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<HTML
><HEAD
><TITLE
>SDL_keysym</TITLE
><META
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><HR
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><H1
><A
NAME="SDLKEYSYM"
></A
>SDL_keysym</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN4659"
></A
><H2
>Name</H2
>SDL_keysym -- Keysym structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN4662"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
Uint8 scancode;
SDLKey sym;
SDLMod mod;
Uint16 unicode;
} SDL_keysym;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN4665"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN4667"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>scancode</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Hardware specific scancode</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>sym</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>SDL virtual keysym</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>mod</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Current key modifiers</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>unicode</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Translated character</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN4686"
></A
><H2
>Description</H2
><P
>The <SPAN
CLASS="STRUCTNAME"
>SDL_keysym</SPAN
> structure is used by reporting key presses and releases since it is a part of the <A
HREF="sdlkeyboardevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_KeyboardEvent</SPAN
></A
>.</P
><P
>The <TT
CLASS="STRUCTFIELD"
><I
>scancode</I
></TT
> field should generally be left alone, it is the hardware dependent scancode returned by the keyboard. The <TT
CLASS="STRUCTFIELD"
><I
>sym</I
></TT
> field is extremely useful. It is the SDL-defined value of the key (see <A
HREF="sdlkey.html"
>SDL Key Syms</A
>. This field is very useful when you are checking for certain key presses, like so:
<PRE
CLASS="PROGRAMLISTING"
>.
.
while(SDL_PollEvent(&event)){
switch(event.type){
case SDL_KEYDOWN:
if(event.key.keysym.sym==SDLK_LEFT)
move_left();
break;
.
.
.
}
}
.
.</PRE
>
<TT
CLASS="STRUCTFIELD"
><I
>mod</I
></TT
> stores the current state of the keyboard modifiers as explained in <A
HREF="sdlgetmodstate.html"
><TT
CLASS="FUNCTION"
>SDL_GetModState</TT
></A
>. The <TT
CLASS="STRUCTFIELD"
><I
>unicode</I
></TT
> is only used when UNICODE translation is enabled with <A
HREF="sdlenableunicode.html"
><TT
CLASS="FUNCTION"
>SDL_EnableUNICODE</TT
></A
>. If <TT
CLASS="STRUCTFIELD"
><I
>unicode</I
></TT
> is non-zero then this a the UNICODE character corresponding to the keypress. If the high 9 bits of the character are 0, then this maps to the equivalent ASCII character:
<PRE
CLASS="PROGRAMLISTING"
>char ch;
if ( (keysym.unicode & 0xFF80) == 0 ) {
ch = keysym.unicode & 0x7F;
}
else {
printf("An International Character.\n");
}</PRE
>
UNICODE translation does have a slight overhead so don't enable it unless its needed.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN4705"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlkey.html"
><SPAN
CLASS="STRUCTNAME"
>SDLKey</SPAN
></A
></P
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