//! Keyboard key IDs. //! //! See glfw.setKeyCallback for how these are used. //! //! These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60), but re-arranged to //! map to 7-bit ASCII for printable keys (function keys are put in the 256+ range). //! //! The naming of the key codes follow these rules: //! //! - The US keyboard layout is used //! - Names of printable alpha-numeric characters are used (e.g. "A", "R", "3", etc.) //! - For non-alphanumeric characters, Unicode:ish names are used (e.g. "COMMA", //! "LEFT_SQUARE_BRACKET", etc.). Note that some names do not correspond to the Unicode standard //! (usually for brevity) //! - Keys that lack a clear US mapping are named "WORLD_x" //! - For non-printable keys, custom names are used (e.g. "F4", "BACKSPACE", etc.) const cc = @cImport(@cInclude("GLFW/glfw3.h")); /// The unknown key pub const unknown = cc.GLFW_KEY_UNKNOWN; /// Printable keys pub const space = cc.GLFW_KEY_SPACE; pub const apostrophe = cc.GLFW_KEY_APOSTROPHE; pub const comma = cc.GLFW_KEY_COMMA; pub const minus = cc.GLFW_KEY_MINUS; pub const period = cc.GLFW_KEY_PERIOD; pub const slash = cc.GLFW_KEY_SLASH; pub const zero = cc.GLFW_KEY_0; pub const one = cc.GLFW_KEY_1; pub const two = cc.GLFW_KEY_2; pub const three = cc.GLFW_KEY_3; pub const four = cc.GLFW_KEY_4; pub const five = cc.GLFW_KEY_5; pub const six = cc.GLFW_KEY_6; pub const seven = cc.GLFW_KEY_7; pub const eight = cc.GLFW_KEY_8; pub const nine = cc.GLFW_KEY_9; pub const semicolon = cc.GLFW_KEY_SEMICOLON; pub const equal = cc.GLFW_KEY_EQUAL; pub const a = cc.GLFW_KEY_A; pub const b = cc.GLFW_KEY_B; pub const c = cc.GLFW_KEY_C; pub const d = cc.GLFW_KEY_D; pub const e = cc.GLFW_KEY_E; pub const f = cc.GLFW_KEY_F; pub const g = cc.GLFW_KEY_G; pub const h = cc.GLFW_KEY_H; pub const i = cc.GLFW_KEY_I; pub const j = cc.GLFW_KEY_J; pub const k = cc.GLFW_KEY_K; pub const l = cc.GLFW_KEY_L; pub const m = cc.GLFW_KEY_M; pub const n = cc.GLFW_KEY_N; pub const o = cc.GLFW_KEY_O; pub const p = cc.GLFW_KEY_P; pub const q = cc.GLFW_KEY_Q; pub const r = cc.GLFW_KEY_R; pub const s = cc.GLFW_KEY_S; pub const t = cc.GLFW_KEY_T; pub const u = cc.GLFW_KEY_U; pub const v = cc.GLFW_KEY_V; pub const w = cc.GLFW_KEY_W; pub const x = cc.GLFW_KEY_X; pub const y = cc.GLFW_KEY_Y; pub const z = cc.GLFW_KEY_Z; pub const left_bracket = cc.GLFW_KEY_LEFT_BRACKET; pub const backslash = cc.GLFW_KEY_BACKSLASH; pub const right_bracket = cc.GLFW_KEY_RIGHT_BRACKET; pub const grave_accent = cc.GLFW_KEY_GRAVE_ACCENT; pub const world_1 = cc.GLFW_KEY_WORLD_1; // non-US #1 pub const world_2 = cc.GLFW_KEY_WORLD_2; // non-US #2 /// Function keys pub const escape = cc.GLFW_KEY_ESCAPE; pub const enter = cc.GLFW_KEY_ENTER; pub const tab = cc.GLFW_KEY_TAB; pub const backspace = cc.GLFW_KEY_BACKSPACE; pub const insert = cc.GLFW_KEY_INSERT; pub const delete = cc.GLFW_KEY_DELETE; pub const right = cc.GLFW_KEY_RIGHT; pub const left = cc.GLFW_KEY_LEFT; pub const down = cc.GLFW_KEY_DOWN; pub const up = cc.GLFW_KEY_UP; pub const page_up = cc.GLFW_KEY_PAGE_UP; pub const page_down = cc.GLFW_KEY_PAGE_DOWN; pub const home = cc.GLFW_KEY_HOME; pub const end = cc.GLFW_KEY_END; pub const caps_lock = cc.GLFW_KEY_CAPS_LOCK; pub const scroll_lock = cc.GLFW_KEY_SCROLL_LOCK; pub const num_lock = cc.GLFW_KEY_NUM_LOCK; pub const print_screen = cc.GLFW_KEY_PRINT_SCREEN; pub const pause = cc.GLFW_KEY_PAUSE; pub const F1 = cc.GLFW_KEY_F1; pub const F2 = cc.GLFW_KEY_F2; pub const F3 = cc.GLFW_KEY_F3; pub const F4 = cc.GLFW_KEY_F4; pub const F5 = cc.GLFW_KEY_F5; pub const F6 = cc.GLFW_KEY_F6; pub const F7 = cc.GLFW_KEY_F7; pub const F8 = cc.GLFW_KEY_F8; pub const F9 = cc.GLFW_KEY_F9; pub const F10 = cc.GLFW_KEY_F10; pub const F11 = cc.GLFW_KEY_F11; pub const F12 = cc.GLFW_KEY_F12; pub const F13 = cc.GLFW_KEY_F13; pub const F14 = cc.GLFW_KEY_F14; pub const F15 = cc.GLFW_KEY_F15; pub const F16 = cc.GLFW_KEY_F16; pub const F17 = cc.GLFW_KEY_F17; pub const F18 = cc.GLFW_KEY_F18; pub const F19 = cc.GLFW_KEY_F19; pub const F20 = cc.GLFW_KEY_F20; pub const F21 = cc.GLFW_KEY_F21; pub const F22 = cc.GLFW_KEY_F22; pub const F23 = cc.GLFW_KEY_F23; pub const F24 = cc.GLFW_KEY_F24; pub const F25 = cc.GLFW_KEY_F25; pub const kp_0 = cc.GLFW_KEY_KP_0; pub const kp_1 = cc.GLFW_KEY_KP_1; pub const kp_2 = cc.GLFW_KEY_KP_2; pub const kp_3 = cc.GLFW_KEY_KP_3; pub const kp_4 = cc.GLFW_KEY_KP_4; pub const kp_5 = cc.GLFW_KEY_KP_5; pub const kp_6 = cc.GLFW_KEY_KP_6; pub const kp_7 = cc.GLFW_KEY_KP_7; pub const kp_8 = cc.GLFW_KEY_KP_8; pub const kp_9 = cc.GLFW_KEY_KP_9; pub const kp_decimal = cc.GLFW_KEY_KP_DECIMAL; pub const kp_divide = cc.GLFW_KEY_KP_DIVIDE; pub const kp_multiply = cc.GLFW_KEY_KP_MULTIPLY; pub const kp_subtract = cc.GLFW_KEY_KP_SUBTRACT; pub const kp_add = cc.GLFW_KEY_KP_ADD; pub const kp_enter = cc.GLFW_KEY_KP_ENTER; pub const kp_equal = cc.GLFW_KEY_KP_EQUAL; pub const left_shift = cc.GLFW_KEY_LEFT_SHIFT; pub const left_control = cc.GLFW_KEY_LEFT_CONTROL; pub const left_alt = cc.GLFW_KEY_LEFT_ALT; pub const left_super = cc.GLFW_KEY_LEFT_SUPER; pub const right_shift = cc.GLFW_KEY_RIGHT_SHIFT; pub const right_control = cc.GLFW_KEY_RIGHT_CONTROL; pub const right_alt = cc.GLFW_KEY_RIGHT_ALT; pub const right_super = cc.GLFW_KEY_RIGHT_SUPER; pub const menu = cc.GLFW_KEY_MENU; pub const last = cc.GLFW_KEY_LAST; // TODO(keyboard layout) // /// Returns the layout-specific name of the specified printable key. // /// // /// This function returns the name of the specified printable key, encoded as // /// UTF-8. This is typically the character that key would produce without any // /// modifier keys, intended for displaying key bindings to the user. For dead // /// keys, it is typically the diacritic it would add to a character. // /// // /// __Do not use this function__ for [text input](@ref input_char). You will // /// break text input for many languages even if it happens to work for yours. // /// // /// If the key is `GLFW_KEY_UNKNOWN`, the scancode is used to identify the key, // /// otherwise the scancode is ignored. If you specify a non-printable key, or // /// `GLFW_KEY_UNKNOWN` and a scancode that maps to a non-printable key, this // /// function returns null but does not emit an error. // /// // /// This behavior allows you to always pass in the arguments in the // /// [key callback](@ref input_key) without modification. // /// // /// The printable keys are: // /// - `GLFW_KEY_APOSTROPHE` // /// - `GLFW_KEY_COMMA` // /// - `GLFW_KEY_MINUS` // /// - `GLFW_KEY_PERIOD` // /// - `GLFW_KEY_SLASH` // /// - `GLFW_KEY_SEMICOLON` // /// - `GLFW_KEY_EQUAL` // /// - `GLFW_KEY_LEFT_BRACKET` // /// - `GLFW_KEY_RIGHT_BRACKET` // /// - `GLFW_KEY_BACKSLASH` // /// - `GLFW_KEY_WORLD_1` // /// - `GLFW_KEY_WORLD_2` // /// - `GLFW_KEY_0` to `GLFW_KEY_9` // /// - `GLFW_KEY_A` to `GLFW_KEY_Z` // /// - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9` // /// - `GLFW_KEY_KP_DECIMAL` // /// - `GLFW_KEY_KP_DIVIDE` // /// - `GLFW_KEY_KP_MULTIPLY` // /// - `GLFW_KEY_KP_SUBTRACT` // /// - `GLFW_KEY_KP_ADD` // /// - `GLFW_KEY_KP_EQUAL` // /// // /// Names for printable keys depend on keyboard layout, while names for // /// non-printable keys are the same across layouts but depend on the application // /// language and should be localized along with other user interface text. // /// // /// @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`. // /// @param[in] scancode The scancode of the key to query. // /// @return The UTF-8 encoded, layout-specific name of the key, or null. // /// // /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError. // /// // /// The contents of the returned string may change when a keyboard // /// layout change event is received. // /// // /// @pointer_lifetime The returned string is allocated and freed by GLFW. You // /// should not free it yourself. It is valid until the library is terminated. // /// // /// @thread_safety This function must only be called from the main thread. // /// // /// see also: input_key_name // /// // /// // /// @ingroup input // GLFWAPI const char* glfwGetKeyName(int key, int scancode); // TODO(keyboard scancode) // /// Returns the platform-specific scancode of the specified key. // /// // /// This function returns the platform-specific scancode of the specified key. // /// // /// If the key is `GLFW_KEY_UNKNOWN` or does not exist on the keyboard this // /// method will return `-1`. // /// // /// @param[in] key Any [named key](@ref keys). // /// @return The platform-specific scancode for the key, or `-1` if an // /// error occurred. // /// // /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError. // /// // /// @thread_safety This function may be called from any thread. // /// // /// see also: input_key // /// // /// // /// @ingroup input // GLFWAPI int glfwGetKeyScancode(int key);