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commandergenius/project/jni/sdl-1.2/include/SDL_screenkeyboard.h

139 lines
5.9 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_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()[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);
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);
/* Buttons 0 and 1 may have auto-fire state */
extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardAutoFireButtonsAmount(int nbuttons);
extern DECLSPEC int SDLCALL SDL_ANDROID_GetScreenKeyboardAutoFireButtonsAmount(void);
/* Hide the whole screen keyboard */
extern DECLSPEC int SDLCALL SDL_ANDROID_SetScreenKeyboardShown(int shown);
extern DECLSPEC int SDLCALL SDL_ANDROID_GetScreenKeyboardShown(void);
/* 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);
/* Show Android on-screen 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 on-screen keyboard without any text input field, so it won't cover the screen */
extern DECLSPEC int SDLCALL SDL_ANDROID_ToggleScreenKeyboardWithoutTextInput(void);
/* Show Android on-screen 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 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_ToggleScreenKeyboardWithoutTextInput(), it does not block */
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);
extern DECLSPEC void SDLCALL SDL_ANDROID_set_java_gamepad_keymap(int A, int B, int C, int X, int Y, int Z, int L1, int R1, int L2, int R2, int LT, int RT);
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif