native_audio 0.2.0 → 0.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (147) hide show
  1. checksums.yaml +4 -4
  2. data/assets/include/SDL2/SDL.h +233 -233
  3. data/assets/include/SDL2/SDL_assert.h +326 -326
  4. data/assets/include/SDL2/SDL_atomic.h +415 -415
  5. data/assets/include/SDL2/SDL_audio.h +1500 -1500
  6. data/assets/include/SDL2/SDL_bits.h +126 -126
  7. data/assets/include/SDL2/SDL_blendmode.h +198 -198
  8. data/assets/include/SDL2/SDL_clipboard.h +141 -141
  9. data/assets/include/SDL2/SDL_config.h +61 -61
  10. data/assets/include/SDL2/SDL_config_android.h +194 -194
  11. data/assets/include/SDL2/SDL_config_emscripten.h +218 -218
  12. data/assets/include/SDL2/SDL_config_iphoneos.h +217 -217
  13. data/assets/include/SDL2/SDL_config_macosx.h +277 -277
  14. data/assets/include/SDL2/SDL_config_minimal.h +95 -95
  15. data/assets/include/SDL2/SDL_config_ngage.h +89 -89
  16. data/assets/include/SDL2/SDL_config_os2.h +207 -207
  17. data/assets/include/SDL2/SDL_config_pandora.h +141 -141
  18. data/assets/include/SDL2/SDL_config_windows.h +331 -331
  19. data/assets/include/SDL2/SDL_config_wingdk.h +253 -253
  20. data/assets/include/SDL2/SDL_config_winrt.h +220 -220
  21. data/assets/include/SDL2/SDL_config_xbox.h +235 -235
  22. data/assets/include/SDL2/SDL_copying.h +20 -20
  23. data/assets/include/SDL2/SDL_cpuinfo.h +594 -594
  24. data/assets/include/SDL2/SDL_egl.h +2352 -2352
  25. data/assets/include/SDL2/SDL_endian.h +348 -348
  26. data/assets/include/SDL2/SDL_error.h +163 -163
  27. data/assets/include/SDL2/SDL_events.h +1166 -1166
  28. data/assets/include/SDL2/SDL_filesystem.h +149 -149
  29. data/assets/include/SDL2/SDL_gamecontroller.h +1074 -1074
  30. data/assets/include/SDL2/SDL_gesture.h +117 -117
  31. data/assets/include/SDL2/SDL_guid.h +100 -100
  32. data/assets/include/SDL2/SDL_haptic.h +1341 -1341
  33. data/assets/include/SDL2/SDL_hidapi.h +451 -451
  34. data/assets/include/SDL2/SDL_hints.h +2569 -2569
  35. data/assets/include/SDL2/SDL_image.h +2173 -2173
  36. data/assets/include/SDL2/SDL_joystick.h +1066 -1066
  37. data/assets/include/SDL2/SDL_keyboard.h +353 -353
  38. data/assets/include/SDL2/SDL_keycode.h +358 -358
  39. data/assets/include/SDL2/SDL_loadso.h +115 -115
  40. data/assets/include/SDL2/SDL_locale.h +103 -103
  41. data/assets/include/SDL2/SDL_log.h +404 -404
  42. data/assets/include/SDL2/SDL_main.h +275 -275
  43. data/assets/include/SDL2/SDL_messagebox.h +193 -193
  44. data/assets/include/SDL2/SDL_metal.h +113 -113
  45. data/assets/include/SDL2/SDL_misc.h +79 -79
  46. data/assets/include/SDL2/SDL_mixer.h +2784 -2784
  47. data/assets/include/SDL2/SDL_mouse.h +465 -465
  48. data/assets/include/SDL2/SDL_mutex.h +471 -471
  49. data/assets/include/SDL2/SDL_name.h +33 -33
  50. data/assets/include/SDL2/SDL_opengl.h +2132 -2132
  51. data/assets/include/SDL2/SDL_opengl_glext.h +13209 -13209
  52. data/assets/include/SDL2/SDL_opengles.h +39 -39
  53. data/assets/include/SDL2/SDL_opengles2.h +52 -52
  54. data/assets/include/SDL2/SDL_opengles2_gl2.h +656 -656
  55. data/assets/include/SDL2/SDL_opengles2_gl2ext.h +4033 -4033
  56. data/assets/include/SDL2/SDL_opengles2_gl2platform.h +27 -27
  57. data/assets/include/SDL2/SDL_opengles2_khrplatform.h +311 -311
  58. data/assets/include/SDL2/SDL_pixels.h +644 -644
  59. data/assets/include/SDL2/SDL_platform.h +261 -261
  60. data/assets/include/SDL2/SDL_power.h +88 -88
  61. data/assets/include/SDL2/SDL_quit.h +58 -58
  62. data/assets/include/SDL2/SDL_rect.h +376 -376
  63. data/assets/include/SDL2/SDL_render.h +1919 -1919
  64. data/assets/include/SDL2/SDL_revision.h +6 -6
  65. data/assets/include/SDL2/SDL_rwops.h +841 -841
  66. data/assets/include/SDL2/SDL_scancode.h +438 -438
  67. data/assets/include/SDL2/SDL_sensor.h +322 -322
  68. data/assets/include/SDL2/SDL_shape.h +155 -155
  69. data/assets/include/SDL2/SDL_stdinc.h +830 -830
  70. data/assets/include/SDL2/SDL_surface.h +997 -997
  71. data/assets/include/SDL2/SDL_system.h +623 -623
  72. data/assets/include/SDL2/SDL_syswm.h +386 -386
  73. data/assets/include/SDL2/SDL_test.h +69 -69
  74. data/assets/include/SDL2/SDL_test_assert.h +105 -105
  75. data/assets/include/SDL2/SDL_test_common.h +236 -236
  76. data/assets/include/SDL2/SDL_test_compare.h +69 -69
  77. data/assets/include/SDL2/SDL_test_crc32.h +124 -124
  78. data/assets/include/SDL2/SDL_test_font.h +168 -168
  79. data/assets/include/SDL2/SDL_test_fuzzer.h +386 -386
  80. data/assets/include/SDL2/SDL_test_harness.h +134 -134
  81. data/assets/include/SDL2/SDL_test_images.h +78 -78
  82. data/assets/include/SDL2/SDL_test_log.h +67 -67
  83. data/assets/include/SDL2/SDL_test_md5.h +129 -129
  84. data/assets/include/SDL2/SDL_test_memory.h +63 -63
  85. data/assets/include/SDL2/SDL_test_random.h +115 -115
  86. data/assets/include/SDL2/SDL_thread.h +464 -464
  87. data/assets/include/SDL2/SDL_timer.h +222 -222
  88. data/assets/include/SDL2/SDL_touch.h +150 -150
  89. data/assets/include/SDL2/SDL_ttf.h +2316 -2316
  90. data/assets/include/SDL2/SDL_types.h +29 -29
  91. data/assets/include/SDL2/SDL_version.h +204 -204
  92. data/assets/include/SDL2/SDL_video.h +2150 -2150
  93. data/assets/include/SDL2/SDL_vulkan.h +215 -215
  94. data/assets/include/SDL2/begin_code.h +187 -187
  95. data/assets/include/SDL2/close_code.h +40 -40
  96. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libFLAC.a +0 -0
  97. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2.a +0 -0
  98. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2_mixer.a +0 -0
  99. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmodplug.a +0 -0
  100. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmpg123.a +0 -0
  101. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libogg.a +0 -0
  102. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopus.a +0 -0
  103. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopusfile.a +0 -0
  104. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libsndfile.a +0 -0
  105. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libstdc++.a +0 -0
  106. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbis.a +0 -0
  107. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbisfile.a +0 -0
  108. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libz.a +0 -0
  109. data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
  110. data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
  111. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
  112. data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
  113. data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
  114. data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
  115. data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
  116. data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
  117. data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
  118. data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
  119. data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
  120. data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
  121. data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
  122. data/ext/{audio.c → audio/audio.c} +80 -80
  123. data/ext/{extconf.h → audio/extconf.h} +3 -3
  124. data/ext/audio/extconf.rb +115 -0
  125. data/lib/native_audio.rb +50 -50
  126. metadata +7 -27
  127. data/assets/include/GL/glew.h +0 -26427
  128. data/assets/include/GLES2/gl2.h +0 -656
  129. data/assets/include/GLES2/gl2ext.h +0 -3949
  130. data/assets/include/GLES2/gl2ext_angle.h +0 -701
  131. data/assets/include/GLES2/gl2platform.h +0 -27
  132. data/assets/include/GLES3/gl3.h +0 -1192
  133. data/assets/include/GLES3/gl31.h +0 -1507
  134. data/assets/include/GLES3/gl32.h +0 -1808
  135. data/assets/include/GLES3/gl3platform.h +0 -27
  136. data/assets/include/KHR/khrplatform.h +0 -290
  137. data/assets/macos/universal/lib/libSDL2_image.a +0 -0
  138. data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
  139. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libglew32.a +0 -0
  140. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libssp.a +0 -1
  141. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libzstd.a +0 -0
  142. data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
  143. data/assets/windows/mingw-w64-x86_64/lib/libssp.a +0 -1
  144. data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
  145. data/ext/extconf.rb +0 -173
  146. data/lib/audio.bundle +0 -0
  147. data/lib/audio.so +0 -0
@@ -1,353 +1,353 @@
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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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-
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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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- * 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 "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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-
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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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- /**
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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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-
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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 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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- /**
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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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- /**
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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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- /**
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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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- /**
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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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- /**
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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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- /**
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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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- /**
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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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- /**
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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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- /**
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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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- * \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 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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-
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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_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.
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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 2.0.0.
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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_IsTextInputActive(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 2.0.0.
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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 2.0.22.
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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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- * \since This function is available since SDL 2.0.22.
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- */
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- extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void);
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-
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: */
1
+ /*
2
+ Simple DirectMedia Layer
3
+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
4
+
5
+ This software is provided 'as-is', without any express or implied
6
+ warranty. In no event will the authors be held liable for any damages
7
+ arising from the use of this software.
8
+
9
+ Permission is granted to anyone to use this software for any purpose,
10
+ including commercial applications, and to alter it and redistribute it
11
+ freely, subject to the following restrictions:
12
+
13
+ 1. The origin of this software must not be misrepresented; you must not
14
+ claim that you wrote the original software. If you use this software
15
+ in a product, an acknowledgment in the product documentation would be
16
+ appreciated but is not required.
17
+ 2. Altered source versions must be plainly marked as such, and must not be
18
+ misrepresented as being the original software.
19
+ 3. This notice may not be removed or altered from any source distribution.
20
+ */
21
+
22
+ /**
23
+ * \file SDL_keyboard.h
24
+ *
25
+ * Include file for SDL keyboard event handling
26
+ */
27
+
28
+ #ifndef SDL_keyboard_h_
29
+ #define SDL_keyboard_h_
30
+
31
+ #include "SDL_stdinc.h"
32
+ #include "SDL_error.h"
33
+ #include "SDL_keycode.h"
34
+ #include "SDL_video.h"
35
+
36
+ #include "begin_code.h"
37
+ /* Set up for C function definitions, even when using C++ */
38
+ #ifdef __cplusplus
39
+ extern "C" {
40
+ #endif
41
+
42
+ /**
43
+ * \brief The SDL keysym structure, used in key events.
44
+ *
45
+ * \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
46
+ */
47
+ typedef struct SDL_Keysym
48
+ {
49
+ SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */
50
+ SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */
51
+ Uint16 mod; /**< current key modifiers */
52
+ Uint32 unused;
53
+ } SDL_Keysym;
54
+
55
+ /* Function prototypes */
56
+
57
+ /**
58
+ * Query the window which currently has keyboard focus.
59
+ *
60
+ * \returns the window with keyboard focus.
61
+ *
62
+ * \since This function is available since SDL 2.0.0.
63
+ */
64
+ extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
65
+
66
+ /**
67
+ * Get a snapshot of the current state of the keyboard.
68
+ *
69
+ * The pointer returned is a pointer to an internal SDL array. It will be
70
+ * valid for the whole lifetime of the application and should not be freed by
71
+ * the caller.
72
+ *
73
+ * A array element with a value of 1 means that the key is pressed and a value
74
+ * of 0 means that it is not. Indexes into this array are obtained by using
75
+ * SDL_Scancode values.
76
+ *
77
+ * Use SDL_PumpEvents() to update the state array.
78
+ *
79
+ * This function gives you the current state after all events have been
80
+ * processed, so if a key or button has been pressed and released before you
81
+ * process events, then the pressed state will never show up in the
82
+ * SDL_GetKeyboardState() calls.
83
+ *
84
+ * Note: This function doesn't take into account whether shift has been
85
+ * pressed or not.
86
+ *
87
+ * \param numkeys if non-NULL, receives the length of the returned array
88
+ * \returns a pointer to an array of key states.
89
+ *
90
+ * \since This function is available since SDL 2.0.0.
91
+ *
92
+ * \sa SDL_PumpEvents
93
+ * \sa SDL_ResetKeyboard
94
+ */
95
+ extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
96
+
97
+ /**
98
+ * Clear the state of the keyboard
99
+ *
100
+ * This function will generate key up events for all pressed keys.
101
+ *
102
+ * \since This function is available since SDL 2.24.0.
103
+ *
104
+ * \sa SDL_GetKeyboardState
105
+ */
106
+ extern DECLSPEC void SDLCALL SDL_ResetKeyboard(void);
107
+
108
+ /**
109
+ * Get the current key modifier state for the keyboard.
110
+ *
111
+ * \returns an OR'd combination of the modifier keys for the keyboard. See
112
+ * SDL_Keymod for details.
113
+ *
114
+ * \since This function is available since SDL 2.0.0.
115
+ *
116
+ * \sa SDL_GetKeyboardState
117
+ * \sa SDL_SetModState
118
+ */
119
+ extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
120
+
121
+ /**
122
+ * Set the current key modifier state for the keyboard.
123
+ *
124
+ * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
125
+ * modifier key states on your application. Simply pass your desired modifier
126
+ * states into `modstate`. This value may be a bitwise, OR'd combination of
127
+ * SDL_Keymod values.
128
+ *
129
+ * This does not change the keyboard state, only the key modifier flags that
130
+ * SDL reports.
131
+ *
132
+ * \param modstate the desired SDL_Keymod for the keyboard
133
+ *
134
+ * \since This function is available since SDL 2.0.0.
135
+ *
136
+ * \sa SDL_GetModState
137
+ */
138
+ extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
139
+
140
+ /**
141
+ * Get the key code corresponding to the given scancode according to the
142
+ * current keyboard layout.
143
+ *
144
+ * See SDL_Keycode for details.
145
+ *
146
+ * \param scancode the desired SDL_Scancode to query
147
+ * \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
148
+ *
149
+ * \since This function is available since SDL 2.0.0.
150
+ *
151
+ * \sa SDL_GetKeyName
152
+ * \sa SDL_GetScancodeFromKey
153
+ */
154
+ extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
155
+
156
+ /**
157
+ * Get the scancode corresponding to the given key code according to the
158
+ * current keyboard layout.
159
+ *
160
+ * See SDL_Scancode for details.
161
+ *
162
+ * \param key the desired SDL_Keycode to query
163
+ * \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
164
+ *
165
+ * \since This function is available since SDL 2.0.0.
166
+ *
167
+ * \sa SDL_GetKeyFromScancode
168
+ * \sa SDL_GetScancodeName
169
+ */
170
+ extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
171
+
172
+ /**
173
+ * Get a human-readable name for a scancode.
174
+ *
175
+ * See SDL_Scancode for details.
176
+ *
177
+ * **Warning**: The returned name is by design not stable across platforms,
178
+ * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
179
+ * Windows" under Microsoft Windows, and some scancodes like
180
+ * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
181
+ * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
182
+ * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
183
+ * unsuitable for creating a stable cross-platform two-way mapping between
184
+ * strings and scancodes.
185
+ *
186
+ * \param scancode the desired SDL_Scancode to query
187
+ * \returns a pointer to the name for the scancode. If the scancode doesn't
188
+ * have a name this function returns an empty string ("").
189
+ *
190
+ * \since This function is available since SDL 2.0.0.
191
+ *
192
+ * \sa SDL_GetScancodeFromKey
193
+ * \sa SDL_GetScancodeFromName
194
+ */
195
+ extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
196
+
197
+ /**
198
+ * Get a scancode from a human-readable name.
199
+ *
200
+ * \param name the human-readable scancode name
201
+ * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
202
+ * recognized; call SDL_GetError() for more information.
203
+ *
204
+ * \since This function is available since SDL 2.0.0.
205
+ *
206
+ * \sa SDL_GetKeyFromName
207
+ * \sa SDL_GetScancodeFromKey
208
+ * \sa SDL_GetScancodeName
209
+ */
210
+ extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
211
+
212
+ /**
213
+ * Get a human-readable name for a key.
214
+ *
215
+ * See SDL_Scancode and SDL_Keycode for details.
216
+ *
217
+ * \param key the desired SDL_Keycode to query
218
+ * \returns a pointer to a UTF-8 string that stays valid at least until the
219
+ * next call to this function. If you need it around any longer, you
220
+ * must copy it. If the key doesn't have a name, this function
221
+ * returns an empty string ("").
222
+ *
223
+ * \since This function is available since SDL 2.0.0.
224
+ *
225
+ * \sa SDL_GetKeyFromName
226
+ * \sa SDL_GetKeyFromScancode
227
+ * \sa SDL_GetScancodeFromKey
228
+ */
229
+ extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
230
+
231
+ /**
232
+ * Get a key code from a human-readable name.
233
+ *
234
+ * \param name the human-readable key name
235
+ * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
236
+ * SDL_GetError() for more information.
237
+ *
238
+ * \since This function is available since SDL 2.0.0.
239
+ *
240
+ * \sa SDL_GetKeyFromScancode
241
+ * \sa SDL_GetKeyName
242
+ * \sa SDL_GetScancodeFromName
243
+ */
244
+ extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
245
+
246
+ /**
247
+ * Start accepting Unicode text input events.
248
+ *
249
+ * This function will start accepting Unicode text input events in the focused
250
+ * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and
251
+ * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in
252
+ * pair with SDL_StopTextInput().
253
+ *
254
+ * On some platforms using this function activates the screen keyboard.
255
+ *
256
+ * \since This function is available since SDL 2.0.0.
257
+ *
258
+ * \sa SDL_SetTextInputRect
259
+ * \sa SDL_StopTextInput
260
+ */
261
+ extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
262
+
263
+ /**
264
+ * Check whether or not Unicode text input events are enabled.
265
+ *
266
+ * \returns SDL_TRUE if text input events are enabled else SDL_FALSE.
267
+ *
268
+ * \since This function is available since SDL 2.0.0.
269
+ *
270
+ * \sa SDL_StartTextInput
271
+ */
272
+ 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: */