/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_screenkeyboard_h #define _SDL_screenkeyboard_h #include "SDL_stdinc.h" #include "SDL_video.h" #include "SDL_version.h" #if SDL_VERSION_ATLEAST(1,3,0) #include "SDL_keyboard.h" #include "SDL_keycode.h" #include "SDL_scancode.h" #else #include "SDL_keysym.h" #endif /* On-screen keyboard exposed to the application, it's available on Android platform only */ #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* Button IDs */ enum { SDL_ANDROID_SCREENKEYBOARD_BUTTON_0, /* Main (usually Fire) button */ SDL_ANDROID_SCREENKEYBOARD_BUTTON_1, SDL_ANDROID_SCREENKEYBOARD_BUTTON_2, SDL_ANDROID_SCREENKEYBOARD_BUTTON_3, SDL_ANDROID_SCREENKEYBOARD_BUTTON_4, SDL_ANDROID_SCREENKEYBOARD_BUTTON_5, SDL_ANDROID_SCREENKEYBOARD_BUTTON_TEXT, /* Button to show screen keyboard */ SDL_ANDROID_SCREENKEYBOARD_BUTTON_DPAD, /* Joystick/D-Pad button */ SDL_ANDROID_SCREENKEYBOARD_BUTTON_DPAD2, /* Second joystick button */ SDL_ANDROID_SCREENKEYBOARD_BUTTON_DPAD3, /* Third joystick button */ SDL_ANDROID_SCREENKEYBOARD_BUTTON_NUM }; /* All functions return 0 on failure and 1 on success, contrary to other SDL API. On the other hand, those functions actually never fail, so you may skip error checking. */ /* Set on-screen button position, specify zero width to hide the button. All coordinates are in the actual screen dimensions, NOT what you are supplying to SDL_SetVideoMode(), use SDL_ListModes(NULL, 0)[0] to determine the actual screen boundaries. */ extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardButtonPos(int buttonId, SDL_Rect * pos); extern DECLSPEC int SDLCALL SDL_ANDROID_GetScreenKeyboardButtonPos(int buttonId, SDL_Rect * pos); /* Set button image position - it can be smaller than the button area */ extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardButtonImagePos(int buttonId, SDL_Rect * pos); extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardButtonKey(int buttonId, #if SDL_VERSION_ATLEAST(1,3,0) SDL_Keycode #else SDLKey #endif key); /* Returns SDLK_UNKNOWN on failure */ extern DECLSPEC #if SDL_VERSION_ATLEAST(1,3,0) SDL_Keycode #else SDLKey #endif SDLCALL SDL_ANDROID_GetScreenKeyboardButtonKey(int buttonId); /* Hide all on-screen buttons (not the QWERTY text input) */ extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardShown(int shown); extern DECLSPEC int SDLCALL SDL_ANDROID_GetScreenKeyboardShown(void); /* Hide individual buttons - this will just put button width and height to 0, but it will save previous button size */ extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardButtonShown(int buttonId, int shown); extern DECLSPEC int SDLCALL SDL_ANDROID_GetScreenKeyboardButtonShown(int buttonId); /* Get the button size modifier, as configured by user with SDL startup menu */ extern DECLSPEC int SDLCALL SDL_ANDROID_GetScreenKeyboardSize(void); /* Set a particular button to pass a mouse/multitouch events down to the application, by default all buttons block touch events */ extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardButtonGenerateTouchEvents(int buttonId, int generateEvents); /* Prevent a button from sharing touch events with other buttons, if they overlap */ extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardPreventButtonOverlap(int prevent); /* Configure a button to stay pressed after touch, and un-press after second touch, to emulate Ctrl/Alt/Shift keys */ extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardButtonStayPressedAfterTouch(int buttonId, int stayPressed); /* Enable or disable floating joystick, the joystick is hidden after you disable floating joystick, you should set it's coordinates with SDL_ANDROID_SetScreenKeyboardButtonPos(). */ extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardFloatingJoystick(int enabled); /* Set screen keyboard transparency, 255 or SDL_ALPHA_OPAQUE is non-transparent, 0 or SDL_ALPHA_TRANSPARENT is transparent */ extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardTransparency(int alpha); /* Show Android QWERTY keyboard, and pass entered text back to application as SDL keypress events, previousText is UTF-8 encoded, it may be NULL, only 256 first bytes will be used, and this call will not block */ extern DECLSPEC int SDLCALL SDL_ANDROID_ToggleScreenKeyboardTextInput(const char * previousText); /* Show only the bare Android QWERTY keyboard without any text input field, so it won't cover the screen */ extern DECLSPEC int SDLCALL SDL_ANDROID_ToggleScreenKeyboardWithoutTextInput(void); typedef enum { SDL_KEYBOARD_QWERTY = 1, SDL_KEYBOARD_COMMODORE = 2, SDL_KEYBOARD_AMIGA = 3, SDL_KEYBOARD_ATARI800 = 4, } SDL_InternalKeyboard_t; /* Show internal keyboard, built into SDL */ extern DECLSPEC int SDLCALL SDL_ANDROID_ToggleInternalScreenKeyboard(SDL_InternalKeyboard_t keyboard); /* Show Android QWERTY keyboard, and pass entered text back to application in a buffer, using buffer contents as previous text (UTF-8 encoded), the buffer may be of any size. This function will block until user typed all text. */ extern DECLSPEC int SDLCALL SDL_ANDROID_GetScreenKeyboardTextInput(char * textBuf, int textBufSize); typedef enum { SDL_ANDROID_TEXTINPUT_ASYNC_IN_PROGRESS = 0, SDL_ANDROID_TEXTINPUT_ASYNC_FINISHED = 1, } SDL_AndroidTextInputAsyncStatus_t; /* Show Android QWERTY keyboard, and pass entered text back to application in a buffer, using buffer contents as previous text (UTF-8 encoded), the buffer may be of any size. This function will return immediately with return status SDL_ANDROID_TEXTINPUT_ASYNC_IN_PROGRESS, and will change the contents of the buffer in another thread. You then should call this function with the same parameters, until it will return status SDL_ANDROID_TEXTINPUT_ASYNC_FINISHED, and only after this you can access the contents of the buffer. */ extern DECLSPEC SDL_AndroidTextInputAsyncStatus_t SDLCALL SDL_ANDROID_GetScreenKeyboardTextInputAsync(char * textBuf, int textBufSize); /* Whether user redefined on-screen keyboard layout via SDL menu, app should not enforce it's own layout in that case */ extern DECLSPEC int SDLCALL SDL_ANDROID_GetScreenKeyboardRedefinedByUser(void); /* Set hint message for the QWERTY text input field, it may be multi-line, set NULL to reset hint to default */ extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardHintMesage(const char * hint); /* API compatible to SDL2, it's a wrapper to the SDL_ANDROID_ToggleScreenKeyboardTextInput(""), it does not block. These functions control native Android QWERTY keyboard, not the overlay buttons */ extern DECLSPEC int SDLCALL SDL_HasScreenKeyboardSupport(void *unused); extern DECLSPEC int SDLCALL SDL_ShowScreenKeyboard(void *unused); extern DECLSPEC int SDLCALL SDL_HideScreenKeyboard(void *unused); extern DECLSPEC int SDLCALL SDL_ToggleScreenKeyboard(void *unused); extern DECLSPEC int SDLCALL SDL_IsScreenKeyboardShown(void *unused); /* Remap SDL keycodes returned by gamepad buttons. Pass the SDLK_ constants, or 0 to leave old value. On OUYA: O = A, U = X, Y = Y, A = B */ extern DECLSPEC void SDLCALL SDL_ANDROID_SetGamepadKeymap(int A, int B, int X, int Y, int L1, int R1, int L2, int R2, int LThumb, int RThumb); /* Set SDL keycode for hardware Android key. Android keycodes are defined here: http://developer.android.com/reference/android/view/KeyEvent.html#KEYCODE_0 KEYCODE_VOLUME_UP = 24, KEYCODE_VOLUME_DOWN = 25, KEYCODE_BACK = 4 */ extern DECLSPEC void SDLCALL SDL_ANDROID_SetAndroidKeycode(int Android_Key, int Sdl_Key); /* Copy contents of Android clipboard into supplied buffer */ extern DECLSPEC void SDLCALL SDL_ANDROID_GetClipboardText(char * buf, int len); /* Copy of SDL2 API */ /** * \brief Put UTF-8 text into the clipboard * * \sa SDL_GetClipboardText() */ extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text); /** * \brief Get UTF-8 text from the clipboard, which must be freed with SDL_free() * * \sa SDL_SetClipboardText() */ extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void); /** * \brief Returns a flag indicating whether the clipboard exists and contains a text string that is non-empty * * \sa SDL_GetClipboardText() */ extern DECLSPEC int SDLCALL SDL_HasClipboardText(void); #ifdef __cplusplus } #endif #include "close_code.h" #endif