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keyboard.go
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keyboard.go
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package sdl
// #include "sdl_wrapper.h"
import "C"
import "unsafe"
import "reflect"
// Keysym contains key information used in key events.
// (https://wiki.libsdl.org/SDL_Keysym)
type Keysym struct {
Scancode Scancode // SDL physical key code
Sym Keycode // SDL virtual key code
Mod uint16 // current key modifiers
unused uint32 // unused
}
// GetKeyboardFocus returns the window which currently has keyboard focus.
// (https://wiki.libsdl.org/SDL_GetKeyboardFocus)
func GetKeyboardFocus() *Window {
return (*Window)(unsafe.Pointer(C.SDL_GetKeyboardFocus()))
}
// GetKeyboardState returns a snapshot of the current state of the keyboard.
// (https://wiki.libsdl.org/SDL_GetKeyboardState)
func GetKeyboardState() []uint8 {
var numkeys C.int
start := C.SDL_GetKeyboardState(&numkeys)
sh := reflect.SliceHeader{}
sh.Len = int(numkeys)
sh.Cap = int(numkeys)
sh.Data = uintptr(unsafe.Pointer(start))
return *(*[]uint8)(unsafe.Pointer(&sh))
}
// GetModState returns the current key modifier state for the keyboard.
// (https://wiki.libsdl.org/SDL_GetModState)
func GetModState() Keymod {
return (Keymod)(C.SDL_GetModState())
}
// SetModState sets the current key modifier state for the keyboard.
// (https://wiki.libsdl.org/SDL_SetModState)
func SetModState(mod Keymod) {
C.SDL_SetModState(mod.c())
}
// GetKeyFromScancode returns the key code corresponding to the given scancode according to the current keyboard layout.
// (https://wiki.libsdl.org/SDL_GetKeyFromScancode)
func GetKeyFromScancode(code Scancode) Keycode {
return (Keycode)(C.SDL_GetKeyFromScancode(code.c()))
}
// GetScancodeFromKey returns the scancode corresponding to the given key code according to the current keyboard layout.
// (https://wiki.libsdl.org/SDL_GetScancodeFromKey)
func GetScancodeFromKey(code Keycode) Scancode {
return (Scancode)(C.SDL_GetScancodeFromKey(code.c()))
}
// GetScancodeName returns a human-readable name for a scancode
// (https://wiki.libsdl.org/SDL_GetScancodeName)
func GetScancodeName(code Scancode) string {
return (C.GoString)(C.SDL_GetScancodeName(code.c()))
}
// GetScancodeFromName returns a scancode from a human-readable name.
// (https://wiki.libsdl.org/SDL_GetScancodeFromName)
func GetScancodeFromName(name string) Scancode {
_name := C.CString(name)
defer C.free(unsafe.Pointer(_name))
return (Scancode)(C.SDL_GetScancodeFromName(_name))
}
// GetKeyName returns a human-readable name for a key.
// (https://wiki.libsdl.org/SDL_GetKeyName)
func GetKeyName(code Keycode) string {
return (C.GoString)(C.SDL_GetKeyName(code.c()))
}
// GetKeyFromName returns a key code from a human-readable name.
// (https://wiki.libsdl.org/SDL_GetKeyFromName)
func GetKeyFromName(name string) Keycode {
_name := C.CString(name)
defer C.free(unsafe.Pointer(_name))
return (Keycode)(C.SDL_GetKeyFromName(_name))
}
// StartTextInput starts accepting Unicode text input events.
// (https://wiki.libsdl.org/SDL_StartTextInput)
func StartTextInput() {
C.SDL_StartTextInput()
}
// IsTextInputActive checks whether or not Unicode text input events are enabled.
// (https://wiki.libsdl.org/SDL_IsTextInputActive)
func IsTextInputActive() bool {
return C.SDL_IsTextInputActive() > 0
}
// StopTextInput stops receiving any text input events.
// (https://wiki.libsdl.org/SDL_StopTextInput)
func StopTextInput() {
C.SDL_StopTextInput()
}
// SetTextInputRect sets the rectangle used to type Unicode text inputs.
// (https://wiki.libsdl.org/SDL_SetTextInputRect)
func SetTextInputRect(rect *Rect) {
C.SDL_SetTextInputRect(rect.cptr())
}
// HasScreenKeyboardSupport reports whether the platform has some screen keyboard support.
// (https://wiki.libsdl.org/SDL_HasScreenKeyboardSupport)
func HasScreenKeyboardSupport() bool {
return C.SDL_HasScreenKeyboardSupport() > 0
}
// IsScreenKeyboardShown reports whether the screen keyboard is shown for given window.
// (https://wiki.libsdl.org/SDL_IsScreenKeyboardShown)
func IsScreenKeyboardShown(window *Window) bool {
return C.SDL_IsScreenKeyboardShown(window.cptr()) > 0
}