SDL 3.0
SDL_keyboard.h File Reference
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Macros

#define SDL_PROP_TEXTINPUT_TYPE_NUMBER   "SDL.textinput.type"
 
#define SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER   "SDL.textinput.capitalization"
 
#define SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN   "SDL.textinput.autocorrect"
 
#define SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN   "SDL.textinput.multiline"
 
#define SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER   "SDL.textinput.android.inputtype"
 

Typedefs

typedef Uint32 SDL_KeyboardID
 

Enumerations

enum  SDL_TextInputType {
  SDL_TEXTINPUT_TYPE_TEXT ,
  SDL_TEXTINPUT_TYPE_TEXT_NAME ,
  SDL_TEXTINPUT_TYPE_TEXT_EMAIL ,
  SDL_TEXTINPUT_TYPE_TEXT_USERNAME ,
  SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN ,
  SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE ,
  SDL_TEXTINPUT_TYPE_NUMBER ,
  SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN ,
  SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE
}
 
enum  SDL_Capitalization {
  SDL_CAPITALIZE_NONE ,
  SDL_CAPITALIZE_SENTENCES ,
  SDL_CAPITALIZE_WORDS ,
  SDL_CAPITALIZE_LETTERS
}
 

Functions

bool SDL_HasKeyboard (void)
 
SDL_KeyboardIDSDL_GetKeyboards (int *count)
 
const char * SDL_GetKeyboardNameForID (SDL_KeyboardID instance_id)
 
SDL_WindowSDL_GetKeyboardFocus (void)
 
const boolSDL_GetKeyboardState (int *numkeys)
 
void SDL_ResetKeyboard (void)
 
SDL_Keymod SDL_GetModState (void)
 
void SDL_SetModState (SDL_Keymod modstate)
 
SDL_Keycode SDL_GetKeyFromScancode (SDL_Scancode scancode, SDL_Keymod modstate, bool key_event)
 
SDL_Scancode SDL_GetScancodeFromKey (SDL_Keycode key, SDL_Keymod *modstate)
 
bool SDL_SetScancodeName (SDL_Scancode scancode, const char *name)
 
const char * SDL_GetScancodeName (SDL_Scancode scancode)
 
SDL_Scancode SDL_GetScancodeFromName (const char *name)
 
const char * SDL_GetKeyName (SDL_Keycode key)
 
SDL_Keycode SDL_GetKeyFromName (const char *name)
 
bool SDL_StartTextInput (SDL_Window *window)
 
bool SDL_StartTextInputWithProperties (SDL_Window *window, SDL_PropertiesID props)
 
bool SDL_TextInputActive (SDL_Window *window)
 
bool SDL_StopTextInput (SDL_Window *window)
 
bool SDL_ClearComposition (SDL_Window *window)
 
bool SDL_SetTextInputArea (SDL_Window *window, const SDL_Rect *rect, int cursor)
 
bool SDL_GetTextInputArea (SDL_Window *window, SDL_Rect *rect, int *cursor)
 
bool SDL_HasScreenKeyboardSupport (void)
 
bool SDL_ScreenKeyboardShown (SDL_Window *window)
 

Macro Definition Documentation

◆ SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER

#define SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER   "SDL.textinput.android.inputtype"

Definition at line 480 of file SDL_keyboard.h.

◆ SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN

#define SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN   "SDL.textinput.autocorrect"

Definition at line 478 of file SDL_keyboard.h.

◆ SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER

#define SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER   "SDL.textinput.capitalization"

Definition at line 477 of file SDL_keyboard.h.

◆ SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN

#define SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN   "SDL.textinput.multiline"

Definition at line 479 of file SDL_keyboard.h.

◆ SDL_PROP_TEXTINPUT_TYPE_NUMBER

#define SDL_PROP_TEXTINPUT_TYPE_NUMBER   "SDL.textinput.type"

Definition at line 476 of file SDL_keyboard.h.

Typedef Documentation

◆ SDL_KeyboardID

CategoryKeyboard

SDL keyboard management.

Please refer to the Best Keyboard Practices document for details on how best to accept keyboard input in various types of programs:

https://wiki.libsdl.org/SDL3/BestKeyboardPractices This is a unique ID for a keyboard for the time it is connected to the system, and is never reused for the lifetime of the application.

If the keyboard is disconnected and reconnected, it will get a new ID.

The value 0 is an invalid ID.

Since
This datatype is available since SDL 3.2.0.

Definition at line 60 of file SDL_keyboard.h.

Enumeration Type Documentation

◆ SDL_Capitalization

Auto capitalization type.

These are the valid values for SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER. Not every value is valid on every platform, but where a value isn't supported, a reasonable fallback will be used.

Since
This enum is available since SDL 3.2.0.
See also
SDL_StartTextInputWithProperties
Enumerator
SDL_CAPITALIZE_NONE 

No auto-capitalization will be done

SDL_CAPITALIZE_SENTENCES 

The first letter of sentences will be capitalized

SDL_CAPITALIZE_WORDS 

The first letter of words will be capitalized

SDL_CAPITALIZE_LETTERS 

All letters will be capitalized

Definition at line 416 of file SDL_keyboard.h.

417{
418 SDL_CAPITALIZE_NONE, /**< No auto-capitalization will be done */
419 SDL_CAPITALIZE_SENTENCES, /**< The first letter of sentences will be capitalized */
420 SDL_CAPITALIZE_WORDS, /**< The first letter of words will be capitalized */
421 SDL_CAPITALIZE_LETTERS /**< All letters will be capitalized */
SDL_Capitalization
Definition: SDL_keyboard.h:417
@ SDL_CAPITALIZE_LETTERS
Definition: SDL_keyboard.h:421
@ SDL_CAPITALIZE_SENTENCES
Definition: SDL_keyboard.h:419
@ SDL_CAPITALIZE_NONE
Definition: SDL_keyboard.h:418
@ SDL_CAPITALIZE_WORDS
Definition: SDL_keyboard.h:420

◆ SDL_TextInputType

Text input type.

These are the valid values for SDL_PROP_TEXTINPUT_TYPE_NUMBER. Not every value is valid on every platform, but where a value isn't supported, a reasonable fallback will be used.

Since
This enum is available since SDL 3.2.0.
See also
SDL_StartTextInputWithProperties
Enumerator
SDL_TEXTINPUT_TYPE_TEXT 

The input is text

SDL_TEXTINPUT_TYPE_TEXT_NAME 

The input is a person's name

SDL_TEXTINPUT_TYPE_TEXT_EMAIL 

The input is an e-mail address

SDL_TEXTINPUT_TYPE_TEXT_USERNAME 

The input is a username

SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN 

The input is a secure password that is hidden

SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE 

The input is a secure password that is visible

SDL_TEXTINPUT_TYPE_NUMBER 

The input is a number

SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN 

The input is a secure PIN that is hidden

SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE 

The input is a secure PIN that is visible

Definition at line 392 of file SDL_keyboard.h.

393{
394 SDL_TEXTINPUT_TYPE_TEXT, /**< The input is text */
395 SDL_TEXTINPUT_TYPE_TEXT_NAME, /**< The input is a person's name */
396 SDL_TEXTINPUT_TYPE_TEXT_EMAIL, /**< The input is an e-mail address */
397 SDL_TEXTINPUT_TYPE_TEXT_USERNAME, /**< The input is a username */
398 SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN, /**< The input is a secure password that is hidden */
399 SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE, /**< The input is a secure password that is visible */
400 SDL_TEXTINPUT_TYPE_NUMBER, /**< The input is a number */
401 SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN, /**< The input is a secure PIN that is hidden */
402 SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE /**< The input is a secure PIN that is visible */
SDL_TextInputType
Definition: SDL_keyboard.h:393
@ SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE
Definition: SDL_keyboard.h:402
@ SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN
Definition: SDL_keyboard.h:398
@ SDL_TEXTINPUT_TYPE_TEXT_USERNAME
Definition: SDL_keyboard.h:397
@ SDL_TEXTINPUT_TYPE_TEXT
Definition: SDL_keyboard.h:394
@ SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN
Definition: SDL_keyboard.h:401
@ SDL_TEXTINPUT_TYPE_TEXT_EMAIL
Definition: SDL_keyboard.h:396
@ SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE
Definition: SDL_keyboard.h:399
@ SDL_TEXTINPUT_TYPE_NUMBER
Definition: SDL_keyboard.h:400
@ SDL_TEXTINPUT_TYPE_TEXT_NAME
Definition: SDL_keyboard.h:395

Function Documentation

◆ SDL_ClearComposition()

bool SDL_ClearComposition ( SDL_Window window)

Dismiss the composition window/IME without disabling the subsystem.

Parameters
windowthe window to affect.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_StartTextInput
SDL_StopTextInput

◆ SDL_GetKeyboardFocus()

SDL_Window * SDL_GetKeyboardFocus ( void  )

Query the window which currently has keyboard focus.

Returns
the window with keyboard focus.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.

◆ SDL_GetKeyboardNameForID()

const char * SDL_GetKeyboardNameForID ( SDL_KeyboardID  instance_id)

Get the name of a keyboard.

This function returns "" if the keyboard doesn't have a name.

Parameters
instance_idthe keyboard instance ID.
Returns
the name of the selected keyboard or NULL on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetKeyboards

◆ SDL_GetKeyboards()

SDL_KeyboardID * SDL_GetKeyboards ( int *  count)

Get a list of currently connected keyboards.

Note that this will include any device or virtual driver that includes keyboard functionality, including some mice, KVM switches, motherboard power buttons, etc. You should wait for input from a device before you consider it actively in use.

Parameters
counta pointer filled in with the number of keyboards returned, may be NULL.
Returns
a 0 terminated array of keyboards instance IDs or NULL on failure; call SDL_GetError() for more information. This should be freed with SDL_free() when it is no longer needed.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetKeyboardNameForID
SDL_HasKeyboard

◆ SDL_GetKeyboardState()

const bool * SDL_GetKeyboardState ( int *  numkeys)

Get a snapshot of the current state of the keyboard.

The pointer returned is a pointer to an internal SDL array. It will be valid for the whole lifetime of the application and should not be freed by the caller.

A array element with a value of true means that the key is pressed and a value of false means that it is not. Indexes into this array are obtained by using SDL_Scancode values.

Use SDL_PumpEvents() to update the state array.

This function gives you the current state after all events have been processed, so if a key or button has been pressed and released before you process events, then the pressed state will never show up in the SDL_GetKeyboardState() calls.

Note: This function doesn't take into account whether shift has been pressed or not.

Parameters
numkeysif non-NULL, receives the length of the returned array.
Returns
a pointer to an array of key states.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_PumpEvents
SDL_ResetKeyboard

◆ SDL_GetKeyFromName()

SDL_Keycode SDL_GetKeyFromName ( const char *  name)

Get a key code from a human-readable name.

Parameters
namethe human-readable key name.
Returns
key code, or SDLK_UNKNOWN if the name wasn't recognized; call SDL_GetError() for more information.

\threadsafety This function is not thread safe.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetKeyFromScancode
SDL_GetKeyName
SDL_GetScancodeFromName

◆ SDL_GetKeyFromScancode()

SDL_Keycode SDL_GetKeyFromScancode ( SDL_Scancode  scancode,
SDL_Keymod  modstate,
bool  key_event 
)

Get the key code corresponding to the given scancode according to the current keyboard layout.

If you want to get the keycode as it would be delivered in key events, including options specified in SDL_HINT_KEYCODE_OPTIONS, then you should pass key_event as true. Otherwise this function simply translates the scancode based on the given modifier state.

Parameters
scancodethe desired SDL_Scancode to query.
modstatethe modifier state to use when translating the scancode to a keycode.
key_eventtrue if the keycode will be used in key events.
Returns
the SDL_Keycode that corresponds to the given SDL_Scancode.

\threadsafety This function is not thread safe.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetKeyName
SDL_GetScancodeFromKey

◆ SDL_GetKeyName()

const char * SDL_GetKeyName ( SDL_Keycode  key)

Get a human-readable name for a key.

If the key doesn't have a name, this function returns an empty string ("").

Letters will be presented in their uppercase form, if applicable.

Parameters
keythe desired SDL_Keycode to query.
Returns
a UTF-8 encoded string of the key name.

\threadsafety This function is not thread safe.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetKeyFromName
SDL_GetKeyFromScancode
SDL_GetScancodeFromKey

◆ SDL_GetModState()

SDL_Keymod SDL_GetModState ( void  )

Get the current key modifier state for the keyboard.

Returns
an OR'd combination of the modifier keys for the keyboard. See SDL_Keymod for details.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetKeyboardState
SDL_SetModState

◆ SDL_GetScancodeFromKey()

SDL_Scancode SDL_GetScancodeFromKey ( SDL_Keycode  key,
SDL_Keymod modstate 
)

Get the scancode corresponding to the given key code according to the current keyboard layout.

Note that there may be multiple scancode+modifier states that can generate this keycode, this will just return the first one found.

Parameters
keythe desired SDL_Keycode to query.
modstatea pointer to the modifier state that would be used when the scancode generates this key, may be NULL.
Returns
the SDL_Scancode that corresponds to the given SDL_Keycode.

\threadsafety This function is not thread safe.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetKeyFromScancode
SDL_GetScancodeName

◆ SDL_GetScancodeFromName()

SDL_Scancode SDL_GetScancodeFromName ( const char *  name)

Get a scancode from a human-readable name.

Parameters
namethe human-readable scancode name.
Returns
the SDL_Scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized; call SDL_GetError() for more information.

\threadsafety This function is not thread safe.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetKeyFromName
SDL_GetScancodeFromKey
SDL_GetScancodeName

◆ SDL_GetScancodeName()

const char * SDL_GetScancodeName ( SDL_Scancode  scancode)

Get a human-readable name for a scancode.

Warning: The returned name is by design not stable across platforms, e.g. the name for SDL_SCANCODE_LGUI is "Left GUI" under Linux but "Left Windows" under Microsoft Windows, and some scancodes like SDL_SCANCODE_NONUSBACKSLASH don't have any name at all. There are even scancodes that share names, e.g. SDL_SCANCODE_RETURN and SDL_SCANCODE_RETURN2 (both called "Return"). This function is therefore unsuitable for creating a stable cross-platform two-way mapping between strings and scancodes.

Parameters
scancodethe desired SDL_Scancode to query.
Returns
a pointer to the name for the scancode. If the scancode doesn't have a name this function returns an empty string ("").

\threadsafety This function is not thread safe.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetScancodeFromKey
SDL_GetScancodeFromName
SDL_SetScancodeName

◆ SDL_GetTextInputArea()

bool SDL_GetTextInputArea ( SDL_Window window,
SDL_Rect rect,
int *  cursor 
)

Get the area used to type Unicode text input.

This returns the values previously set by SDL_SetTextInputArea().

Parameters
windowthe window for which to query the text input area.
recta pointer to an SDL_Rect filled in with the text input area, may be NULL.
cursora pointer to the offset of the current cursor location relative to rect->x, may be NULL.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_SetTextInputArea

◆ SDL_HasKeyboard()

bool SDL_HasKeyboard ( void  )

Return whether a keyboard is currently connected.

Returns
true if a keyboard is connected, false otherwise.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetKeyboards

◆ SDL_HasScreenKeyboardSupport()

bool SDL_HasScreenKeyboardSupport ( void  )

Check whether the platform has screen keyboard support.

Returns
true if the platform has some screen keyboard support or false if not.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_StartTextInput
SDL_ScreenKeyboardShown

◆ SDL_ResetKeyboard()

void SDL_ResetKeyboard ( void  )

Clear the state of the keyboard.

This function will generate key up events for all pressed keys.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetKeyboardState

◆ SDL_ScreenKeyboardShown()

bool SDL_ScreenKeyboardShown ( SDL_Window window)

Check whether the screen keyboard is shown for given window.

Parameters
windowthe window for which screen keyboard should be queried.
Returns
true if screen keyboard is shown or false if not.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_HasScreenKeyboardSupport

◆ SDL_SetModState()

void SDL_SetModState ( SDL_Keymod  modstate)

Set the current key modifier state for the keyboard.

The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose modifier key states on your application. Simply pass your desired modifier states into modstate. This value may be a bitwise, OR'd combination of SDL_Keymod values.

This does not change the keyboard state, only the key modifier flags that SDL reports.

Parameters
modstatethe desired SDL_Keymod for the keyboard.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetModState

◆ SDL_SetScancodeName()

bool SDL_SetScancodeName ( SDL_Scancode  scancode,
const char *  name 
)

Set a human-readable name for a scancode.

Parameters
scancodethe desired SDL_Scancode.
namethe name to use for the scancode, encoded as UTF-8. The string is not copied, so the pointer given to this function must stay valid while SDL is being used.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function is not thread safe.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetScancodeName

◆ SDL_SetTextInputArea()

bool SDL_SetTextInputArea ( SDL_Window window,
const SDL_Rect rect,
int  cursor 
)

Set the area used to type Unicode text input.

Native input methods may place a window with word suggestions near the cursor, without covering the text being entered.

Parameters
windowthe window for which to set the text input area.
rectthe SDL_Rect representing the text input area, in window coordinates, or NULL to clear it.
cursorthe offset of the current cursor location relative to rect->x, in window coordinates.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_GetTextInputArea
SDL_StartTextInput

◆ SDL_StartTextInput()

bool SDL_StartTextInput ( SDL_Window window)

Start accepting Unicode text input events in a window.

This function will enable text input (SDL_EVENT_TEXT_INPUT and SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this function paired with SDL_StopTextInput().

Text input events are not received by default.

On some platforms using this function shows the screen keyboard and/or activates an IME, which can prevent some key press events from being passed through.

Parameters
windowthe window to enable text input.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_SetTextInputArea
SDL_StartTextInputWithProperties
SDL_StopTextInput
SDL_TextInputActive

◆ SDL_StartTextInputWithProperties()

bool SDL_StartTextInputWithProperties ( SDL_Window window,
SDL_PropertiesID  props 
)

Start accepting Unicode text input events in a window, with properties describing the input.

This function will enable text input (SDL_EVENT_TEXT_INPUT and SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this function paired with SDL_StopTextInput().

Text input events are not received by default.

On some platforms using this function shows the screen keyboard and/or activates an IME, which can prevent some key press events from being passed through.

These are the supported properties:

  • SDL_PROP_TEXTINPUT_TYPE_NUMBER - an SDL_TextInputType value that describes text being input, defaults to SDL_TEXTINPUT_TYPE_TEXT.
  • SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER - an SDL_Capitalization value that describes how text should be capitalized, defaults to SDL_CAPITALIZE_SENTENCES for normal text entry, SDL_CAPITALIZE_WORDS for SDL_TEXTINPUT_TYPE_TEXT_NAME, and SDL_CAPITALIZE_NONE for e-mail addresses, usernames, and passwords.
  • SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN - true to enable auto completion and auto correction, defaults to true.
  • SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN - true if multiple lines of text are allowed. This defaults to true if SDL_HINT_RETURN_KEY_HIDES_IME is "0" or is not set, and defaults to false if SDL_HINT_RETURN_KEY_HIDES_IME is "1".

On Android you can directly specify the input type:

Parameters
windowthe window to enable text input.
propsthe properties to use.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_SetTextInputArea
SDL_StartTextInput
SDL_StopTextInput
SDL_TextInputActive

◆ SDL_StopTextInput()

bool SDL_StopTextInput ( SDL_Window window)

Stop receiving any text input events in a window.

If SDL_StartTextInput() showed the screen keyboard, this function will hide it.

Parameters
windowthe window to disable text input.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_StartTextInput

◆ SDL_TextInputActive()

bool SDL_TextInputActive ( SDL_Window window)

Check whether or not Unicode text input events are enabled for a window.

Parameters
windowthe window to check.
Returns
true if text input events are enabled else false.

\threadsafety This function should only be called on the main thread.

Since
This function is available since SDL 3.2.0.
See also
SDL_StartTextInput