JumpStart 3.19 LUA Interface API

Classes:

Class: TImage

The TImage class is used to load images from the disk into the SDL engine. The images loaded can be of types PNG (reccommended), BMP, TGA, or TIFF. They must be in the power of 2 size (ex: 128x128, 96x64, 32x32, etc...).
Methods:
    function LoadFromFile(FileName)
Use LoadFromFile to load an existing image from the system. Images must be in a power of two size. Can load; PNG (Reccommended), BMP, TGA and TIFF.
    function Draw(X, Y[, PatternIndex])
Draw displays the image or image pattern at position x, y on the screen.
    function DrawTiled(X, Y, NumRepeatX, NumRepeatY[, PatternIndex])
Draw displays the image or image pattern at position x, y NumRepeatX times wide and NumRepeatY times high.
    function CreatePatternRects(PatternWidth, PatternHeight)
Call CreatePatternRects to automatically generate pattern rectangles for an image. This is useful when you have sprite sheets or other such images that have all of the cells of equal size.
    function PatternHeight(PatternIndex): Height
Returns the height of the pattern at PatternIndex.
    function PatternWidth(PatternIndex): Width
Returns the width of the pattern at PatternIndex.
    function PatternRect(PatternIndex): X, Y, Width, Height
Returns the X, Y, Width, and Height of the pattern at PatternIndex.
    function SetPatternRect(PatternIndex, X, Y, Width, Height)
Use SetPatternRect to set a pattern rectangle for a given pattern index.
Properties:
    propperty Name
File name or unique name for the image, you can pretty much ignore this property.
    propperty ImageSurface
This is the raw pointer to the SDL surface for the image. This can be used with the SDL methods that have been wrapped up in the engine.
    propperty Transparent
A boolean flag that is used to check if an image is transparent or set the image's transparent value.
    propperty Width
Full width of the image.
    propperty Height
Full height of the image.
    propperty PatternCount
Used to get the number of patterns an image has or to set the number of patterns an image should have. Must be called before SetPatternRect.
Sample Code:
MyImage = TImage:new()
MyImage:LoadFromFile('Test.png')
function OnRender()
  MyImage:Draw(0, 0)
end

Class: TSprite

TSprite is the base class for all sprites within the main system. It surfaces basic things such as image and pattern handeling. It can be used for static sprites and images that require basic collision.
Methods:
    function Draw(FrameTime)
Draw the current sprite at its X and Y location using its current PatternIndex.
    function SetBoundsRect(Left, Top, Right, Bottom)
Set the Bounding Collision Rectangle (or Ellipse) for the sprite.
Properties:
    propperty Image
The TImage that the sprite should use for rendering.
    propperty PatternIndex
PatternIndex of the Image property that should be used when the sprite is drawn.
    propperty X
X location of the sprite.
    propperty Y
Y location of the sprite.
    propperty ZIndex
ZIndex is the sorting index for the sprite, the higher the number the later that it is rendered (meaning the more on top it is). Its also used for collision detection, sprites on different ZIndexes do not get collision tested against one another.
    propperty OnCollide
This property sets up the sprites collision handler event. Set this property to a function name to have that function called when the sprite collides with another sprite.

Class: TAnimatedSprite

TAnimatedSprite surfaces a sprite with built in animation handeling. Take a look through the demos for a better idea of how to use this class.
Methods:
    function Draw(FrameTime)
    function Reset()
    function SetBoundsRect(Left, Top, Right, Bottom)
Properties:
    propperty Image
    propperty PatternIndex
    propperty X
    propperty Y
    propperty ZIndex
    propperty OnCollide
    propperty AnimSpeed
    propperty AnimStart
    propperty AnimEnd
    propperty AnimIndex
    propperty AnimReverse
    propperty OnAnimEnd

Class: TTiledBackground

TTiledBackground surfaces the standard rectuangular tiled map class. Take a look at the SimpleSpriteDemo for a sample of how to use this component, you may also look at Tank Brigade for more information.
Methods:
    function Draw(FrameTime)
    function SetSize(TilesWide, TilesHigh)
    function TileImage( X, Y )
Properties:
    propperty Image
    propperty PatternIndex
    propperty X
    propperty Y
    propperty ZIndex
    propperty OnCollide
    propperty TileWidth
    propperty TileHeight
    propperty TilesWide
    propperty TilesHigh
    propperty Width
    propperty Height

Class: TTileImage

TTileImage is a sub component of TTiledBackground, use it only as a reference, as creating one may cause the system to fail.
Methods:
Properties:
    propperty PatternIndex
    propperty Image

Class: TSound

TSound is the base class for non-background music sounds. Use it to load WAV and OGG files for replaying at a later time.
Methods:
    function LoadFromFile(FileName)
    function Play()
    function PlayNewChannel(NewChannelNumber)
    function Stop()
Properties:
    propperty Name
    propperty Volume
    propperty Channel
    propperty Playing

Class: TSoundEngine

The sound engine is used to manage all sound objects, you should seldom need to actually work with the sound engine.
Methods:
    function AddSoundFile(FileName)
    function AddSound(ExistingSound)
    function Delete(ItemIndex)
    function Remove(ExistingSound)
    function Next()
    function Previous()
    function First()
    function Last()
    function Reset()
    function Play()
    function Stop()
    function Sound(Index)
Properties:
    propperty Count
    propperty Playing
    propperty IsPlaying
    propperty Channel

Class: TTTFFont

TTTFFont Surfaces a way to interact with standard Windows True Type Fonts within the game engine. It should be noted that the ttf file you are trying to load must be placed in your games path. ImageFonts tend to have a better render quality then true type fonts.
new(FontFile, FontSize)
Methods:
    function TextOut(X, Y, WhatText)
Properties:
    propperty FontColor
    propperty Height

Class: TImageFont

TImageFont surfaces a way to interact with " Bitmap " fonts, these are image that contain all characters that the font represents. Take a look at just about any demo to see an example of this being used. ImageFonts tend to have a better render quality then true type fonts.
Methods:
    function TextOut(X, Y, WhatText)
    function CharPattern(Character)
    function SetCharPattern(Char, Pattern)
    function CharWidth(Char)
    function CharHeight(Char)
Properties:
    propperty Image

Class: TGUIElement

TGUIElement is the base class for all extendable GUI elements. See the GUI demo application to learn more.
Events:
    function BeforeDraw()
    function Draw()
    function AfterDraw()
    function OnMouseDown(MouseX, MouseY, LeftDown, RightDown, MiddleDown)
    function OnMouseUp(MouseX, MouseY, LeftDown, RightDown, MiddleDown)
    function OnClick(MouseX, MouseY, LeftDown, RightDown, MiddleDown)
    function OnMouseWheel(MouseX, MouseY, WheelDelta)
    function OnKeyDown(KeyCode, ShiftState, Unicode)
    function OnKeyUp(KeyCode, ShiftState, Unicode)
Properties:
    propperty X
    propperty Y
    propperty Width
    propperty Height
    propperty Enabled
    propperty Visible
    propperty Focused

Globals:

Objects:

Object: Screen

The global Screen object can be used to access common variables and actions associated with the SDL surface that JumpStart uses for its rendering context.
Properties:
    propperty FPS
    propperty Width
    propperty Height
    propperty Surface
    propperty AppPath
Methods:
    function Clear(Color)
    function Flip()

Object: SpriteEngine

SpriteEngine is a global object for the management of all of the game sprites within the system. Most of the time all you will need to do is call SpriteEngine:Draw(FrameTime) within one of your render loops.
Properties:
    propperty Count
    propperty RenderCount
    propperty RenderLevels
    propperty X
    propperty Y
    propperty CollisionEngine
Methods:
    function Draw(FrameTime)
    function Sort(FullIndex)
    function Moved(ASpriteInstance)
    function Add(ASprite)
    function Remove(ASprite)
    function ImageCollide(ImageX, ImageY, Image, PatternIndex, CollisionWithSprite)
    function HitTest(X, Y)
    function Clear()

Object: Mouse

Mouse is a global object used to surface common aspects of the system mouse. See the MouseSimpleExample demo for more information.
Properties:
    propperty X
    propperty Y
    propperty LeftButton
    propperty RightButton
    propperty MiddleButton

Object: Music

Music is the background music handler. Unlike Sounds there can only be one Music handler for an SDL application. Common features such as load, play, next, and previous are surfaced through this object.
Properties:
    propperty Count
    propperty Playing
    propperty Current
    propperty Volume
Methods:
    function AddMusicFile(FileName)
    function Delete(Index)
    function Next()
    function Previous()
    function First()
    function Last()
    function Play()
    function PlaySong(Index)
    function Stop()

Methods:

    function SDL_putenv(EnvStatement)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_getenv(EnvVarName)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_PutPixel(DstSurface, x, y, pixel)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_AddPixel(DstSurface, x, y, pixel)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_SubPixel(DstSurface, x, y, pixel)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_DrawLine(DstSurface, x, y, x2, y2, Color[, DashLength, DashSpace])
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_AddLine(DstSurface, x1, y1, x2, y2, Color)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_SubLine(DstSurface, x1, y1, x2, y2, Color)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_AddSurface(SrcSurface, SrcRect, DestSurface, DestRect)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_SubSurface(SrcSurface, SrcRect, DestSurface, DestRect)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_MonoSurface(SrcSurface, SrcRect, DestSurface, DestRect, Color)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_TexturedSurface(SrcSurface, SrcRect, DestSurface, DestRect, Texture, TextureRect)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_ZoomSurface(SrcSurface, SrcRect, DstSurface, DstRect)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_FlipRectH(DstSurface, Rect)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_FlipRectV(DstSurface, Rect)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_ScrollY(DstSurface, DifY)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_ScrollX(DstSurface, DifX)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_RotateDeg(DstSurface, SrcSurface, SrcRect, DestX, DestY, OffsetX, OffsetY, Angle)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_RotateRad(DstSurface, SrcSurface, SrcRect, DestX, DestY, OffsetX, OffsetY, Angle)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_FillRectAdd(DstSurface, dstrect, color)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_FillRectSub(DstSurface, dstrect, color)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_GradientFillRect(DstSurface, Rect, StartColor, EndColor, Style)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_2xBlit(Src, Dest)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_Scanline2xBlit(Src, Dest)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_50Scanline2xBlit(Src, Dest)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_ORSurface(SrcSurface, SrcRect, DestSurface, DestRect)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_ANDSurface(SrcSurface, SrcRect, DestSurface, DestRect)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_GTSurface(SrcSurface, SrcRect, DestSurface, DestRect)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_LTSurface(SrcSurface, SrcRect, DestSurface, DestRect)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_PixelTest(SrcSurface1, SrcRect1, SrcSurface2, SrcRect2, Left1, Top1, Left2, Top2)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_GetPixel(SrcSurface, x, y)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function PSDLRect(aLeft, aTop, aWidth, aHeight)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDLRect(aLeft, aTop, aWidth, aHeight)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_ScaleSurfaceRect(SrcSurface, SrcX1, SrcY1, SrcW, SrcH, Width, Height)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function ValidateSurfaceRect(DstSurface, dstrect)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_PixelTestSurfaceVsRect(SrcSurface1, SrcRect1, SrcRect2, Left1, Top1, Left2, Top2)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SDL_ClipLine(x1, y1, x2, y2, ClipRect)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function GetMouseState():X, Y, State
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function IsBitSet(Source, BitMask):Boolean
Use IsBitSet to tell if a bitmask is set within a source number.
    function JoystickUpdate()
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickClose(Joystick)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function NumJoysticks()
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickName(Index)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickOpen(Index)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickOpened(Index)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickIndex(Joystick)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickNumAxes(Joystick)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickNumBalls(Joystick)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickNumHats(Joystick)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickNumButtons(Joystick)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickEventState(state)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickGetAxis(joystick, axis)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickGetHat(joystick, hat)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickGetBall(joystick, ball, dx, dy)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function JoystickGetButton(joystick, Button)
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function SetCaption(NewCaption)
Sets the caption of the current game window.
    function IsKeyDown(KeyCode):Boolean
Tests to see if a key is down (See KEY_ in the global/values).
    function LogError(ErrorMessage[, Location])
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function LogWarning(WarningMessage[, Location])
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function LogStatus(StatusMessage[, Location])
This method is a wrapper around the standard SDL library method. See the standard SDL documentation around this method and its usage.
    function Close()
Closes the currently running game instance.
    function CreateThreadedProcess(ThreadTable, ThreadMethod[, ThreadName])
This method is extremely unstable and should not be used.
    function SetVideoMode(Width, Height, BitsPerPixel, [FullScreen = false])
Use SetVideoMode to setup the render window options.
    function HexToInt(HexString)
Use HexToInt to take a hex string and convert it to a number.
    function GetTickCount()
Returns the current system time in milliseconds, good for timing across all platforms.
    function RenderGUI()
Call this method to have all enabled TGUIElement's rendered to the game screen.
    function Handler(AnEventName[, NewHandler]):AnEventHandler
Handler is a dual purpose method. You can use it to set an event handler (Handler('OnClick', 'MyClickHandler')) or get back the current event handler (WhatHandler = Handler('OnClick')).
    function char(CharacterCode, ...):Character, ...
Converts a character code (numeric) or series of character codes to their corrisponding characters (ASCII).
    function ord(Character, ...):CharacterCode, ...
Converts a character (ASCII) or series of characters to their respective character codes (numerical).

Values:

Value: SoundAvailable

Used to tell if SDL could initialize a sound engine when it started up.

Value: KEY_UNKNOWN

Value: KEY_FIRST

Value: KEY_BACKSPACE

Value: KEY_TAB

Value: KEY_CLEAR

Value: KEY_RETURN

Value: KEY_ENTER

Value: KEY_PAUSE

Value: KEY_ESCAPE

Value: KEY_SPACE

Value: KEY_EXCLAIM

Value: KEY_QUOTEDBL

Value: KEY_HASH

Value: KEY_DOLLAR

Value: KEY_AMPERSAND

Value: KEY_QUOTE

Value: KEY_LEFTPAREN

Value: KEY_RIGHTPAREN

Value: KEY_ASTERISK

Value: KEY_PLUS

Value: KEY_COMMA

Value: KEY_MINUS

Value: KEY_PERIOD

Value: KEY_SLASH

Value: KEY_0

Value: KEY_1

Value: KEY_2

Value: KEY_3

Value: KEY_4

Value: KEY_5

Value: KEY_6

Value: KEY_7

Value: KEY_8

Value: KEY_9

Value: KEY_COLON

Value: KEY_SEMICOLON

Value: KEY_LESS

Value: KEY_EQUALS

Value: KEY_GREATER

Value: KEY_QUESTION

Value: KEY_AT

Value: KEY_LEFTBRACKET

Value: KEY_BACKSLASH

Value: KEY_RIGHTBRACKET

Value: KEY_CARET

Value: KEY_UNDERSCORE

Value: KEY_BACKQUOTE

Value: KEY_a

Value: KEY_b

Value: KEY_c

Value: KEY_d

Value: KEY_e

Value: KEY_f

Value: KEY_g

Value: KEY_h

Value: KEY_i

Value: KEY_j

Value: KEY_k

Value: KEY_l

Value: KEY_m

Value: KEY_n

Value: KEY_o

Value: KEY_p

Value: KEY_q

Value: KEY_r

Value: KEY_s

Value: KEY_t

Value: KEY_u

Value: KEY_v

Value: KEY_w

Value: KEY_x

Value: KEY_y

Value: KEY_z

Value: KEY_DELETE

Value: KEY_WORLD_0

Value: KEY_WORLD_1

Value: KEY_WORLD_2

Value: KEY_WORLD_3

Value: KEY_WORLD_4

Value: KEY_WORLD_5

Value: KEY_WORLD_6

Value: KEY_WORLD_7

Value: KEY_WORLD_8

Value: KEY_WORLD_9

Value: KEY_WORLD_10

Value: KEY_WORLD_11

Value: KEY_WORLD_12

Value: KEY_WORLD_13

Value: KEY_WORLD_14

Value: KEY_WORLD_15

Value: KEY_WORLD_16

Value: KEY_WORLD_17

Value: KEY_WORLD_18

Value: KEY_WORLD_19

Value: KEY_WORLD_20

Value: KEY_WORLD_21

Value: KEY_WORLD_22

Value: KEY_WORLD_23

Value: KEY_WORLD_24

Value: KEY_WORLD_25

Value: KEY_WORLD_26

Value: KEY_WORLD_27

Value: KEY_WORLD_28

Value: KEY_WORLD_29

Value: KEY_WORLD_30

Value: KEY_WORLD_31

Value: KEY_WORLD_32

Value: KEY_WORLD_33

Value: KEY_WORLD_34

Value: KEY_WORLD_35

Value: KEY_WORLD_36

Value: KEY_WORLD_37

Value: KEY_WORLD_38

Value: KEY_WORLD_39

Value: KEY_WORLD_40

Value: KEY_WORLD_41

Value: KEY_WORLD_42

Value: KEY_WORLD_43

Value: KEY_WORLD_44

Value: KEY_WORLD_45

Value: KEY_WORLD_46

Value: KEY_WORLD_47

Value: KEY_WORLD_48

Value: KEY_WORLD_49

Value: KEY_WORLD_50

Value: KEY_WORLD_51

Value: KEY_WORLD_52

Value: KEY_WORLD_53

Value: KEY_WORLD_54

Value: KEY_WORLD_55

Value: KEY_WORLD_56

Value: KEY_WORLD_57

Value: KEY_WORLD_58

Value: KEY_WORLD_59

Value: KEY_WORLD_60

Value: KEY_WORLD_61

Value: KEY_WORLD_62

Value: KEY_WORLD_63

Value: KEY_WORLD_64

Value: KEY_WORLD_65

Value: KEY_WORLD_66

Value: KEY_WORLD_67

Value: KEY_WORLD_68

Value: KEY_WORLD_69

Value: KEY_WORLD_70

Value: KEY_WORLD_71

Value: KEY_WORLD_72

Value: KEY_WORLD_73

Value: KEY_WORLD_74

Value: KEY_WORLD_75

Value: KEY_WORLD_76

Value: KEY_WORLD_77

Value: KEY_WORLD_78

Value: KEY_WORLD_79

Value: KEY_WORLD_80

Value: KEY_WORLD_81

Value: KEY_WORLD_82

Value: KEY_WORLD_83

Value: KEY_WORLD_84

Value: KEY_WORLD_85

Value: KEY_WORLD_86

Value: KEY_WORLD_87

Value: KEY_WORLD_88

Value: KEY_WORLD_89

Value: KEY_WORLD_90

Value: KEY_WORLD_91

Value: KEY_WORLD_92

Value: KEY_WORLD_93

Value: KEY_WORLD_94

Value: KEY_WORLD_95

Value: KEY_KP0

Value: KEY_KP1

Value: KEY_KP2

Value: KEY_KP3

Value: KEY_KP4

Value: KEY_KP5

Value: KEY_KP6

Value: KEY_KP7

Value: KEY_KP8

Value: KEY_KP9

Value: KEY_KP_PERIOD

Value: KEY_KP_DIVIDE

Value: KEY_KP_MULTIPLY

Value: KEY_KP_MINUS

Value: KEY_KP_PLUS

Value: KEY_KP_ENTER

Value: KEY_KP_EQUALS

Value: KEY_UP

Value: KEY_DOWN

Value: KEY_RIGHT

Value: KEY_LEFT

Value: KEY_INSERT

Value: KEY_HOME

Value: KEY_END

Value: KEY_PAGEUP

Value: KEY_PAGEDOWN

Value: KEY_F1

Value: KEY_F2

Value: KEY_F3

Value: KEY_F4

Value: KEY_F5

Value: KEY_F6

Value: KEY_F7

Value: KEY_F8

Value: KEY_F9

Value: KEY_F10

Value: KEY_F11

Value: KEY_F12

Value: KEY_F13

Value: KEY_F14

Value: KEY_F15

Value: KEY_NUMLOCK

Value: KEY_CAPSLOCK

Value: KEY_SCROLLOCK

Value: KEY_RSHIFT

Value: KEY_LSHIFT

Value: KEY_RCTRL

Value: KEY_LCTRL

Value: KEY_RALT

Value: KEY_LALT

Value: KEY_RMETA

Value: KEY_LMETA

Value: KEY_LSUPER

Value: KEY_RSUPER

Value: KEY_MODE

Value: KEY_COMPOSE

Value: KEY_HELP

Value: KEY_PRINT

Value: KEY_SYSREQ

Value: KEY_BREAK

Value: KEY_MENU

Value: KEY_POWER

Value: KEY_EURO

Value: BUTTON_LEFT

Value: BUTTON_MIDDLE

Value: BUTTON_RIGHT

Value: BUTTON_WHEELUP

Value: BUTTON_WHEELDOWN

Value: BUTTON_LMASK

Value: BUTTON_MMASK

Value: BUTTON_RMask

Value: MAX_JOYSTICKS

Value: MAX_AXES

Value: MAX_BUTTONS

Value: AXIS_MIN

Value: AXIS_MAX

Value: JOY_AXIS_THRESHOLD

Value: HAT_CENTERED

Value: HAT_UP

Value: HAT_RIGHT

Value: HAT_DOWN

Value: HAT_LEFT

Value: HAT_RIGHTUP

Value: HAT_RIGHTDOWN

Value: HAT_LEFTUP

Value: HAT_LEFTDOWN

Value: JOYAXISMOTION

Value: JOYBALLMOTION

Value: JOYHATMOTION

Value: JOYBUTTONDOWN

Value: JOYBUTTONUP

Working file: API3.19.xml