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4>Handling the Keyboard</TITLE
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56>Chapter 3. Input handling</TD
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71><DIV
72CLASS="SECT1"
73><H1
74CLASS="SECT1"
75><A
76NAME="GUIDEINPUTKEYBOARD"
77></A
78>Handling the Keyboard</H1
79><DIV
80CLASS="SECT2"
81><H2
82CLASS="SECT2"
83><A
84NAME="AEN271"
85></A
86>Keyboard Related Structures</H2
87><P
88>It should make it a lot easier to understand this tutorial is you are familiar with the data types involved in keyboard access, so I'll explain them first.</P
89><DIV
90CLASS="SECT3"
91><H3
92CLASS="SECT3"
93><A
94NAME="AEN274"
95></A
96>SDLKey</H3
97><P
98><SPAN
99CLASS="STRUCTNAME"
100>SDLKey</SPAN
101> is an enumerated type defined in SDL/include/SDL_keysym.h and detailed <A
102HREF="sdlkey.html"
103>here</A
104>. Each <SPAN
105CLASS="STRUCTNAME"
106>SDLKey</SPAN
107> symbol represents a key, <TT
108CLASS="LITERAL"
109>SDLK_a</TT
110> corresponds to the 'a' key on a keyboard, <TT
111CLASS="LITERAL"
112>SDLK_SPACE</TT
113> corresponds to the space bar, and so on.</P
114></DIV
115><DIV
116CLASS="SECT3"
117><H3
118CLASS="SECT3"
119><A
120NAME="AEN282"
121></A
122>SDLMod</H3
123><P
124>SDLMod is an enumerated type, similar to <SPAN
125CLASS="STRUCTNAME"
126>SDLKey</SPAN
127>, however it enumerates keyboard modifiers (Control, Alt, Shift). The full list of modifier symbols is <A
128HREF="sdlkey.html#SDLMOD"
129>here</A
130>. <SPAN
131CLASS="STRUCTNAME"
132>SDLMod</SPAN
133> values can be AND'd together to represent several modifiers.</P
134></DIV
135><DIV
136CLASS="SECT3"
137><H3
138CLASS="SECT3"
139><A
140NAME="AEN288"
141></A
142>SDL_keysym</H3
143><PRE
144CLASS="PROGRAMLISTING"
145>typedef struct{
146 Uint8 scancode;
147 SDLKey sym;
148 SDLMod mod;
149 Uint16 unicode;
150} SDL_keysym;</PRE
151><P
152>The <SPAN
153CLASS="STRUCTNAME"
154>SDL_keysym</SPAN
155> structure describes a key press or a key release. The <TT
156CLASS="STRUCTFIELD"
157><I
158>scancode</I
159></TT
160> field is hardware specific and should be ignored unless you know what your doing. The <TT
161CLASS="STRUCTFIELD"
162><I
163>sym</I
164></TT
165> field is the <SPAN
166CLASS="STRUCTNAME"
167>SDLKey</SPAN
168> value of the key being pressed or released. The <TT
169CLASS="STRUCTFIELD"
170><I
171>mod</I
172></TT
173> field describes the state of the keyboard modifiers at the time the key press or release occurred. So a value of <TT
174CLASS="LITERAL"
175>KMOD_NUM | KMOD_CAPS | KMOD_LSHIFT</TT
176> would mean that Numlock, Capslock and the left shift key were all press (or enabled in the case of the lock keys). Finally, the <TT
177CLASS="STRUCTFIELD"
178><I
179>unicode</I
180></TT
181> field stores the 16-bit unicode value of the key.</P
182><DIV
183CLASS="NOTE"
184><BLOCKQUOTE
185CLASS="NOTE"
186><P
187><B
188>Note: </B
189>It should be noted and understood that this field is only valid when the <SPAN
190CLASS="STRUCTNAME"
191>SDL_keysym</SPAN
192> is describing a key press, not a key release. Unicode values only make sense on a key press because the unicode value describes an international character and only key presses produce characters. More information on Unicode can be found at <A
193HREF="http://www.unicode.org"
194TARGET="_top"
195>www.unicode.org</A
196></P
197></BLOCKQUOTE
198></DIV
199><DIV
200CLASS="NOTE"
201><BLOCKQUOTE
202CLASS="NOTE"
203><P
204><B
205>Note: </B
206>Unicode translation must be enabled using the <A
207HREF="sdlenableunicode.html"
208><TT
209CLASS="FUNCTION"
210>SDL_EnableUNICODE</TT
211></A
212> function.</P
213></BLOCKQUOTE
214></DIV
215></DIV
216><DIV
217CLASS="SECT3"
218><H3
219CLASS="SECT3"
220><A
221NAME="AEN307"
222></A
223>SDL_KeyboardEvent</H3
224><PRE
225CLASS="PROGRAMLISTING"
226>typedef struct{
227 Uint8 type;
228 Uint8 state;
229 SDL_keysym keysym;
230} SDL_KeyboardEvent;</PRE
231><P
232>The <SPAN
233CLASS="STRUCTNAME"
234>SDL_KeyboardEvent</SPAN
235> describes a keyboard event (obviously). The <TT
236CLASS="STRUCTFIELD"
237><I
238>key</I
239></TT
240> member of the <A
241HREF="sdlevent.html"
242><SPAN
243CLASS="STRUCTNAME"
244>SDL_Event</SPAN
245></A
246> union is a <SPAN
247CLASS="STRUCTNAME"
248>SDL_KeyboardEvent</SPAN
249> structure. The <TT
250CLASS="STRUCTFIELD"
251><I
252>type</I
253></TT
254> field specifies whether the event is a key release (<TT
255CLASS="LITERAL"
256>SDL_KEYUP</TT
257>) or a key press (<TT
258CLASS="LITERAL"
259>SDL_KEYDOWN</TT
260>) event. The <TT
261CLASS="STRUCTFIELD"
262><I
263>state</I
264></TT
265> is largely redundant, it reports the same information as the <TT
266CLASS="STRUCTFIELD"
267><I
268>type</I
269></TT
270> field but uses different values (<TT
271CLASS="LITERAL"
272>SDL_RELEASED</TT
273> and <TT
274CLASS="LITERAL"
275>SDL_PRESSED</TT
276>). The <TT
277CLASS="STRUCTFIELD"
278><I
279>keysym</I
280></TT
281> contains information of the key press or release that this event represents (see above).</P
282></DIV
283></DIV
284><DIV
285CLASS="SECT2"
286><H2
287CLASS="SECT2"
288><A
289NAME="AEN324"
290></A
291>Reading Keyboard Events</H2
292><P
293>Reading keybaord events from the event queue is quite simple (the event queue and using it is described <A
294HREF="sdlevent.html"
295>here</A
296>). We read events using <A
297HREF="sdlpollevent.html"
298><TT
299CLASS="FUNCTION"
300>SDL_PollEvent</TT
301></A
302> in a <TT
303CLASS="LITERAL"
304>while()</TT
305> loop and check for <TT
306CLASS="LITERAL"
307>SDL_KEYUP</TT
308> and <TT
309CLASS="LITERAL"
310>SDL_KEYDOWN</TT
311> events using a <TT
312CLASS="LITERAL"
313>switch</TT
314> statement, like so:</P
315><DIV
316CLASS="EXAMPLE"
317><A
318NAME="AEN334"
319></A
320><P
321><B
322>Example 3-10. Reading Keyboard Events</B
323></P
324><PRE
325CLASS="PROGRAMLISTING"
326> SDL_Event event;
327 .
328 .
329 /* Poll for events. SDL_PollEvent() returns 0 when there are no */
330 /* more events on the event queue, our while loop will exit when */
331 /* that occurs. */
332 while( SDL_PollEvent( &#38;event ) ){
333 /* We are only worried about SDL_KEYDOWN and SDL_KEYUP events */
334 switch( event.type ){
335 case SDL_KEYDOWN:
336 printf( "Key press detected\n" );
337 break;
338
339 case SDL_KEYUP:
340 printf( "Key release detected\n" );
341 break;
342
343 default:
344 break;
345 }
346 }
347 .
348 .</PRE
349></DIV
350><P
351>This is a very basic example. No information about the key press or release is interpreted. We will explore the other extreme out our first full example below - reporting all available information about a keyboard event.</P
352></DIV
353><DIV
354CLASS="SECT2"
355><H2
356CLASS="SECT2"
357><A
358NAME="AEN338"
359></A
360>A More Detailed Look</H2
361><P
362>Before we can read events SDL must be initialised with <A
363HREF="sdlinit.html"
364><TT
365CLASS="FUNCTION"
366>SDL_Init</TT
367></A
368> and a video mode must be set using <A
369HREF="sdlsetvideomode.html"
370><TT
371CLASS="FUNCTION"
372>SDL_SetVideoMode</TT
373></A
374>. There are, however, two other functions we must use to obtain all the information required. We must enable unicode translation by calling <TT
375CLASS="FUNCTION"
376>SDL_EnableUNICODE(1)</TT
377> and we must convert <SPAN
378CLASS="STRUCTNAME"
379>SDLKey</SPAN
380> values into something printable, using <A
381HREF="sdlgetkeyname.html"
382><TT
383CLASS="FUNCTION"
384>SDL_GetKeyName</TT
385></A
386></P
387><DIV
388CLASS="NOTE"
389><BLOCKQUOTE
390CLASS="NOTE"
391><P
392><B
393>Note: </B
394>It is useful to note that unicode values &#60; 0x80 translate directly a characters ASCII value. THis is used in the example below</P
395></BLOCKQUOTE
396></DIV
397><DIV
398CLASS="EXAMPLE"
399><A
400NAME="AEN351"
401></A
402><P
403><B
404>Example 3-11. Interpreting Key Event Information</B
405></P
406><PRE
407CLASS="PROGRAMLISTING"
408>&#13; #include "SDL.h"
409
410 /* Function Prototypes */
411 void PrintKeyInfo( SDL_KeyboardEvent *key );
412 void PrintModifiers( SDLMod mod );
413
414 /* main */
415 int main( int argc, char *argv[] ){
416
417 SDL_Event event;
418 int quit = 0;
419
420 /* Initialise SDL */
421 if( SDL_Init( SDL_INIT_VIDEO ) &#60; 0){
422 fprintf( stderr, "Could not initialise SDL: %s\n", SDL_GetError() );
423 exit( -1 );
424 }
425
426 /* Set a video mode */
427 if( !SDL_SetVideoMode( 320, 200, 0, 0 ) ){
428 fprintf( stderr, "Could not set video mode: %s\n", SDL_GetError() );
429 SDL_Quit();
430 exit( -1 );
431 }
432
433 /* Enable Unicode translation */
434 SDL_EnableUNICODE( 1 );
435
436 /* Loop until an SDL_QUIT event is found */
437 while( !quit ){
438
439 /* Poll for events */
440 while( SDL_PollEvent( &#38;event ) ){
441
442 switch( event.type ){
443 /* Keyboard event */
444 /* Pass the event data onto PrintKeyInfo() */
445 case SDL_KEYDOWN:
446 case SDL_KEYUP:
447 PrintKeyInfo( &#38;event.key );
448 break;
449
450 /* SDL_QUIT event (window close) */
451 case SDL_QUIT:
452 quit = 1;
453 break;
454
455 default:
456 break;
457 }
458
459 }
460
461 }
462
463 /* Clean up */
464 SDL_Quit();
465 exit( 0 );
466 }
467
468 /* Print all information about a key event */
469 void PrintKeyInfo( SDL_KeyboardEvent *key ){
470 /* Is it a release or a press? */
471 if( key-&#62;type == SDL_KEYUP )
472 printf( "Release:- " );
473 else
474 printf( "Press:- " );
475
476 /* Print the hardware scancode first */
477 printf( "Scancode: 0x%02X", key-&#62;keysym.scancode );
478 /* Print the name of the key */
479 printf( ", Name: %s", SDL_GetKeyName( key-&#62;keysym.sym ) );
480 /* We want to print the unicode info, but we need to make */
481 /* sure its a press event first (remember, release events */
482 /* don't have unicode info */
483 if( key-&#62;type == SDL_KEYDOWN ){
484 /* If the Unicode value is less than 0x80 then the */
485 /* unicode value can be used to get a printable */
486 /* representation of the key, using (char)unicode. */
487 printf(", Unicode: " );
488 if( key-&#62;keysym.unicode &#60; 0x80 &#38;&#38; key-&#62;keysym.unicode &#62; 0 ){
489 printf( "%c (0x%04X)", (char)key-&#62;keysym.unicode,
490 key-&#62;keysym.unicode );
491 }
492 else{
493 printf( "? (0x%04X)", key-&#62;keysym.unicode );
494 }
495 }
496 printf( "\n" );
497 /* Print modifier info */
498 PrintModifiers( key-&#62;keysym.mod );
499 }
500
501 /* Print modifier info */
502 void PrintModifiers( SDLMod mod ){
503 printf( "Modifers: " );
504
505 /* If there are none then say so and return */
506 if( mod == KMOD_NONE ){
507 printf( "None\n" );
508 return;
509 }
510
511 /* Check for the presence of each SDLMod value */
512 /* This looks messy, but there really isn't */
513 /* a clearer way. */
514 if( mod &#38; KMOD_NUM ) printf( "NUMLOCK " );
515 if( mod &#38; KMOD_CAPS ) printf( "CAPSLOCK " );
516 if( mod &#38; KMOD_LCTRL ) printf( "LCTRL " );
517 if( mod &#38; KMOD_RCTRL ) printf( "RCTRL " );
518 if( mod &#38; KMOD_RSHIFT ) printf( "RSHIFT " );
519 if( mod &#38; KMOD_LSHIFT ) printf( "LSHIFT " );
520 if( mod &#38; KMOD_RALT ) printf( "RALT " );
521 if( mod &#38; KMOD_LALT ) printf( "LALT " );
522 if( mod &#38; KMOD_CTRL ) printf( "CTRL " );
523 if( mod &#38; KMOD_SHIFT ) printf( "SHIFT " );
524 if( mod &#38; KMOD_ALT ) printf( "ALT " );
525 printf( "\n" );
526 }</PRE
527></DIV
528></DIV
529><DIV
530CLASS="SECT2"
531><H2
532CLASS="SECT2"
533><A
534NAME="AEN354"
535></A
536>Game-type Input</H2
537><P
538>I have found that people using keyboard events for games and other interactive applications don't always understand one fundemental point.</P
539><A
540NAME="AEN357"
541></A
542><BLOCKQUOTE
543CLASS="BLOCKQUOTE"
544><P
545>Keyboard events <SPAN
546CLASS="emphasis"
547><I
548CLASS="EMPHASIS"
549>only</I
550></SPAN
551> take place when a keys state changes from being unpressed to pressed, and vice versa.</P
552></BLOCKQUOTE
553><P
554>Imagine you have an image of an alien that you wish to move around using the cursor keys: when you pressed the left arrow key you want him to slide over to the left, and when you press the down key you want him to slide down the screen. Examine the following code; it highlights an error that many people have made.
555<PRE
556CLASS="PROGRAMLISTING"
557> /* Alien screen coordinates */
558 int alien_x=0, alien_y=0;
559 .
560 .
561 /* Initialise SDL and video modes and all that */
562 .
563 /* Main game loop */
564 /* Check for events */
565 while( SDL_PollEvent( &#38;event ) ){
566 switch( event.type ){
567 /* Look for a keypress */
568 case SDL_KEYDOWN:
569 /* Check the SDLKey values and move change the coords */
570 switch( event.key.keysym.sym ){
571 case SDLK_LEFT:
572 alien_x -= 1;
573 break;
574 case SDLK_RIGHT:
575 alien_x += 1;
576 break;
577 case SDLK_UP:
578 alien_y -= 1;
579 break;
580 case SDLK_DOWN:
581 alien_y += 1;
582 break;
583 default:
584 break;
585 }
586 }
587 }
588 }
589 .
590 .</PRE
591>
592At first glance you may think this is a perfectly reasonable piece of code for the task, but it isn't. Like I said keyboard events only occur when a key changes state, so the user would have to press and release the left cursor key 100 times to move the alien 100 pixels to the left.</P
593><P
594>To get around this problem we must not use the events to change the position of the alien, we use the events to set flags which are then used in a seperate section of code to move the alien. Something like this:</P
595><DIV
596CLASS="EXAMPLE"
597><A
598NAME="AEN363"
599></A
600><P
601><B
602>Example 3-12. Proper Game Movement</B
603></P
604><PRE
605CLASS="PROGRAMLISTING"
606> /* Alien screen coordinates */
607 int alien_x=0, alien_y=0;
608 int alien_xvel=0, alien_yvel=0;
609 .
610 .
611 /* Initialise SDL and video modes and all that */
612 .
613 /* Main game loop */
614 /* Check for events */
615 while( SDL_PollEvent( &#38;event ) ){
616 switch( event.type ){
617 /* Look for a keypress */
618 case SDL_KEYDOWN:
619 /* Check the SDLKey values and move change the coords */
620 switch( event.key.keysym.sym ){
621 case SDLK_LEFT:
622 alien_xvel = -1;
623 break;
624 case SDLK_RIGHT:
625 alien_xvel = 1;
626 break;
627 case SDLK_UP:
628 alien_yvel = -1;
629 break;
630 case SDLK_DOWN:
631 alien_yvel = 1;
632 break;
633 default:
634 break;
635 }
636 break;
637 /* We must also use the SDL_KEYUP events to zero the x */
638 /* and y velocity variables. But we must also be */
639 /* careful not to zero the velocities when we shouldn't*/
640 case SDL_KEYUP:
641 switch( event.key.keysym.sym ){
642 case SDLK_LEFT:
643 /* We check to make sure the alien is moving */
644 /* to the left. If it is then we zero the */
645 /* velocity. If the alien is moving to the */
646 /* right then the right key is still press */
647 /* so we don't tocuh the velocity */
648 if( alien_xvel &#60; 0 )
649 alien_xvel = 0;
650 break;
651 case SDLK_RIGHT:
652 if( alien_xvel &#62; 0 )
653 alien_xvel = 0;
654 break;
655 case SDLK_UP:
656 if( alien_yvel &#60; 0 )
657 alien_yvel = 0;
658 break;
659 case SDLK_DOWN:
660 if( alien_yvel &#62; 0 )
661 alien_yvel = 0;
662 break;
663 default:
664 break;
665 }
666 break;
667
668 default:
669 break;
670 }
671 }
672 .
673 .
674 /* Update the alien position */
675 alien_x += alien_xvel;
676 alien_y += alien_yvel;</PRE
677></DIV
678><P
679>As can be seen, we use two extra variables, alien_xvel and alien_yvel, which represent the motion of the ship, it is these variables that we update when we detect keypresses and releases.</P
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