SDL 3.0
SDL_keyboard.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/**
23 * # CategoryKeyboard
24 *
25 * SDL keyboard management.
26 */
27
28#ifndef SDL_keyboard_h_
29#define SDL_keyboard_h_
30
31#include <SDL3/SDL_stdinc.h>
32#include <SDL3/SDL_error.h>
33#include <SDL3/SDL_keycode.h>
34#include <SDL3/SDL_video.h>
35
36#include <SDL3/SDL_begin_code.h>
37/* Set up for C function definitions, even when using C++ */
38#ifdef __cplusplus
39extern "C" {
40#endif
41
42/**
43 * This is a unique ID for a keyboard for the time it is connected to the
44 * system, and is never reused for the lifetime of the application.
45 *
46 * If the keyboard is disconnected and reconnected, it will get a new ID.
47 *
48 * The value 0 is an invalid ID.
49 *
50 * \since This datatype is available since SDL 3.0.0.
51 */
53
54/* Function prototypes */
55
56/**
57 * Return whether a keyboard is currently connected.
58 *
59 * \returns SDL_TRUE if a keyboard is connected, SDL_FALSE otherwise.
60 *
61 * \since This function is available since SDL 3.0.0.
62 *
63 * \sa SDL_GetKeyboards
64 */
65extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasKeyboard(void);
66
67/**
68 * Get a list of currently connected keyboards.
69 *
70 * Note that this will include any device or virtual driver that includes
71 * keyboard functionality, including some mice, KVM switches, motherboard
72 * power buttons, etc. You should wait for input from a device before you
73 * consider it actively in use.
74 *
75 * \param count a pointer filled in with the number of keyboards returned, may
76 * be NULL.
77 * \returns a 0 terminated array of keyboards instance IDs or NULL on failure;
78 * call SDL_GetError() for more information. This should be freed
79 * with SDL_free() when it is no longer needed.
80 *
81 * \since This function is available since SDL 3.0.0.
82 *
83 * \sa SDL_GetKeyboardNameForID
84 * \sa SDL_HasKeyboard
85 */
86extern SDL_DECLSPEC SDL_KeyboardID * SDLCALL SDL_GetKeyboards(int *count);
87
88/**
89 * Get the name of a keyboard.
90 *
91 * This function returns "" if the keyboard doesn't have a name.
92 *
93 * \param instance_id the keyboard instance ID.
94 * \returns the name of the selected keyboard or NULL on failure; call
95 * SDL_GetError() for more information.
96 *
97 * \since This function is available since SDL 3.0.0.
98 *
99 * \sa SDL_GetKeyboards
100 */
101extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyboardNameForID(SDL_KeyboardID instance_id);
102
103/**
104 * Query the window which currently has keyboard focus.
105 *
106 * \returns the window with keyboard focus.
107 *
108 * \since This function is available since SDL 3.0.0.
109 */
110extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
111
112/**
113 * Get a snapshot of the current state of the keyboard.
114 *
115 * The pointer returned is a pointer to an internal SDL array. It will be
116 * valid for the whole lifetime of the application and should not be freed by
117 * the caller.
118 *
119 * A array element with a value of 1 means that the key is pressed and a value
120 * of 0 means that it is not. Indexes into this array are obtained by using
121 * SDL_Scancode values.
122 *
123 * Use SDL_PumpEvents() to update the state array.
124 *
125 * This function gives you the current state after all events have been
126 * processed, so if a key or button has been pressed and released before you
127 * process events, then the pressed state will never show up in the
128 * SDL_GetKeyboardState() calls.
129 *
130 * Note: This function doesn't take into account whether shift has been
131 * pressed or not.
132 *
133 * \param numkeys if non-NULL, receives the length of the returned array.
134 * \returns a pointer to an array of key states.
135 *
136 * \since This function is available since SDL 3.0.0.
137 *
138 * \sa SDL_PumpEvents
139 * \sa SDL_ResetKeyboard
140 */
141extern SDL_DECLSPEC const Uint8 * SDLCALL SDL_GetKeyboardState(int *numkeys);
142
143/**
144 * Clear the state of the keyboard.
145 *
146 * This function will generate key up events for all pressed keys.
147 *
148 * \since This function is available since SDL 3.0.0.
149 *
150 * \sa SDL_GetKeyboardState
151 */
152extern SDL_DECLSPEC void SDLCALL SDL_ResetKeyboard(void);
153
154/**
155 * Get the current key modifier state for the keyboard.
156 *
157 * \returns an OR'd combination of the modifier keys for the keyboard. See
158 * SDL_Keymod for details.
159 *
160 * \since This function is available since SDL 3.0.0.
161 *
162 * \sa SDL_GetKeyboardState
163 * \sa SDL_SetModState
164 */
165extern SDL_DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
166
167/**
168 * Set the current key modifier state for the keyboard.
169 *
170 * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
171 * modifier key states on your application. Simply pass your desired modifier
172 * states into `modstate`. This value may be a bitwise, OR'd combination of
173 * SDL_Keymod values.
174 *
175 * This does not change the keyboard state, only the key modifier flags that
176 * SDL reports.
177 *
178 * \param modstate the desired SDL_Keymod for the keyboard.
179 *
180 * \since This function is available since SDL 3.0.0.
181 *
182 * \sa SDL_GetModState
183 */
184extern SDL_DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
185
186/**
187 * Get the key code corresponding to the given scancode according to the
188 * current keyboard layout.
189 *
190 * If you want to get the keycode as it would be delivered in key events,
191 * including options specified in SDL_HINT_KEYCODE_OPTIONS, then you should
192 * pass `key_event` as SDL_TRUE. Otherwise this function simply translates the
193 * scancode based on the given modifier state.
194 *
195 * \param scancode the desired SDL_Scancode to query.
196 * \param modstate the modifier state to use when translating the scancode to
197 * a keycode.
198 * \param key_event SDL_TRUE if the keycode will be used in key events.
199 * \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
200 *
201 * \since This function is available since SDL 3.0.0.
202 *
203 * \sa SDL_GetKeyName
204 * \sa SDL_GetScancodeFromKey
205 */
206extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate, SDL_bool key_event);
207
208/**
209 * Get the scancode corresponding to the given key code according to the
210 * current keyboard layout.
211 *
212 * Note that there may be multiple scancode+modifier states that can generate
213 * this keycode, this will just return the first one found.
214 *
215 * \param key the desired SDL_Keycode to query.
216 * \param modstate a pointer to the modifier state that would be used when the
217 * scancode generates this key, may be NULL.
218 * \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
219 *
220 * \since This function is available since SDL 3.0.0.
221 *
222 * \sa SDL_GetKeyFromScancode
223 * \sa SDL_GetScancodeName
224 */
225extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate);
226
227/**
228 * Set a human-readable name for a scancode.
229 *
230 * \param scancode the desired SDL_Scancode.
231 * \param name the name to use for the scancode, encoded as UTF-8. The string
232 * is not copied, so the pointer given to this function must stay
233 * valid while SDL is being used.
234 * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
235 * for more information.
236 *
237 * \since This function is available since SDL 3.0.0.
238 *
239 * \sa SDL_GetScancodeName
240 */
241extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetScancodeName(SDL_Scancode scancode, const char *name);
242
243/**
244 * Get a human-readable name for a scancode.
245 *
246 * **Warning**: The returned name is by design not stable across platforms,
247 * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
248 * Windows" under Microsoft Windows, and some scancodes like
249 * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
250 * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
251 * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
252 * unsuitable for creating a stable cross-platform two-way mapping between
253 * strings and scancodes.
254 *
255 * \param scancode the desired SDL_Scancode to query.
256 * \returns a pointer to the name for the scancode. If the scancode doesn't
257 * have a name this function returns an empty string ("").
258 *
259 * \since This function is available since SDL 3.0.0.
260 *
261 * \sa SDL_GetScancodeFromKey
262 * \sa SDL_GetScancodeFromName
263 * \sa SDL_SetScancodeName
264 */
265extern SDL_DECLSPEC const char * SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
266
267/**
268 * Get a scancode from a human-readable name.
269 *
270 * \param name the human-readable scancode name.
271 * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
272 * recognized; call SDL_GetError() for more information.
273 *
274 * \since This function is available since SDL 3.0.0.
275 *
276 * \sa SDL_GetKeyFromName
277 * \sa SDL_GetScancodeFromKey
278 * \sa SDL_GetScancodeName
279 */
280extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
281
282/**
283 * Get a human-readable name for a key.
284 *
285 * If the key doesn't have a name, this function returns an empty string ("").
286 *
287 * \param key the desired SDL_Keycode to query.
288 * \returns a UTF-8 encoded string of the key name.
289 *
290 * \since This function is available since SDL 3.0.0.
291 *
292 * \sa SDL_GetKeyFromName
293 * \sa SDL_GetKeyFromScancode
294 * \sa SDL_GetScancodeFromKey
295 */
296extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyName(SDL_Keycode key);
297
298/**
299 * Get a key code from a human-readable name.
300 *
301 * \param name the human-readable key name.
302 * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
303 * SDL_GetError() for more information.
304 *
305 * \since This function is available since SDL 3.0.0.
306 *
307 * \sa SDL_GetKeyFromScancode
308 * \sa SDL_GetKeyName
309 * \sa SDL_GetScancodeFromName
310 */
311extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
312
313/**
314 * Start accepting Unicode text input events in a window.
315 *
316 * This function will enable text input (SDL_EVENT_TEXT_INPUT and
317 * SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this
318 * function paired with SDL_StopTextInput().
319 *
320 * Text input events are not received by default.
321 *
322 * On some platforms using this function shows the screen keyboard.
323 *
324 * \param window the window to enable text input.
325 * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
326 * for more information.
327 *
328 * \since This function is available since SDL 3.0.0.
329 *
330 * \sa SDL_SetTextInputArea
331 * \sa SDL_StartTextInputWithProperties
332 * \sa SDL_StopTextInput
333 * \sa SDL_TextInputActive
334 */
335extern SDL_DECLSPEC SDL_bool SDLCALL SDL_StartTextInput(SDL_Window *window);
336
337/**
338 * Text input type.
339 *
340 * These are the valid values for SDL_PROP_TEXTINPUT_TYPE_NUMBER. Not every
341 * value is valid on every platform, but where a value isn't supported, a
342 * reasonable fallback will be used.
343 *
344 * \since This enum is available since SDL 3.0.0.
345 *
346 * \sa SDL_StartTextInputWithProperties
347 */
349{
350 SDL_TEXTINPUT_TYPE_TEXT, /**< The input is text */
351 SDL_TEXTINPUT_TYPE_TEXT_NAME, /**< The input is a person's name */
352 SDL_TEXTINPUT_TYPE_TEXT_EMAIL, /**< The input is an e-mail address */
353 SDL_TEXTINPUT_TYPE_TEXT_USERNAME, /**< The input is a username */
354 SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN, /**< The input is a secure password that is hidden */
355 SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE, /**< The input is a secure password that is visible */
356 SDL_TEXTINPUT_TYPE_NUMBER, /**< The input is a number */
357 SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN, /**< The input is a secure PIN that is hidden */
358 SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE /**< The input is a secure PIN that is visible */
360
361/**
362 * Auto capitalization type.
363 *
364 * These are the valid values for
365 * SDL_PROP_TEXTINPUT_AUTOCAPITALIZATION_NUMBER. Not every value is valid on
366 * every platform, but where a value isn't supported, a reasonable fallback
367 * will be used.
368 *
369 * \since This enum is available since SDL 3.0.0.
370 *
371 * \sa SDL_StartTextInputWithProperties
372 */
374{
375 SDL_CAPITALIZE_NONE, /**< No auto-capitalization will be done */
376 SDL_CAPITALIZE_SENTENCES, /**< The first letter of sentences will be capitalized */
377 SDL_CAPITALIZE_WORDS, /**< The first letter of words will be capitalized */
378 SDL_CAPITALIZE_LETTERS /**< All letters will be capitalized */
380
381/**
382 * Start accepting Unicode text input events in a window, with properties
383 * describing the input.
384 *
385 * This function will enable text input (SDL_EVENT_TEXT_INPUT and
386 * SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this
387 * function paired with SDL_StopTextInput().
388 *
389 * Text input events are not received by default.
390 *
391 * On some platforms using this function shows the screen keyboard.
392 *
393 * These are the supported properties:
394 *
395 * - `SDL_PROP_TEXTINPUT_TYPE_NUMBER` - an SDL_TextInputType value that
396 * describes text being input, defaults to SDL_TEXTINPUT_TYPE_TEXT.
397 * - `SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER` - an SDL_Capitalization value
398 * that describes how text should be capitalized, defaults to
399 * SDL_CAPITALIZE_SENTENCES for normal text entry, SDL_CAPITALIZE_WORDS for
400 * SDL_TEXTINPUT_TYPE_TEXT_NAME, and SDL_CAPITALIZE_NONE for e-mail
401 * addresses, usernames, and passwords.
402 * - `SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN` - true to enable auto completion
403 * and auto correction, defaults to SDL_TRUE.
404 * - `SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN` - true if multiple lines of text
405 * are allowed. This defaults to SDL_TRUE if SDL_HINT_RETURN_KEY_HIDES_IME
406 * is "0" or is not set, and defaults to SDL_FALSE if
407 * SDL_HINT_RETURN_KEY_HIDES_IME is "1".
408 *
409 * On Android you can directly specify the input type:
410 *
411 * - `SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER` - the text input type to
412 * use, overriding other properties. This is documented at
413 * https://developer.android.com/reference/android/text/InputType
414 *
415 * \param window the window to enable text input.
416 * \param props the properties to use.
417 * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
418 * for more information.
419 *
420 * \since This function is available since SDL 3.0.0.
421 *
422 * \sa SDL_SetTextInputArea
423 * \sa SDL_StartTextInput
424 * \sa SDL_StopTextInput
425 * \sa SDL_TextInputActive
426 */
427extern SDL_DECLSPEC SDL_bool SDLCALL SDL_StartTextInputWithProperties(SDL_Window *window, SDL_PropertiesID props);
428
429#define SDL_PROP_TEXTINPUT_TYPE_NUMBER "SDL.textinput.type"
430#define SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER "SDL.textinput.capitalization"
431#define SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN "SDL.textinput.autocorrect"
432#define SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN "SDL.textinput.multiline"
433#define SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER "SDL.textinput.android.inputtype"
434
435/**
436 * Check whether or not Unicode text input events are enabled for a window.
437 *
438 * \param window the window to check.
439 * \returns SDL_TRUE if text input events are enabled else SDL_FALSE.
440 *
441 * \since This function is available since SDL 3.0.0.
442 *
443 * \sa SDL_StartTextInput
444 */
445extern SDL_DECLSPEC SDL_bool SDLCALL SDL_TextInputActive(SDL_Window *window);
446
447/**
448 * Stop receiving any text input events in a window.
449 *
450 * If SDL_StartTextInput() showed the screen keyboard, this function will hide
451 * it.
452 *
453 * \param window the window to disable text input.
454 * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
455 * for more information.
456 *
457 * \since This function is available since SDL 3.0.0.
458 *
459 * \sa SDL_StartTextInput
460 */
461extern SDL_DECLSPEC SDL_bool SDLCALL SDL_StopTextInput(SDL_Window *window);
462
463/**
464 * Dismiss the composition window/IME without disabling the subsystem.
465 *
466 * \param window the window to affect.
467 * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
468 * for more information.
469 *
470 * \since This function is available since SDL 3.0.0.
471 *
472 * \sa SDL_StartTextInput
473 * \sa SDL_StopTextInput
474 */
475extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ClearComposition(SDL_Window *window);
476
477/**
478 * Set the area used to type Unicode text input.
479 *
480 * Native input methods may place a window with word suggestions near the
481 * cursor, without covering the text being entered.
482 *
483 * \param window the window for which to set the text input area.
484 * \param rect the SDL_Rect representing the text input area, in window
485 * coordinates, or NULL to clear it.
486 * \param cursor the offset of the current cursor location relative to
487 * `rect->x`, in window coordinates.
488 * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
489 * for more information.
490 *
491 * \since This function is available since SDL 3.0.0.
492 *
493 * \sa SDL_GetTextInputArea
494 * \sa SDL_StartTextInput
495 */
496extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetTextInputArea(SDL_Window *window, const SDL_Rect *rect, int cursor);
497
498/**
499 * Get the area used to type Unicode text input.
500 *
501 * This returns the values previously set by SDL_SetTextInputArea().
502 *
503 * \param window the window for which to query the text input area.
504 * \param rect a pointer to an SDL_Rect filled in with the text input area,
505 * may be NULL.
506 * \param cursor a pointer to the offset of the current cursor location
507 * relative to `rect->x`, may be NULL.
508 * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
509 * for more information.
510 *
511 * \since This function is available since SDL 3.0.0.
512 *
513 * \sa SDL_SetTextInputArea
514 */
515extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetTextInputArea(SDL_Window *window, SDL_Rect *rect, int *cursor);
516
517/**
518 * Check whether the platform has screen keyboard support.
519 *
520 * \returns SDL_TRUE if the platform has some screen keyboard support or
521 * SDL_FALSE if not.
522 *
523 * \since This function is available since SDL 3.0.0.
524 *
525 * \sa SDL_StartTextInput
526 * \sa SDL_ScreenKeyboardShown
527 */
528extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
529
530/**
531 * Check whether the screen keyboard is shown for given window.
532 *
533 * \param window the window for which screen keyboard should be queried.
534 * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not.
535 *
536 * \since This function is available since SDL 3.0.0.
537 *
538 * \sa SDL_HasScreenKeyboardSupport
539 */
540extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ScreenKeyboardShown(SDL_Window *window);
541
542/* Ends C function definitions when using C++ */
543#ifdef __cplusplus
544}
545#endif
546#include <SDL3/SDL_close_code.h>
547
548#endif /* SDL_keyboard_h_ */
SDL_Scancode SDL_GetScancodeFromName(const char *name)
SDL_bool SDL_HasScreenKeyboardSupport(void)
SDL_bool SDL_ScreenKeyboardShown(SDL_Window *window)
SDL_bool SDL_SetScancodeName(SDL_Scancode scancode, const char *name)
SDL_Keymod SDL_GetModState(void)
SDL_Scancode SDL_GetScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate)
SDL_bool SDL_StopTextInput(SDL_Window *window)
SDL_bool SDL_StartTextInputWithProperties(SDL_Window *window, SDL_PropertiesID props)
Uint32 SDL_KeyboardID
const char * SDL_GetKeyboardNameForID(SDL_KeyboardID instance_id)
SDL_bool SDL_HasKeyboard(void)
SDL_Keycode SDL_GetKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate, SDL_bool key_event)
void SDL_ResetKeyboard(void)
SDL_Window * SDL_GetKeyboardFocus(void)
SDL_bool SDL_TextInputActive(SDL_Window *window)
SDL_bool SDL_GetTextInputArea(SDL_Window *window, SDL_Rect *rect, int *cursor)
SDL_TextInputType
@ SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE
@ SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN
@ SDL_TEXTINPUT_TYPE_TEXT_USERNAME
@ SDL_TEXTINPUT_TYPE_TEXT
@ SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN
@ SDL_TEXTINPUT_TYPE_TEXT_EMAIL
@ SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE
@ SDL_TEXTINPUT_TYPE_NUMBER
@ SDL_TEXTINPUT_TYPE_TEXT_NAME
const Uint8 * SDL_GetKeyboardState(int *numkeys)
void SDL_SetModState(SDL_Keymod modstate)
const char * SDL_GetKeyName(SDL_Keycode key)
SDL_bool SDL_SetTextInputArea(SDL_Window *window, const SDL_Rect *rect, int cursor)
SDL_Keycode SDL_GetKeyFromName(const char *name)
SDL_bool SDL_StartTextInput(SDL_Window *window)
SDL_bool SDL_ClearComposition(SDL_Window *window)
SDL_Capitalization
@ SDL_CAPITALIZE_LETTERS
@ SDL_CAPITALIZE_SENTENCES
@ SDL_CAPITALIZE_NONE
@ SDL_CAPITALIZE_WORDS
SDL_KeyboardID * SDL_GetKeyboards(int *count)
const char * SDL_GetScancodeName(SDL_Scancode scancode)
Uint16 SDL_Keymod
Uint32 SDL_Keycode
Definition SDL_keycode.h:47
Uint32 SDL_PropertiesID
SDL_Scancode
uint8_t Uint8
Definition SDL_stdinc.h:232
uint32_t Uint32
Definition SDL_stdinc.h:268
bool SDL_bool
Definition SDL_stdinc.h:216
struct SDL_Window SDL_Window
Definition SDL_video.h:144