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