Initial release: RadiantWave v1.0
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package sdl
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/*
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#include "sdl_wrapper.h"
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#if !(SDL_VERSION_ATLEAST(2,0,22))
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#if defined(WARN_OUTDATED)
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#pragma message("SDL_IsTextInputShown is not supported before SDL 2.0.22")
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#pragma message("SDL_ClearComposition is not supported before SDL 2.0.22")
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#endif
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static inline SDL_bool SDL_IsTextInputShown(void)
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{
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return SDL_FALSE;
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}
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static inline void SDL_ClearComposition(void)
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{
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}
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#endif
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*/
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import "C"
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import (
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"reflect"
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"unsafe"
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)
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// Keysym contains key information used in key events.
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// (https://wiki.libsdl.org/SDL_Keysym)
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type Keysym struct {
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Scancode Scancode // SDL physical key code
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Sym Keycode // SDL virtual key code
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Mod uint16 // current key modifiers
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unused uint32 // unused
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}
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// GetKeyboardFocus returns the window which currently has keyboard focus.
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// (https://wiki.libsdl.org/SDL_GetKeyboardFocus)
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func GetKeyboardFocus() *Window {
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return (*Window)(unsafe.Pointer(C.SDL_GetKeyboardFocus()))
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}
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// GetKeyboardState returns a snapshot of the current state of the keyboard.
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// (https://wiki.libsdl.org/SDL_GetKeyboardState)
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func GetKeyboardState() []uint8 {
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var numkeys C.int
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start := C.SDL_GetKeyboardState(&numkeys)
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sh := reflect.SliceHeader{}
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sh.Len = int(numkeys)
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sh.Cap = int(numkeys)
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sh.Data = uintptr(unsafe.Pointer(start))
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return *(*[]uint8)(unsafe.Pointer(&sh))
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}
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// GetModState returns the current key modifier state for the keyboard.
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// (https://wiki.libsdl.org/SDL_GetModState)
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func GetModState() Keymod {
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return (Keymod)(C.SDL_GetModState())
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}
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// SetModState sets the current key modifier state for the keyboard.
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// (https://wiki.libsdl.org/SDL_SetModState)
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func SetModState(mod Keymod) {
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C.SDL_SetModState(mod.c())
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}
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// GetKeyFromScancode returns the key code corresponding to the given scancode according to the current keyboard layout.
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// (https://wiki.libsdl.org/SDL_GetKeyFromScancode)
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func GetKeyFromScancode(code Scancode) Keycode {
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return (Keycode)(C.SDL_GetKeyFromScancode(code.c()))
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}
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// GetScancodeFromKey returns the scancode corresponding to the given key code according to the current keyboard layout.
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// (https://wiki.libsdl.org/SDL_GetScancodeFromKey)
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func GetScancodeFromKey(code Keycode) Scancode {
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return (Scancode)(C.SDL_GetScancodeFromKey(code.c()))
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}
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// GetScancodeName returns a human-readable name for a scancode
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// (https://wiki.libsdl.org/SDL_GetScancodeName)
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func GetScancodeName(code Scancode) string {
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return (C.GoString)(C.SDL_GetScancodeName(code.c()))
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}
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// GetScancodeFromName returns a scancode from a human-readable name.
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// (https://wiki.libsdl.org/SDL_GetScancodeFromName)
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func GetScancodeFromName(name string) Scancode {
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_name := C.CString(name)
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defer C.free(unsafe.Pointer(_name))
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return (Scancode)(C.SDL_GetScancodeFromName(_name))
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}
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// GetKeyName returns a human-readable name for a key.
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// (https://wiki.libsdl.org/SDL_GetKeyName)
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func GetKeyName(code Keycode) string {
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return (C.GoString)(C.SDL_GetKeyName(code.c()))
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}
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// GetKeyFromName returns a key code from a human-readable name.
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// (https://wiki.libsdl.org/SDL_GetKeyFromName)
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func GetKeyFromName(name string) Keycode {
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_name := C.CString(name)
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defer C.free(unsafe.Pointer(_name))
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return (Keycode)(C.SDL_GetKeyFromName(_name))
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}
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// StartTextInput starts accepting Unicode text input events.
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// (https://wiki.libsdl.org/SDL_StartTextInput)
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func StartTextInput() {
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C.SDL_StartTextInput()
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}
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// IsTextInputActive checks whether or not Unicode text input events are enabled.
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// (https://wiki.libsdl.org/SDL_IsTextInputActive)
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func IsTextInputActive() bool {
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return C.SDL_IsTextInputActive() > 0
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}
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// StopTextInput stops receiving any text input events.
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// (https://wiki.libsdl.org/SDL_StopTextInput)
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func StopTextInput() {
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C.SDL_StopTextInput()
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}
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// SetTextInputRect sets the rectangle used to type Unicode text inputs.
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// (https://wiki.libsdl.org/SDL_SetTextInputRect)
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func SetTextInputRect(rect *Rect) {
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C.SDL_SetTextInputRect(rect.cptr())
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}
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// HasScreenKeyboardSupport reports whether the platform has some screen keyboard support.
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// (https://wiki.libsdl.org/SDL_HasScreenKeyboardSupport)
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func HasScreenKeyboardSupport() bool {
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return C.SDL_HasScreenKeyboardSupport() > 0
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}
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// IsScreenKeyboardShown reports whether the screen keyboard is shown for given window.
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// (https://wiki.libsdl.org/SDL_IsScreenKeyboardShown)
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func IsScreenKeyboardShown(window *Window) bool {
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return C.SDL_IsScreenKeyboardShown(window.cptr()) > 0
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}
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// IsTextInputShown returns if an IME Composite or Candidate window is currently shown.
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// (https://wiki.libsdl.org/SDL_IsTextInputShown)
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func IsTextInputShown() bool {
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return C.SDL_IsTextInputShown() > 0
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}
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// ClearComposition dismisses the composition window/IME without disabling the subsystem.
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// (https://wiki.libsdl.org/SDL_ClearComposition)
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func ClearComposition() {
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C.SDL_ClearComposition()
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}
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