Lode's Computer Graphics Tutorial

C++, SDL and QuickCG

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C++, SDL and QuickCG

An SDL 1.2 codebase is given with this tutorial, called QuickCG. All the C++ code in the articles uses QuickCG and its functions to draw graphics on the screen.

This page will explain how to use QuickCG to get the examples working. Information is provided to get SDL and QuickCG working in the DevC++ IDE, as well as how to do ith with g++.

Then a few examples of scripts for QuickCG follow.

And finally, tables are given with all the QuickCG functions, some C++ functions and operators, QuickCG and SDL datatypes, and all the SDL names for keyboard keys.

QuickCG can be downloaded here:

SDL is an API that can handle graphics, audio, keyboard, mouse and joystick input on many platforms, including Windows and Linux. SDL can also be used to initialize and use OpenGL for 3D graphics. The codebase of this tutorial uses SDL for its graphics and input, but the rest of the focus of this tutorial is on the graphics algorithms, and not SDL. In this tutorial SDL's functions are rarely used directly (but through QuickCG instead), though it's always handy to learn a thing or two about SDL if you'd like to make some games with it.

QuickCG was designed specifically for this tutorial, to be as easy to use and as universal as possible and to feel a bit like a scripting language. QuickCG includes functions to set up the screen, draw pixels and 2D primitives on it, handle input, do color model conversions, print texts and numbers on the screen using a built in font, load pictures, etc... QuickCG is less useful for making actual games because it's not really optimized.
A full list of all functions it contains is further on this page.

DevC++

This section is for if you want to use DevC++ in Windows to run the examples. Please note that DevC++ is very old now, at the time this tutorial was written it was popular but as of 2016 it is very outdated. Feel free to use a more modern tool such as Code::Blocks, Visual Studio, or if you have it: a POSIX terminal with g++ or clang++ (see next section) and your favorite text editor. The steps in this section can still be helpful in other IDE's, so read on.

DevC++ is a free IDE for Windows, that uses the compiler gcc 3.2 or later. For help on using DevC++, I suggest you check out the help files, try to open and compile some of the included examples, check out the bloodshed.net website, or just read on here. DevC++ can be downloaded from http://www.bloodshed.net/.

This chapter is only for Windows users who want to be able to compile QuickCG and the examples with the free DevC++ IDE. It's also perfectly possible to use SDL and QuickCG on other platforms, but for now that's not explained here. If you don't know how, use the SDL site or google to find out how to install it with your compiler, and then make a new project in your compiler and add the .cpp and .h files of QuickCG to it.

If you don't have the newest version of DevC++ installed yet, follow these steps to get it up and running with SDL. If you have it installed, but not yet the SDL developer libraries, start at step 2).

It's not very easy to install SDL 1.2 for DevC++, but it is possible to get the newest version of SDL 1.2 to work with DevC++, if you follow these steps very carefully:

1) download and install the latest version of DevCpp from http://www.bloodshed.net/dev/devcpp.html
2) download SDL 1.2 from http://www.libsdl.org/: download the Development Libraries for Mingw32 (under Windows) and the runtime libraries for Windows. You may need WinRAR to be able to unpack the .tar.gz files. Note: This tutorial was written during the time of SDL 1.2, and will not work with the latest SDL 2.0 and higher.
3) The runtime library contains the file SDL.DLL, put it either in your C:\Windows\System32 folder, or put one in the folder of your compiled program, and don't forget that you always have to include SDL.DLL with your program if you want other people who don't have the file to run it. Programs compiled for the newest version of SDL won't work with older versions of the DLL.
4) Unpack the SDL developer files, but not yet inside the DevC++ folder, put them in another folder.
5) Copy the SDL folder of the development files, which is inside the folder include, into the include folder of DevC++ (so that all the SDL header files are in DevC++ under include/SDL)
6) Copy the files in the lib folder of the development files, into the lib folder of DevC++.

Now you have installed DevC++ with SDL 1.2! You still need to know how to make a working project that uses SDL though. The other files in the development package include the full SDL documentation, example and tests, and the binaries. Your DevC++ folder structure should now look like this, where the SDL folder is new, and the lib folder contains new files from the SDL development package.

If you use the SDL 1.2 codebase (QuickCG) provided with the tutorial, unzip it to your code folder (that folder where you store all your DevC++ projects and code in, which is hopefully not in the unreliable My Documents folder of Windows), and just open its *.dev file with Dev-C++, and it should compile and run correctly. To compile it, use "Execute -> Compile" from the menu. The exe file will appear in the same folder as where your code is located. You can run it with "Execute -> Run". You can also compile&run your projects by pressing F9. If it doesn't work, look a bit further for a list of possible solutions. It's highly recommended that you use QuickCG for this tutorial, because the rest of the tutorial focuses on the commands of it and not on the actual SDL itself.

But if you want to make a new SDL project of your own in DevC++ (not needed for this tutorial):

7) Start up DevC++ and make a new project. Add any .cpp and .h files you need to it.
8) In the menu Project open Project Options and locate the setting for Linker Commands (in DevC++ 5 Beta 8.10 it's under Parameters) and add:
-lmingw32
-mwindows
-lSDLmain
-lSDL
Note that the order IS important! If you put -lSDL first and then -lSDLmain it won't work!



9) In your cpp files, #include <SDL/SDL.h>
10) Under Linker options, turn off the console.
11) Under Compiler in Project Options, and under the general Compiler Options, turn on all settings for optimizations, because they really make a big difference! You can also add -s to the linker parameters to reduce the size of the *.exe files it generates, if you don't do this, the exe's will be full of debugging information, even if the debugging setting is off (as of DevC++ 5 Beta 8.10)

If you're getting compiler errors when trying to compile your SDL project, here are some things to check:

Once you got it to work, you can run example code of the tutorials by opening the quickcg.dev file with DevC++ and going to main.cpp file where you can enter the code. Here's a screenshot of the main.cpp file after opening it.



g++

This section is for if you want to use g++ to run the examples.

With g++ it's quite easy: place all .cpp and .h files of QuickCG in the same directory, put the example code of tutorials in the main.cpp file, and then you can compile it with the following command:

g++ *.cpp -lSDL -O3

The -O3 is optional if you want compiler optimization. The -lSDL lets it link to SDL. This requires you to have SDL installed on your distro (look for sdl and sdl-devel packages or similar).

Using QuickCG

QuickCG currently exists out of the following code files and a .dev file:
The main.cpp file file is where you can put the code of the examples of this tutorial. If no main function is mentioned in a code example, make one yourself and put the example inside the main function.

There's normally a small example included in the main.cpp file:

int main(int argc, char *argv[]) 
{
screen(256, 256, 0, "Small Test Script");
for(int x = 0; x < w; x++)
for(int y = 0; y < h; y++)
{
pset(x, y, ColorRGB(x, y, 128));
}
redraw();
sleep();
}

Here's what it does:
If you compile and run this code, the output will be as follows:



Now try to change the program a bit, for example, copypaste this instead into the main function (use CTRL+SHIFT+i to indent it in DevC++5):

int main(int argc, char *argv[]) 
{
screen(256, 256, 0, "Small Test Script");
for(int x = 0; x < w; x++)
for(int y = 0; y < h; y++)
{
pset(x, y, ColorRGB(0, 128 + 128 * sin(x / 8.0), 0));
}
print("Hello World!");
redraw();
sleep();
}

What has changed, is that you'll now see a green sine function pattern, and a text "Hello World!", because putting text on the screen is what the print function does. The output should look as follows:



Now another, easier, example:

int main(int argc, char *argv[]) 
{
screen(256,256, 0, "A Face!");
drawDisk(128, 128, 100, colorRGB(255, 128, 200));
drawDisk(88, 100, 10, colorRGB(0, 0, 255));
drawDisk(168, 100, 10, colorRGB(0, 0, 255));
drawLine(88, 150, 168, 150, colorRGB(255, 0, 0));
redraw();
sleep();
}

The drawDisk command will draw a filled circle at the given position, with a certain radius and RGB color. The disk function is called 3 times: to draw a face, and two eyes.
The drawDine command will draw a line.
The redraw() and sleep() commands are again needed so that the new pixels will show up, and so that the program won't close immediately.
The output should look like this:



A full list of all commands is below, and the next chapter is full of easy examples of all functions to learn working with QuickCG.

Full Function List

This list contains all functions, global variables, etc... from QuickCG. If functions have default parameters, these are given as well.

QuickCG Global Variables

Global variables are normally not recommended for big programming projects, but the examples of this tutorial are small and it's easier to have them here.
Variable Information
w int w;
The width of the graphical window, after you used the screen function. In the examples of this tutorial, w is most often used in double for loops that go through every pixel on screen.
h int h;
The height of the graphical window, after you used the screen function
font bool font[256][8][8];
This is the font used for the print function. Even though you can access and change the font variable from within the code, it's never needed to do so.

QuickCG Data Types

ColorRGB A simple struct containing 3 integers named r, g and b, with constructors:
ColorRGB(Uint8 r, Uint8 g, Uint8 b);
ColorRGB(ColorRGB8bit color);
ColorRGB();
There are also some predefined RGB colors:
static const ColorRGB RGB_Black ( 0, 0, 0);
static const ColorRGB RGB_Red (255, 0, 0);
static const ColorRGB RGB_Green ( 0, 255, 0);
static const ColorRGB RGB_Blue ( 0, 0, 255);
static const ColorRGB RGB_Cyan ( 0, 255, 255);
static const ColorRGB RGB_Magenta (255, 0, 255);
static const ColorRGB RGB_Yellow (255, 255, 0);
static const ColorRGB RGB_White (255, 255, 255);
static const ColorRGB RGB_Gray (128, 128, 128);
static const ColorRGB RGB_Grey (192, 192, 192);
static const ColorRGB RGB_Maroon (128, 0, 0);
static const ColorRGB RGB_Darkgreen( 0, 128, 0);
static const ColorRGB RGB_Navy ( 0, 0, 128);
static const ColorRGB RGB_Teal ( 0, 128, 128);
static const ColorRGB RGB_Purple (128, 0, 128);
static const ColorRGB RGB_Olive (128, 128, 0);
The ColorRGB class has also got the operators "+", "-", "*", "/", "==" and "!=" defined so that you can add them, multiply with integers, ... to do color arithmetic more easily.
ColorRGB8bit A simple struct containing 3 Uint8's named r, g and b, with constructors:
ColorRGB8bit(Uint8 r, Uint8 g, Uint8 b);
ColorRGB8bit(ColorRGB color);
ColorRGB8bit();
ColorHSL A simple struct containing 3 integers named h, s and l, with constructors:
ColorHSL(Uint8 h, Uint8 s, Uint8 l);
ColorHSL();
ColorHSV A simple struct containing 3 integers named h, s and v, with constructors:
ColorHSV(Uint8 h, Uint8 s, Uint8 v);
ColorHSV();

Normally, colors used in QuickCG are supposed to have 8 bit components: they're values from 0 to 255. They were however made integer instead of Uint8 so that you can store intermediate results of calculations in the structs without the values wrapping around. So you can write expressions like "ColorRGB color3 = (color * opacity + color2 * (256 - opacity)) / 256;" and get the result you'd expect.

The ColorRGB8bit type was then added because SDL requires Uint8 variables for color components, and is used only internally by a few QuickCG functions with lots of SDL code.

Basic SDL Data Types

Uint8 Unsigned 8-bit integer, these are used in the tutorial for color components
Sint8 Signed 8-bit integer
Uint16 Unsigned 16-bit integer
Sint16 Signed 16-bit integer
Uint32 Unsigned 32-bit integer
Sint32 Signed 32-bit integer
Uint64 Unsigned 64-bit integer
Sint64 Signed 64-bit integer

The 64-bit type isn't supported on all platforms.

QuickCG Functions

Function Information
screen void screen(int width, int height, bool fullscreen, char* text=" ");
This is probably the most important function, because it creates the graphical screen but also the whole SDL context. Always call this function at the beginning of your programs, even if you don't need a screen. The integers width and height determinate the resolution of your window. If fullscreen is 0, it'll be a window, if it's 1, the graphics will be drawn fullscreen. text can be used to give a title to the window. For example to create a window of 640*480 pixels with the title "Hello", use: screen(640,480,0,"Hello");
keyDown bool keyDown(int key);
After using the readKeys() or done() function for the current frame, this function can check for every key whether or not it's pressed. For example, to check if the "a" button is pressed, check if keyDown(SDLK_a) is true. For a full list of all the keys, see the SDL Key table below.
keyPressed bool keyPressed(int key);
The same as keyDown(), but while keyDown will return true as long as the key is pressed, keyPressed will only return true the first time you check, and return true again only if the key has been released and pressed again. So while keyDown would be useful in a game for a key to walk forward, keyPressed can be used for a key that selects a weapon.
redraw void redraw();
This redraws the screen. If you draw things like pixels, circles and lines, you won't see them before you called redraw(); This function is relatively slow though, so don't use it after every single pixel, but only after you've drawn the whole screen.
cls void cls(int R = 0, int G = 0, int B = 0);
This clears the screen to black again. For example if you're making a bouncing ball program you have to draw a circle at a new position every time, but if you didn't use cls(), the old circles at old positions will still be visible. You can also clear the screen to a certain RGB color.
pset void pset(int x, int y, ColorRGB color);
This function draws a pixel on the screen at position x, y (x has to be between 0 and w-1, y has to be between 0 and h-1), with given RGB color: ColorRGB color has 3 components r, g, b which are values between 0 and 255
pget ColorRGB pget(int x, int y);
Returns the color value of the pixel at position x, y. This requires reading the color from the memory of the video card, and is quite slow. When you need this function a lot, for example if you're working with transparency or flood fill, it's better to use a buffer to hold the colors, read from this buffer, and draw this buffer to the screen with drawBuffer.
drawBuffer void drawBuffer(Uint32 *buffer);
Draws a whole buffer at once to the screen. The buffer has to be exactly the same size as the screen, and is a 2D array. Color values are in 24-bit format in one integer instead of 3 separate 8-bit variables. If it's possible to use a buffer, it can be much faster than drawing each pixel separately.
onScreen bool onScreen(int x, int y);
Checks if the point with coordinates x, y is on the screen: inside the rectangle (0, 0) - ((w - 1), (h - 1)).
sleep void sleep();
When calling this function, the program will pause until you press any key.
waitFrame void waitFrame(double oldTime, double frameDuration);
This is made to be handy in cases where you want to limit an effect to a maximum amount of frames per second. The parameter oldTime is the time of the previous frame after calling waitFrame that frame, and frameDuration is the number of seconds per frame (e.g. 0.05 seconds per frame is 20 frames per second). It waits until the minimum time since the previous frame is passed.
done bool done();
This function returns whether or not you want to close the program, that is, if you press escape, or press the close button of the window. Use this function in a while loop as follows: "while(!done()) {code goes here}". Then the loop will keep running, until you press escape or the close button of the window.
end void end();
Calling this function immediately ends the program.
readKeys void readKeys();
This function uses SDL Events to check what keys are pressed, and gives the result to the global inkeys[] variable.
getMouseState void getMouseState(int& mouseX, int& mouseY, bool& LMB, bool& RMB);
Stores the position and pressed buttons of the mouse in the given variables (passed by reference) mouseX: the x coordinate of the mouse cursor, mouseY: the y coordinate of the mouse cursor, LMB: true if the left mouse button is pressed, RMB: true if the right mouse button is pressed.
getMouseState void getMouseState(int& mouseX, int& mouseY);
Stores the position of the mouse in the given variables (passed by reference) mouseX: the x coordinate of the mouse cursor, mouseY: the y coordinate of the mouse cursor.
getTicks long getTicks();
This function returns the time since the program started running in milliseconds.
max max(x, y)
Returns the maximum of x and y, works with anything: it's defined with preprocessor commands.
min min(x, y)
Returns the minimum of x and y, works with anything: it's defined with preprocessor commands.
horLine bool horLine(int y, int x1, int x2, ColorRGB color);
Draw a horizontal line from position x1, y to x2, y with given color. It's a bit faster than using drawLine() if you need a horizontal line.
verLine bool verLine(int x, int y1, int y2, ColorRGB color);
Draw a vertical line from position x1, y to x2, y with given color. It's a bit faster than using drawLine() if you need a vertical line.
drawLine bool drawLine(int x1, int y1, int x2, int y2, ColorRGB color);
Draw a line from x1, y1 to x2, y2 with given color, using the Bresenham line drawing algorithm. Note that all coordinates must lie inside the screen, or the program will crash. You can use clipLine() in combination with drawLine() if you need to draw an arbitrary line, because the line function itself can't draw lines outside the screen and will return 0 it any of the endpoints lies outside the screen.
drawCircle bool drawCircle(int xc, int yc, int radius, ColorRGB color);
Draw a circle with its center at xc,yc, with radius radius, and RGB color red, green, blue. This is an unfilled circle.
drawDisk bool drawCisk(int xc, int yc, int radius, ColorRGB color);
Like circle, but this time it's filled.
drawRect bool drawRect(int x1, int y1, int x2, int y2, ColorRGB color);
Draw a rectangle with corners in x1,y1 and x2, y2, with given color.
clipLine bool clipLine(int x1, int y1, int x2, int y2, int & x3, int & y3, int & x4, int & y4);
Use this if you need to bring the endpoints of a line you're trying to draw into the screen. Give the function a line with coordinates x1,y1-x2,y2, and it'll return a line with coordinates x3,y3-x4,y4 that are on the edges or inside the screen (that is, inside the rectangle 0,w-0,h). x3,y3,x4 and y4 have to be given to the function by reference, so for example use "clipLine(x1, y1, x2, y2, x3, y3, x4, y4)", where x3, y3, x4 and y4 are normal integers that can be changed by the function, to give the coordinates of the new line to those variables. The function returns 1 if the line is on the screen and 0 if the line isn't on the screen.
RGBtoHSL ColorHSL RGBtoHSL(ColorRGB colorRGB);
Converts a color from the RGB to the HSL color model.
HSLtoRGB ColorRGB HSLtoRGB(ColorHSL colorHSL);
Converts a color from the HSL to the RGB color model.
RGBtoHSV ColorHSV RGBtoHSV(ColorRGB colorRGB);
Converts a color from the RGB to the HSV color model.
HSVtoRGB ColorRGB HSVtoRGB(ColorHSV colorHSV);
Converts a color from the HSV to the RGB color model.
RGBtoINT Uint32 RGBtoINT(ColorRGB colorRGB);
Converts a color from RGB to a single integer for the video hardware memory structure
INTtoRGB ColorRGB INTtoRGB(Uint32 colorINT);
Converts a color from a single integer to 3 bytes: r, g, and b from the ColorRGB struct.
loadImage int loadImage(std::vector& out, unsigned long& w, unsigned long& h, const std::string& filename)
loads a PNG image (no other image formats supported) with given filename into the std::vector. Also returns the width and height of the image. If there happens a problem during loading, the function returns "1" which means "error".
loadImage int loadImage(std::vector& out, unsigned long& w, unsigned long& h, const std::string& filename)
The same as the other loadImage function, but stores the color in Uint32's instead, which is the format for SDL.
print template<typename T> int print(const T& val, int x = 0, int y = 0, const ColorRGB& color = RGB_White, bool bg = 0, const ColorRGB& color2 = RGB_Black);
Draws a text on screen, using the standard IBM ASCII font, made out of 256 characters of 8*8 pixels each.
"*text" is the text you want to output, "x" and "y" the location (in pixels) of the top left corner of the first letter, "color" the foreground color, "color2" the background, and bg whether or not the background should be visible: if bg is 0, the background is invisible, if gb is 1, it's fully opaque. The parameter forceLength is the minimum length that should be printed, if the string is shorter, it prints 0 characters behind it (useful if background is enabled and want to draw over a certain fixed length). The return value is h * x + y where x is x position of next letter, y is y position of next letter and h is height of the screen. This return value is useful to find the start location for a possible next print command that should be behind the previous text: x coordinate is then returnvalue / h, y coordinate is returnvalue % h.
getInputString void getInputString(std::string& text, const std::string& message = "", bool clear = false, int x = 0, int y = 0, const ColorRGB& color = RGB_White, bool bg = 0, const ColorRGB& color2 = RGB_Black);
Prints the message, after the message you can enter a string, which is stored in text. The boolean "clear" determines if the text is still visible after the user pressed enter.
getInput template<typename T> T getInput(const std::string& message = "", bool clear = false, int x = 0, int y = 0, const ColorRGB& color = RGB_White, bool bg = 0, const ColorRGB& color2 = RGB_Black);
Convert user input into arbitrary variables.

C++ Operators

Operator Information
+, -, *, / Add, Subtract, Multiply and Divide. Some of these are also defined for QuickCG's matrices and vectors
% Modulo Division
& Bitwise AND
| Bitwise OR
^ Bitwise XOR
= Set equal to
Operators for conditions
&&, || Logical AND and OR (to use in conditions)
== Is it equal?
!= Not equal to
>,<, >=, <= Greater than, Smaller than, Greater than or equal to, Smaller than or equal to

C++ Functions

Some of those come from the standard header file <cmath>, so they're in the namespace std. The line "using namespace std;" is put on top of the code though, so you don't need to to add "std::" in front of the functions. This tutorial focuses on the algorithms and the math and it's easier to recognise mathematical functions if there's no "std::" in front of them.

Function Information
sqrt(x) The square root of x
cos(x), sin(x), tan(x) Cosine, Sine and Tangent (in radians)
acos(x), asin(x), atan(x) The inverse of Cosine, Sine and Tangent
pow(x, y) The power of one real number to another
ln(x) Natural Logarithm
exp(x) The exponential of a real number
int(x), float(x), double(x) Convert to integer or to floating point number. When dividing two integers through each other, the result will be an integer unless you convert one to a float.
floor(x) Returns the next lowest integer, e.g. 3.1 becomes 3.0. Only works on floating point numbers and doubles.
ceil(x) Returns the next highest integer, e.g. 3.1 becomes 4.0. Only works on floating point numbers and doubles.
abs(x), fabs(x) Returns the absolute value of x. The function abs is for integers, while fabs is for floating point numbers and doubles.

C++ Arrays and Pointers

If you're not experienced with C++ these pointers might be useful:

Address of a variable
  • Create the variable with int variableName
  • Get its address with &variableName
Creating a pointer to a variable
  • Create the variable with int variableName
  • Create the pointer with int* pointerName
  • Set the pointer to the address of the variable with pointerName = variableName
  • You can now set variableName to 100 by using the pointerwith *pointerName = 100
Creating an 80 * 90 *100 3D array float arrayName[80][90][100];
Accessing element 10, 20, 30 from a 80 * 90 * 100 3D array arrayName[10][20][30] or arrayName[90 * 100 * 10 + 100 * 20 + 30]
Passing a variable "by address", so the function can change it
  • Create the function as void functionName(int* pointerName)
  • Call the function with functionName(&pointerName)
  • Use the variable in the function with &pointerName
Passing a variable "by reference", so the function can change it
  • Create the function as void functionName(int& variableName)
  • Call the function with functionName(variableName)
  • Use the variable in the function simply with variableName
Passing a variable by "const reference", so the function can read it without making a copy (which can be inefficient if you're passing a large data structure)
  • Create the function as void functionName(const int& variableName)
  • Call the function with functionName(variableName)
  • Use the variable in the function simply with variableName
Passing a 1D array to a function, so the function can read and change it
  • Create the function as void functionName(int* arrayName)
  • Call the function with functionName(arrayName)
  • Use the array in the function with arrayName[index]
Passing a 3D array to a function
  • Create the function as void functionName(int* arrayName)
  • Call the function with functionname(arrayName[0][0])
  • Use the array in the function with arrayName[index]
  • So even though it's a 3D array, you use two [][]'s to give it to the function, and can use only 1 [] inside the function.
  • Inside the function, treat the array as a 1D array. Access its elements by using the way given in the second option of the third row of this table.
std::vectors For arrays with dynamic size, std::vectors<Type>, part of the C++ standard, are much more useful. Include the header <vector> to be able to use them. They have functions to resize, get the size, clear, push variables on top, and members can be accessed with [] just like with C-style arrays. Since they're a large datastructure, pass them by (const) reference to functions.

SDL Key List (copied from the SDL Reference)

SDLKey ASCII value Common name
SDLK_BACKSPACE '\b' backspace
SDLK_TAB '\t' tab
SDLK_CLEAR
clear
SDLK_RETURN '\r' return
SDLK_PAUSE
pause
SDLK_ESCAPE '^[' escape
SDLK_SPACE ' ' space
SDLK_EXCLAIM '!' exclaim
SDLK_QUOTEDBL '"' quotedbl
SDLK_HASH '#' hash
SDLK_DOLLAR '$' dollar
SDLK_AMPERSAND '&' ampersand
SDLK_QUOTE ''' quote
SDLK_LEFTPAREN '(' left parenthesis
SDLK_RIGHTPAREN ')' right parenthesis
SDLK_ASTERISK '*' asterisk
SDLK_PLUS '+' plus sign
SDLK_COMMA ',' comma
SDLK_MINUS '-' minus sign
SDLK_PERIOD '.' period
SDLK_SLASH '/' forward slash
SDLK_0 '0' 0
SDLK_1 '1' 1
SDLK_2 '2' 2
SDLK_3 '3' 3
SDLK_4 '4' 4
SDLK_5 '5' 5
SDLK_6 '6' 6
SDLK_7 '7' 7
SDLK_8 '8' 8
SDLK_9 '9' 9
SDLK_COLON ':' colon
SDLK_SEMICOLON ';' semicolon
SDLK_LESS '<' less-than sign
SDLK_EQUALS '=' equals sign
SDLK_GREATER '>' greater-than sign
SDLK_QUESTION '?' question mark
SDLK_AT '@' at
SDLK_LEFTBRACKET '[' left bracket
SDLK_BACKSLASH '\' backslash
SDLK_RIGHTBRACKET ']' right bracket
SDLK_CARET '^' caret
SDLK_UNDERSCORE '_' underscore
SDLK_BACKQUOTE '`' grave
SDLK_a 'a' a
SDLK_b 'b' b
SDLK_c 'c' c
SDLK_d 'd' d
SDLK_e 'e' e
SDLK_f 'f' f
SDLK_g 'g' g
SDLK_h 'h' h
SDLK_i 'i' i
SDLK_j 'j' j
SDLK_k 'k' k
SDLK_l 'l' l
SDLK_m 'm' m
SDLK_n 'n' n
SDLK_o 'o' o
SDLK_p 'p' p
SDLK_q 'q' q
SDLK_r 'r' r
SDLK_s 's' s
SDLK_t 't' t
SDLK_u 'u' u
SDLK_v 'v' v
SDLK_w 'w' w
SDLK_x 'x' x
SDLK_y 'y' y
SDLK_z 'z' z
SDLK_DELETE '^?' delete
SDLK_KP0
keypad 0
SDLK_KP1
keypad 1
SDLK_KP2
keypad 2
SDLK_KP3
keypad 3
SDLK_KP4
keypad 4
SDLK_KP5
keypad 5
SDLK_KP6
keypad 6
SDLK_KP7
keypad 7
SDLK_KP8
keypad 8
SDLK_KP9
keypad 9
SDLK_KP_PERIOD '.' keypad period
SDLK_KP_DIVIDE '/' keypad divide
SDLK_KP_MULTIPLY '*' keypad multiply
SDLK_KP_MINUS '-' keypad minus
SDLK_KP_PLUS '+' keypad plus
SDLK_KP_ENTER '\r' keypad enter
SDLK_KP_EQUALS '=' keypad equals
SDLK_UP
up arrow
SDLK_DOWN
down arrow
SDLK_RIGHT
right arrow
SDLK_LEFT
left arrow
SDLK_INSERT
insert
SDLK_HOME
home
SDLK_END
end
SDLK_PAGEUP
page up
SDLK_PAGEDOWN
page down
SDLK_F1
F1
SDLK_F2
F2
SDLK_F3
F3
SDLK_F4
F4
SDLK_F5
F5
SDLK_F6
F6
SDLK_F7
F7
SDLK_F8
F8
SDLK_F9
F9
SDLK_F10
F10
SDLK_F11
F11
SDLK_F12
F12
SDLK_F13
F13
SDLK_F14
F14
SDLK_F15
F15
SDLK_NUMLOCK
numlock
SDLK_CAPSLOCK
capslock
SDLK_SCROLLOCK
scrollock
SDLK_RSHIFT
right shift
SDLK_LSHIFT
left shift
SDLK_RCTRL
right ctrl
SDLK_LCTRL
left ctrl
SDLK_RALT
right alt
SDLK_LALT
left alt
SDLK_RMETA
right meta
SDLK_LMETA
left meta
SDLK_LSUPER
left windows key
SDLK_RSUPER
right windows key
SDLK_MODE
mode shift
SDLK_HELP
help
SDLK_PRINT
print-screen
SDLK_SYSREQ
SysRq
SDLK_BREAK
break
SDLK_MENU
menu
SDLK_POWER
power
SDLK_EURO
euro

SDL Modifier Meaning
KMOD_NONE No modifiers applicable
KMOD_NUM Numlock is down
KMOD_CAPS Capslock is down
KMOD_LCTRL Left Control is down
KMOD_RCTRL Right Control is down
KMOD_RSHIFT Right Shift is down
KMOD_LSHIFT Left Shift is down
KMOD_RALT Right Alt is down
KMOD_LALT Left Alt is down
KMOD_CTRL A Control key is down
KMOD_SHIFT A Shift key is down
KMOD_ALT An Alt key is down


Last edited: 21 August 2007

Copyright (c) 2004-2007 by Lode Vandevenne. All rights reserved.