Files
commandergenius/project/jni/sdl-1.2/include/SDL_screenkeyboard.h
2014-06-23 20:26:28 +03:00

157 lines
7.2 KiB
C

/*
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);
/* 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);
/* 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 call will block until user typed all text. */
extern DECLSPEC int SDLCALL SDL_ANDROID_GetScreenKeyboardTextInput(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);
/* Copy contents of Android clipboard into supplied buffer */
extern DECLSPEC void SDLCALL SDL_ANDROID_GetClipboardText(char * buf, int len);
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif