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			609 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			609 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2025 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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 * # CategoryKeyboard
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 *
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 * SDL keyboard management.
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 *
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 * Please refer to the Best Keyboard Practices document for details on how
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 * best to accept keyboard input in various types of programs:
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 *
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 * https://wiki.libsdl.org/SDL3/BestKeyboardPractices
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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 <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_properties.h>
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#include <SDL3/SDL_rect.h>
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#include <SDL3/SDL_scancode.h>
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#include <SDL3/SDL_video.h>
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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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 * This is a unique ID for a keyboard for the time it is connected to the
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 * system, and is never reused for the lifetime of the application.
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 *
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 * If the keyboard is disconnected and reconnected, it will get a new ID.
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 *
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 * The value 0 is an invalid ID.
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 *
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 * \since This datatype is available since SDL 3.2.0.
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 */
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typedef Uint32 SDL_KeyboardID;
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/* Function prototypes */
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/**
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 * Return whether a keyboard is currently connected.
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 *
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 * \returns true if a keyboard is connected, false otherwise.
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 *
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 * \threadsafety This function should only be called on the main thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetKeyboards
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 */
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extern SDL_DECLSPEC bool SDLCALL SDL_HasKeyboard(void);
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/**
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 * Get a list of currently connected keyboards.
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 *
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 * Note that this will include any device or virtual driver that includes
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 * keyboard functionality, including some mice, KVM switches, motherboard
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 * power buttons, etc. You should wait for input from a device before you
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 * consider it actively in use.
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 *
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 * \param count a pointer filled in with the number of keyboards returned, may
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 *              be NULL.
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 * \returns a 0 terminated array of keyboards instance IDs or NULL on failure;
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 *          call SDL_GetError() for more information. This should be freed
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 *          with SDL_free() when it is no longer needed.
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 *
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 * \threadsafety This function should only be called on the main thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetKeyboardNameForID
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 * \sa SDL_HasKeyboard
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 */
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extern SDL_DECLSPEC SDL_KeyboardID * SDLCALL SDL_GetKeyboards(int *count);
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/**
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 * Get the name of a keyboard.
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 *
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 * This function returns "" if the keyboard doesn't have a name.
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 *
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 * \param instance_id the keyboard instance ID.
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 * \returns the name of the selected keyboard or NULL on failure; call
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 *          SDL_GetError() for more information.
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 *
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 * \threadsafety This function should only be called on the main thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetKeyboards
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 */
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyboardNameForID(SDL_KeyboardID instance_id);
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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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 * \threadsafety This function should only be called on the main thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 */
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extern SDL_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 true means that the key is pressed and a
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 * value of false means that it is not. Indexes into this array are obtained
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 * by using 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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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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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 SDL_DECLSPEC const bool * 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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 * \threadsafety This function should only be called on the main thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetKeyboardState
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 */
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extern SDL_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.
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 *
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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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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 SDL_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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 * \threadsafety It is safe to call this function from any thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetModState
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 */
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extern SDL_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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 * If you want to get the keycode as it would be delivered in key events,
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 * including options specified in SDL_HINT_KEYCODE_OPTIONS, then you should
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 * pass `key_event` as true. Otherwise this function simply translates the
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 * scancode based on the given modifier state.
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 *
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 * \param scancode the desired SDL_Scancode to query.
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 * \param modstate the modifier state to use when translating the scancode to
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 *                 a keycode.
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 * \param key_event true if the keycode will be used in key events.
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 * \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
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 *
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 * \threadsafety This function is not thread safe.
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 *
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 * \since This function is available since SDL 3.2.0.
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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 SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate, bool key_event);
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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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 * Note that there may be multiple scancode+modifier states that can generate
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 * this keycode, this will just return the first one found.
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 *
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 * \param key the desired SDL_Keycode to query.
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 * \param modstate a pointer to the modifier state that would be used when the
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 *                 scancode generates this key, may be NULL.
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 * \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
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 *
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 * \threadsafety This function is not thread safe.
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 *
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 * \since This function is available since SDL 3.2.0.
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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 SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate);
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/**
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 * Set a human-readable name for a scancode.
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 *
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 * \param scancode the desired SDL_Scancode.
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 * \param name the name to use for the scancode, encoded as UTF-8. The string
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 *             is not copied, so the pointer given to this function must stay
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 *             valid while SDL is being used.
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 * \returns true on success or false on failure; call SDL_GetError() for more
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 *          information.
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 *
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 * \threadsafety This function is not thread safe.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetScancodeName
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 */
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extern SDL_DECLSPEC bool SDLCALL SDL_SetScancodeName(SDL_Scancode scancode, const char *name);
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/**
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 * Get a human-readable name for a scancode.
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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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 * \threadsafety This function is not thread safe.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_GetScancodeFromKey
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 * \sa SDL_GetScancodeFromName
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 * \sa SDL_SetScancodeName
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 */
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extern SDL_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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 * \threadsafety This function is not thread safe.
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 *
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 * \since This function is available since SDL 3.2.0.
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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 SDL_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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 * If the key doesn't have a name, this function returns an empty string ("").
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 *
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 * Letters will be presented in their uppercase form, if applicable.
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 *
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 * \param key the desired SDL_Keycode to query.
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 * \returns a UTF-8 encoded string of the key name.
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 *
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 * \threadsafety This function is not thread safe.
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 *
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 * \since This function is available since SDL 3.2.0.
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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 SDL_DECLSPEC const char * SDLCALL SDL_GetKeyName(SDL_Keycode key);
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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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 * \threadsafety This function is not thread safe.
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 *
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 * \since This function is available since SDL 3.2.0.
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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 SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
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/**
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 * Start accepting Unicode text input events in a window.
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 *
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 * This function will enable text input (SDL_EVENT_TEXT_INPUT and
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 * SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this
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 * function paired with SDL_StopTextInput().
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 *
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 * Text input events are not received by default.
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 *
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 * On some platforms using this function shows the screen keyboard and/or
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 * activates an IME, which can prevent some key press events from being passed
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 * through.
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 *
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 * \param window the window to enable text input.
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 * \returns true on success or false on failure; call SDL_GetError() for more
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 *          information.
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 *
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 * \threadsafety This function should only be called on the main thread.
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 *
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 * \since This function is available since SDL 3.2.0.
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 *
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 * \sa SDL_SetTextInputArea
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 * \sa SDL_StartTextInputWithProperties
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 * \sa SDL_StopTextInput
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 * \sa SDL_TextInputActive
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 */
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extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInput(SDL_Window *window);
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/**
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 * Text input type.
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 *
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 * These are the valid values for SDL_PROP_TEXTINPUT_TYPE_NUMBER. Not every
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 * value is valid on every platform, but where a value isn't supported, a
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 * reasonable fallback will be used.
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 *
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 * \since This enum is available since SDL 3.2.0.
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 *
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 * \sa SDL_StartTextInputWithProperties
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 */
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typedef enum SDL_TextInputType
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{
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    SDL_TEXTINPUT_TYPE_TEXT,                        /**< The input is text */
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    SDL_TEXTINPUT_TYPE_TEXT_NAME,                   /**< The input is a person's name */
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    SDL_TEXTINPUT_TYPE_TEXT_EMAIL,                  /**< The input is an e-mail address */
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    SDL_TEXTINPUT_TYPE_TEXT_USERNAME,               /**< The input is a username */
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    SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN,        /**< The input is a secure password that is hidden */
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    SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE,       /**< The input is a secure password that is visible */
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    SDL_TEXTINPUT_TYPE_NUMBER,                      /**< The input is a number */
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    SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN,      /**< The input is a secure PIN that is hidden */
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    SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE      /**< The input is a secure PIN that is visible */
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} SDL_TextInputType;
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/**
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 * Auto capitalization type.
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 *
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 * These are the valid values for SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER.
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 * Not every value is valid on every platform, but where a value isn't
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 * supported, a reasonable fallback will be used.
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 *
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 * \since This enum is available since SDL 3.2.0.
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 *
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 * \sa SDL_StartTextInputWithProperties
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 */
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typedef enum SDL_Capitalization
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{
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    SDL_CAPITALIZE_NONE,        /**< No auto-capitalization will be done */
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    SDL_CAPITALIZE_SENTENCES,   /**< The first letter of sentences will be capitalized */
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    SDL_CAPITALIZE_WORDS,       /**< The first letter of words will be capitalized */
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    SDL_CAPITALIZE_LETTERS      /**< All letters will be capitalized */
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} SDL_Capitalization;
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/**
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						|
 * Start accepting Unicode text input events in a window, with properties
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 * describing the input.
 | 
						|
 *
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						|
 * This function will enable text input (SDL_EVENT_TEXT_INPUT and
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						|
 * SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this
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 * function paired with SDL_StopTextInput().
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 *
 | 
						|
 * Text input events are not received by default.
 | 
						|
 *
 | 
						|
 * On some platforms using this function shows the screen keyboard and/or
 | 
						|
 * activates an IME, which can prevent some key press events from being passed
 | 
						|
 * through.
 | 
						|
 *
 | 
						|
 * These are the supported properties:
 | 
						|
 *
 | 
						|
 * - `SDL_PROP_TEXTINPUT_TYPE_NUMBER` - an SDL_TextInputType value that
 | 
						|
 *   describes text being input, defaults to SDL_TEXTINPUT_TYPE_TEXT.
 | 
						|
 * - `SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER` - an SDL_Capitalization value
 | 
						|
 *   that describes how text should be capitalized, defaults to
 | 
						|
 *   SDL_CAPITALIZE_SENTENCES for normal text entry, SDL_CAPITALIZE_WORDS for
 | 
						|
 *   SDL_TEXTINPUT_TYPE_TEXT_NAME, and SDL_CAPITALIZE_NONE for e-mail
 | 
						|
 *   addresses, usernames, and passwords.
 | 
						|
 * - `SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN` - true to enable auto completion
 | 
						|
 *   and auto correction, defaults to true.
 | 
						|
 * - `SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN` - true if multiple lines of text
 | 
						|
 *   are allowed. This defaults to true if SDL_HINT_RETURN_KEY_HIDES_IME is
 | 
						|
 *   "0" or is not set, and defaults to false if SDL_HINT_RETURN_KEY_HIDES_IME
 | 
						|
 *   is "1".
 | 
						|
 *
 | 
						|
 * On Android you can directly specify the input type:
 | 
						|
 *
 | 
						|
 * - `SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER` - the text input type to
 | 
						|
 *   use, overriding other properties. This is documented at
 | 
						|
 *   https://developer.android.com/reference/android/text/InputType
 | 
						|
 *
 | 
						|
 * \param window the window to enable text input.
 | 
						|
 * \param props the properties to use.
 | 
						|
 * \returns true on success or false on failure; call SDL_GetError() for more
 | 
						|
 *          information.
 | 
						|
 *
 | 
						|
 * \threadsafety This function should only be called on the main thread.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.2.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetTextInputArea
 | 
						|
 * \sa SDL_StartTextInput
 | 
						|
 * \sa SDL_StopTextInput
 | 
						|
 * \sa SDL_TextInputActive
 | 
						|
 */
 | 
						|
extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInputWithProperties(SDL_Window *window, SDL_PropertiesID props);
 | 
						|
 | 
						|
#define SDL_PROP_TEXTINPUT_TYPE_NUMBER                  "SDL.textinput.type"
 | 
						|
#define SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER        "SDL.textinput.capitalization"
 | 
						|
#define SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN          "SDL.textinput.autocorrect"
 | 
						|
#define SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN            "SDL.textinput.multiline"
 | 
						|
#define SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER     "SDL.textinput.android.inputtype"
 | 
						|
 | 
						|
/**
 | 
						|
 * Check whether or not Unicode text input events are enabled for a window.
 | 
						|
 *
 | 
						|
 * \param window the window to check.
 | 
						|
 * \returns true if text input events are enabled else false.
 | 
						|
 *
 | 
						|
 * \threadsafety This function should only be called on the main thread.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.2.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_StartTextInput
 | 
						|
 */
 | 
						|
extern SDL_DECLSPEC bool SDLCALL SDL_TextInputActive(SDL_Window *window);
 | 
						|
 | 
						|
/**
 | 
						|
 * Stop receiving any text input events in a window.
 | 
						|
 *
 | 
						|
 * If SDL_StartTextInput() showed the screen keyboard, this function will hide
 | 
						|
 * it.
 | 
						|
 *
 | 
						|
 * \param window the window to disable text input.
 | 
						|
 * \returns true on success or false on failure; call SDL_GetError() for more
 | 
						|
 *          information.
 | 
						|
 *
 | 
						|
 * \threadsafety This function should only be called on the main thread.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.2.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_StartTextInput
 | 
						|
 */
 | 
						|
extern SDL_DECLSPEC bool SDLCALL SDL_StopTextInput(SDL_Window *window);
 | 
						|
 | 
						|
/**
 | 
						|
 * Dismiss the composition window/IME without disabling the subsystem.
 | 
						|
 *
 | 
						|
 * \param window the window to affect.
 | 
						|
 * \returns true on success or false on failure; call SDL_GetError() for more
 | 
						|
 *          information.
 | 
						|
 *
 | 
						|
 * \threadsafety This function should only be called on the main thread.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.2.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_StartTextInput
 | 
						|
 * \sa SDL_StopTextInput
 | 
						|
 */
 | 
						|
extern SDL_DECLSPEC bool SDLCALL SDL_ClearComposition(SDL_Window *window);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the area used to type Unicode text input.
 | 
						|
 *
 | 
						|
 * Native input methods may place a window with word suggestions near the
 | 
						|
 * cursor, without covering the text being entered.
 | 
						|
 *
 | 
						|
 * \param window the window for which to set the text input area.
 | 
						|
 * \param rect the SDL_Rect representing the text input area, in window
 | 
						|
 *             coordinates, or NULL to clear it.
 | 
						|
 * \param cursor the offset of the current cursor location relative to
 | 
						|
 *               `rect->x`, in window coordinates.
 | 
						|
 * \returns true on success or false on failure; call SDL_GetError() for more
 | 
						|
 *          information.
 | 
						|
 *
 | 
						|
 * \threadsafety This function should only be called on the main thread.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.2.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextInputArea
 | 
						|
 * \sa SDL_StartTextInput
 | 
						|
 */
 | 
						|
extern SDL_DECLSPEC bool SDLCALL SDL_SetTextInputArea(SDL_Window *window, const SDL_Rect *rect, int cursor);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the area used to type Unicode text input.
 | 
						|
 *
 | 
						|
 * This returns the values previously set by SDL_SetTextInputArea().
 | 
						|
 *
 | 
						|
 * \param window the window for which to query the text input area.
 | 
						|
 * \param rect a pointer to an SDL_Rect filled in with the text input area,
 | 
						|
 *             may be NULL.
 | 
						|
 * \param cursor a pointer to the offset of the current cursor location
 | 
						|
 *               relative to `rect->x`, may be NULL.
 | 
						|
 * \returns true on success or false on failure; call SDL_GetError() for more
 | 
						|
 *          information.
 | 
						|
 *
 | 
						|
 * \threadsafety This function should only be called on the main thread.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.2.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetTextInputArea
 | 
						|
 */
 | 
						|
extern SDL_DECLSPEC bool SDLCALL SDL_GetTextInputArea(SDL_Window *window, SDL_Rect *rect, int *cursor);
 | 
						|
 | 
						|
/**
 | 
						|
 * Check whether the platform has screen keyboard support.
 | 
						|
 *
 | 
						|
 * \returns true if the platform has some screen keyboard support or false if
 | 
						|
 *          not.
 | 
						|
 *
 | 
						|
 * \threadsafety This function should only be called on the main thread.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.2.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_StartTextInput
 | 
						|
 * \sa SDL_ScreenKeyboardShown
 | 
						|
 */
 | 
						|
extern SDL_DECLSPEC bool SDLCALL SDL_HasScreenKeyboardSupport(void);
 | 
						|
 | 
						|
/**
 | 
						|
 * Check whether the screen keyboard is shown for given window.
 | 
						|
 *
 | 
						|
 * \param window the window for which screen keyboard should be queried.
 | 
						|
 * \returns true if screen keyboard is shown or false if not.
 | 
						|
 *
 | 
						|
 * \threadsafety This function should only be called on the main thread.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.2.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_HasScreenKeyboardSupport
 | 
						|
 */
 | 
						|
extern SDL_DECLSPEC bool SDLCALL SDL_ScreenKeyboardShown(SDL_Window *window);
 | 
						|
 | 
						|
/* Ends C function definitions when using C++ */
 | 
						|
#ifdef __cplusplus
 | 
						|
}
 | 
						|
#endif
 | 
						|
#include <SDL3/SDL_close_code.h>
 | 
						|
 | 
						|
#endif /* SDL_keyboard_h_ */
 |