native_audio 0.1.0
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- checksums.yaml +7 -0
- data/assets/include/GL/glew.h +26427 -0
- data/assets/include/GLES2/gl2.h +656 -0
- data/assets/include/GLES2/gl2ext.h +3949 -0
- data/assets/include/GLES2/gl2ext_angle.h +701 -0
- data/assets/include/GLES2/gl2platform.h +27 -0
- data/assets/include/GLES3/gl3.h +1192 -0
- data/assets/include/GLES3/gl31.h +1507 -0
- data/assets/include/GLES3/gl32.h +1808 -0
- data/assets/include/GLES3/gl3platform.h +27 -0
- data/assets/include/KHR/khrplatform.h +290 -0
- data/assets/include/SDL2/SDL.h +233 -0
- data/assets/include/SDL2/SDL_assert.h +326 -0
- data/assets/include/SDL2/SDL_atomic.h +415 -0
- data/assets/include/SDL2/SDL_audio.h +1500 -0
- data/assets/include/SDL2/SDL_bits.h +126 -0
- data/assets/include/SDL2/SDL_blendmode.h +198 -0
- data/assets/include/SDL2/SDL_clipboard.h +141 -0
- data/assets/include/SDL2/SDL_config.h +61 -0
- data/assets/include/SDL2/SDL_config_android.h +194 -0
- data/assets/include/SDL2/SDL_config_emscripten.h +218 -0
- data/assets/include/SDL2/SDL_config_iphoneos.h +217 -0
- data/assets/include/SDL2/SDL_config_macosx.h +277 -0
- data/assets/include/SDL2/SDL_config_minimal.h +95 -0
- data/assets/include/SDL2/SDL_config_ngage.h +89 -0
- data/assets/include/SDL2/SDL_config_os2.h +207 -0
- data/assets/include/SDL2/SDL_config_pandora.h +141 -0
- data/assets/include/SDL2/SDL_config_windows.h +331 -0
- data/assets/include/SDL2/SDL_config_wingdk.h +253 -0
- data/assets/include/SDL2/SDL_config_winrt.h +220 -0
- data/assets/include/SDL2/SDL_config_xbox.h +235 -0
- data/assets/include/SDL2/SDL_copying.h +20 -0
- data/assets/include/SDL2/SDL_cpuinfo.h +594 -0
- data/assets/include/SDL2/SDL_egl.h +2352 -0
- data/assets/include/SDL2/SDL_endian.h +348 -0
- data/assets/include/SDL2/SDL_error.h +163 -0
- data/assets/include/SDL2/SDL_events.h +1166 -0
- data/assets/include/SDL2/SDL_filesystem.h +149 -0
- data/assets/include/SDL2/SDL_gamecontroller.h +1074 -0
- data/assets/include/SDL2/SDL_gesture.h +117 -0
- data/assets/include/SDL2/SDL_guid.h +100 -0
- data/assets/include/SDL2/SDL_haptic.h +1341 -0
- data/assets/include/SDL2/SDL_hidapi.h +451 -0
- data/assets/include/SDL2/SDL_hints.h +2569 -0
- data/assets/include/SDL2/SDL_image.h +2173 -0
- data/assets/include/SDL2/SDL_joystick.h +1066 -0
- data/assets/include/SDL2/SDL_keyboard.h +353 -0
- data/assets/include/SDL2/SDL_keycode.h +358 -0
- data/assets/include/SDL2/SDL_loadso.h +115 -0
- data/assets/include/SDL2/SDL_locale.h +103 -0
- data/assets/include/SDL2/SDL_log.h +404 -0
- data/assets/include/SDL2/SDL_main.h +275 -0
- data/assets/include/SDL2/SDL_messagebox.h +193 -0
- data/assets/include/SDL2/SDL_metal.h +113 -0
- data/assets/include/SDL2/SDL_misc.h +79 -0
- data/assets/include/SDL2/SDL_mixer.h +2784 -0
- data/assets/include/SDL2/SDL_mouse.h +465 -0
- data/assets/include/SDL2/SDL_mutex.h +471 -0
- data/assets/include/SDL2/SDL_name.h +33 -0
- data/assets/include/SDL2/SDL_opengl.h +2132 -0
- data/assets/include/SDL2/SDL_opengl_glext.h +13209 -0
- data/assets/include/SDL2/SDL_opengles.h +39 -0
- data/assets/include/SDL2/SDL_opengles2.h +52 -0
- data/assets/include/SDL2/SDL_opengles2_gl2.h +656 -0
- data/assets/include/SDL2/SDL_opengles2_gl2ext.h +4033 -0
- data/assets/include/SDL2/SDL_opengles2_gl2platform.h +27 -0
- data/assets/include/SDL2/SDL_opengles2_khrplatform.h +311 -0
- data/assets/include/SDL2/SDL_pixels.h +644 -0
- data/assets/include/SDL2/SDL_platform.h +261 -0
- data/assets/include/SDL2/SDL_power.h +88 -0
- data/assets/include/SDL2/SDL_quit.h +58 -0
- data/assets/include/SDL2/SDL_rect.h +376 -0
- data/assets/include/SDL2/SDL_render.h +1919 -0
- data/assets/include/SDL2/SDL_revision.h +6 -0
- data/assets/include/SDL2/SDL_rwops.h +841 -0
- data/assets/include/SDL2/SDL_scancode.h +438 -0
- data/assets/include/SDL2/SDL_sensor.h +322 -0
- data/assets/include/SDL2/SDL_shape.h +155 -0
- data/assets/include/SDL2/SDL_stdinc.h +830 -0
- data/assets/include/SDL2/SDL_surface.h +997 -0
- data/assets/include/SDL2/SDL_system.h +623 -0
- data/assets/include/SDL2/SDL_syswm.h +386 -0
- data/assets/include/SDL2/SDL_test.h +69 -0
- data/assets/include/SDL2/SDL_test_assert.h +105 -0
- data/assets/include/SDL2/SDL_test_common.h +236 -0
- data/assets/include/SDL2/SDL_test_compare.h +69 -0
- data/assets/include/SDL2/SDL_test_crc32.h +124 -0
- data/assets/include/SDL2/SDL_test_font.h +168 -0
- data/assets/include/SDL2/SDL_test_fuzzer.h +386 -0
- data/assets/include/SDL2/SDL_test_harness.h +134 -0
- data/assets/include/SDL2/SDL_test_images.h +78 -0
- data/assets/include/SDL2/SDL_test_log.h +67 -0
- data/assets/include/SDL2/SDL_test_md5.h +129 -0
- data/assets/include/SDL2/SDL_test_memory.h +63 -0
- data/assets/include/SDL2/SDL_test_random.h +115 -0
- data/assets/include/SDL2/SDL_thread.h +464 -0
- data/assets/include/SDL2/SDL_timer.h +222 -0
- data/assets/include/SDL2/SDL_touch.h +150 -0
- data/assets/include/SDL2/SDL_ttf.h +2316 -0
- data/assets/include/SDL2/SDL_types.h +29 -0
- data/assets/include/SDL2/SDL_version.h +204 -0
- data/assets/include/SDL2/SDL_video.h +2150 -0
- data/assets/include/SDL2/SDL_vulkan.h +215 -0
- data/assets/include/SDL2/begin_code.h +187 -0
- data/assets/include/SDL2/close_code.h +40 -0
- data/assets/macos/universal/lib/libFLAC.a +0 -0
- data/assets/macos/universal/lib/libSDL2.a +0 -0
- data/assets/macos/universal/lib/libSDL2_image.a +0 -0
- data/assets/macos/universal/lib/libSDL2_mixer.a +0 -0
- data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
- data/assets/macos/universal/lib/libmodplug.a +0 -0
- data/assets/macos/universal/lib/libmpg123.a +0 -0
- data/assets/macos/universal/lib/libogg.a +0 -0
- data/assets/macos/universal/lib/libvorbis.a +0 -0
- data/assets/macos/universal/lib/libvorbisfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libFLAC.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2_mixer.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libglew32.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmodplug.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmpg123.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libogg.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopus.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopusfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libsndfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libssp.a +1 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libstdc++.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbis.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbisfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libz.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libzstd.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libssp.a +1 -0
- data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
- data/ext/Makefile +270 -0
- data/ext/audio.c +80 -0
- data/ext/audio.o +0 -0
- data/ext/extconf.h +3 -0
- data/ext/extconf.rb +177 -0
- data/ext/mkmf.log +7 -0
- data/lib/audio.bundle +0 -0
- data/lib/native_audio.rb +50 -0
- metadata +198 -0
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 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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* \file SDL_keyboard.h
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*
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* Include file for SDL keyboard event handling
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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 "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_keycode.h"
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#include "SDL_video.h"
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#include "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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* \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_TEXTINPUT 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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/* Function prototypes */
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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 2.0.0.
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*/
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extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
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/**
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* 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 2.0.0.
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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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* 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 2.24.0.
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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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* 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 2.0.0.
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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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* 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 2.0.0.
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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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* 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 2.0.0.
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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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* 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 2.0.0.
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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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* 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 2.0.0.
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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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* 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 2.0.0.
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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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* 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 2.0.0.
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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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|
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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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|
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* SDL_GetError() for more information.
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+
*
|
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|
+
* \since This function is available since SDL 2.0.0.
|
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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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|
+
|
246
|
+
/**
|
247
|
+
* 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_TEXTINPUT) and
|
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|
+
* SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in
|
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|
+
* 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 2.0.0.
|
257
|
+
*
|
258
|
+
* \sa SDL_SetTextInputRect
|
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|
+
* \sa SDL_StopTextInput
|
260
|
+
*/
|
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|
+
extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
|
262
|
+
|
263
|
+
/**
|
264
|
+
* Check whether or not Unicode text input events are enabled.
|
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|
+
*
|
266
|
+
* \returns SDL_TRUE if text input events are enabled else SDL_FALSE.
|
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|
+
*
|
268
|
+
* \since This function is available since SDL 2.0.0.
|
269
|
+
*
|
270
|
+
* \sa SDL_StartTextInput
|
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|
+
*/
|
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|
+
extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
|
273
|
+
|
274
|
+
/**
|
275
|
+
* Stop receiving any text input events.
|
276
|
+
*
|
277
|
+
* \since This function is available since SDL 2.0.0.
|
278
|
+
*
|
279
|
+
* \sa SDL_StartTextInput
|
280
|
+
*/
|
281
|
+
extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
|
282
|
+
|
283
|
+
/**
|
284
|
+
* Dismiss the composition window/IME without disabling the subsystem.
|
285
|
+
*
|
286
|
+
* \since This function is available since SDL 2.0.22.
|
287
|
+
*
|
288
|
+
* \sa SDL_StartTextInput
|
289
|
+
* \sa SDL_StopTextInput
|
290
|
+
*/
|
291
|
+
extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
|
292
|
+
|
293
|
+
/**
|
294
|
+
* Returns if an IME Composite or Candidate window is currently shown.
|
295
|
+
*
|
296
|
+
* \since This function is available since SDL 2.0.22.
|
297
|
+
*/
|
298
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void);
|
299
|
+
|
300
|
+
/**
|
301
|
+
* Set the rectangle used to type Unicode text inputs.
|
302
|
+
*
|
303
|
+
* To start text input in a given location, this function is intended to be
|
304
|
+
* called before SDL_StartTextInput, although some platforms support moving
|
305
|
+
* the rectangle even while text input (and a composition) is active.
|
306
|
+
*
|
307
|
+
* Note: If you want to use the system native IME window, try setting hint
|
308
|
+
* **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you
|
309
|
+
* any feedback.
|
310
|
+
*
|
311
|
+
* \param rect the SDL_Rect structure representing the rectangle to receive
|
312
|
+
* text (ignored if NULL)
|
313
|
+
*
|
314
|
+
* \since This function is available since SDL 2.0.0.
|
315
|
+
*
|
316
|
+
* \sa SDL_StartTextInput
|
317
|
+
*/
|
318
|
+
extern DECLSPEC void SDLCALL SDL_SetTextInputRect(const SDL_Rect *rect);
|
319
|
+
|
320
|
+
/**
|
321
|
+
* Check whether the platform has screen keyboard support.
|
322
|
+
*
|
323
|
+
* \returns SDL_TRUE if the platform has some screen keyboard support or
|
324
|
+
* SDL_FALSE if not.
|
325
|
+
*
|
326
|
+
* \since This function is available since SDL 2.0.0.
|
327
|
+
*
|
328
|
+
* \sa SDL_StartTextInput
|
329
|
+
* \sa SDL_IsScreenKeyboardShown
|
330
|
+
*/
|
331
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
|
332
|
+
|
333
|
+
/**
|
334
|
+
* Check whether the screen keyboard is shown for given window.
|
335
|
+
*
|
336
|
+
* \param window the window for which screen keyboard should be queried
|
337
|
+
* \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not.
|
338
|
+
*
|
339
|
+
* \since This function is available since SDL 2.0.0.
|
340
|
+
*
|
341
|
+
* \sa SDL_HasScreenKeyboardSupport
|
342
|
+
*/
|
343
|
+
extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
|
344
|
+
|
345
|
+
/* Ends C function definitions when using C++ */
|
346
|
+
#ifdef __cplusplus
|
347
|
+
}
|
348
|
+
#endif
|
349
|
+
#include "close_code.h"
|
350
|
+
|
351
|
+
#endif /* SDL_keyboard_h_ */
|
352
|
+
|
353
|
+
/* vi: set ts=4 sw=4 expandtab: */
|