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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| 
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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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| /**
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|  *  \file SDL_keyboard.h
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|  *
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|  *  \brief Include file for SDL keyboard event handling
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|  */
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| 
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| #ifndef SDL_keyboard_h_
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| #define SDL_keyboard_h_
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| 
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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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| 
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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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| /**
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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_EVENT_TEXT_INPUT 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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| 
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| /* Function prototypes */
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| 
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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 DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
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| 
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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 DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
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| 
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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 DECLSPEC void SDLCALL SDL_ResetKeyboard(void);
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| 
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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 DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
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| 
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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 DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
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| 
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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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|  * \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 DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
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| 
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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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|  * See SDL_Scancode for details.
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|  *
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|  * \param key the desired SDL_Keycode to query
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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_GetKeyFromScancode
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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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| /**
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|  * Get a human-readable name for a scancode.
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|  *
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|  * See SDL_Scancode for details.
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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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|  */
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| extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
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| 
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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 DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
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| 
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| /**
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|  * Get a human-readable name for a key.
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|  *
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|  * See SDL_Scancode and SDL_Keycode for details.
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|  *
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|  * \param key the desired SDL_Keycode to query
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|  * \returns a pointer to a UTF-8 string that stays valid at least until the
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|  *          next call to this function. If you need it around any longer, you
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|  *          must copy it. If the key doesn't have a name, this function
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|  *          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_GetKeyFromName
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|  * \sa SDL_GetKeyFromScancode
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|  * \sa SDL_GetScancodeFromKey
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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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| /**
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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 DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
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| 
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| /**
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|  * Start accepting Unicode text input events.
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|  *
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|  * This function will start accepting Unicode text input events in the focused
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|  * SDL window, and start emitting SDL_TextInputEvent (SDL_EVENT_TEXT_INPUT)
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|  * and SDL_TextEditingEvent (SDL_EVENT_TEXT_EDITING) events. Please use this
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|  * function in pair with SDL_StopTextInput().
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|  *
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|  * On some platforms using this function activates the screen 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_SetTextInputRect
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|  * \sa SDL_StopTextInput
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|  */
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| extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
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| 
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| /**
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|  * Check whether or not Unicode text input events are enabled.
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|  *
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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 DECLSPEC SDL_bool SDLCALL SDL_TextInputActive(void);
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| 
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| /**
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|  * Stop receiving any text input events.
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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 DECLSPEC void SDLCALL SDL_StopTextInput(void);
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| 
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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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|  * \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 DECLSPEC void SDLCALL SDL_ClearComposition(void);
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| 
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| /**
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|  * Returns if an IME Composite or Candidate window is currently shown.
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|  *
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|  * \returns SDL_TRUE if shown, 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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| extern DECLSPEC SDL_bool SDLCALL SDL_TextInputShown(void);
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| 
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| /**
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|  * Set the rectangle used to type Unicode text inputs.
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|  *
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|  * To start text input in a given location, this function is intended to be
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|  * called before SDL_StartTextInput, although some platforms support moving
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|  * the rectangle even while text input (and a composition) is active.
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|  *
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|  * Note: If you want to use the system native IME window, try setting hint
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|  * **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you
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|  * any feedback.
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|  *
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|  * \param rect the SDL_Rect structure representing the rectangle to receive
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|  *             text (ignored if 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_StartTextInput
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|  */
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| extern DECLSPEC int SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect);
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| 
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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 DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
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| 
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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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|  *
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|  * \since This function is available since SDL 3.0.0.
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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_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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| 
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| #endif /* SDL_keyboard_h_ */
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