sdl3bind/official/release-3.2.0/api/video.zig

611 lines
24 KiB
Zig

const std = @import("std");
pub const c = @import("c.zig").c;
pub const PixelFormat = enum(c_int) {
pixelformatYv12 = 0x32315659, //Planar mode: Y + V + U (3 planes)
pixelformatIyuv = 0x56555949, //Planar mode: Y + U + V (3 planes)
pixelformatYuy2 = 0x32595559, //Packed mode: Y0+U0+Y1+V0 (1 plane)
pixelformatUyvy = 0x59565955, //Packed mode: U0+Y0+V0+Y1 (1 plane)
pixelformatYvyu = 0x55595659, //Packed mode: Y0+V0+Y1+U0 (1 plane)
pixelformatNv12 = 0x3231564e, //Planar mode: Y + U/V interleaved (2 planes)
pixelformatNv21 = 0x3132564e, //Planar mode: Y + V/U interleaved (2 planes)
pixelformatP010 = 0x30313050, //Planar mode: Y + U/V interleaved (2 planes)
pixelformatExternalOes = 0x2053454f, //Android video texture format
};
pub const Point = extern struct {
x: c_int,
y: c_int,
};
pub const Surface = opaque {};
pub const PropertiesID = u32;
pub const Rect = extern struct {
x: c_int,
y: c_int,
w: c_int,
h: c_int,
};
pub const FunctionPointer = c.SDL_FunctionPointer;
pub const DisplayID = u32;
pub const WindowID = u32;
pub const SystemTheme = enum(c_int) {
systemThemeUnknown, //Unknown system theme
systemThemeLight, //Light colored system theme
systemThemeDark, //Dark colored system theme
};
pub const DisplayModeData = opaque {};
pub const DisplayMode = extern struct {
displayID: DisplayID, // the display this mode is associated with
format: PixelFormat, // pixel format
w: c_int, // width
h: c_int, // height
pixel_density: f32, // scale converting size to pixels (e.g. a 1920x1080 mode with 2.0 scale would have 3840x2160 pixels)
refresh_rate: f32, // refresh rate (or 0.0f for unspecified)
refresh_rate_numerator: c_int, // precise refresh rate numerator (or 0 for unspecified)
refresh_rate_denominator: c_int, // precise refresh rate denominator
internal: ?*DisplayModeData, // Private
};
pub const DisplayOrientation = enum(c_int) {
orientationUnknown, //The display orientation can't be determined
orientationLandscape, //The display is in landscape mode, with the right side up, relative to portrait mode
orientationLandscapeFlipped, //The display is in landscape mode, with the left side up, relative to portrait mode
orientationPortrait, //The display is in portrait mode
orientationPortraitFlipped,
};
pub const Window = opaque {
pub inline fn getDisplayForWindow(window: *Window) DisplayID {
return c.SDL_GetDisplayForWindow(@ptrCast(window));
}
pub inline fn getWindowPixelDensity(window: *Window) f32 {
return c.SDL_GetWindowPixelDensity(@ptrCast(window));
}
pub inline fn getWindowDisplayScale(window: *Window) f32 {
return c.SDL_GetWindowDisplayScale(@ptrCast(window));
}
pub inline fn setWindowFullscreenMode(window: *Window, mode: ?*const DisplayMode) bool {
return @bitCast(c.SDL_SetWindowFullscreenMode(@ptrCast(window), @ptrCast(mode)));
}
pub inline fn getWindowFullscreenMode(window: *Window) ?*const DisplayMode {
return @ptrCast(c.SDL_GetWindowFullscreenMode(@ptrCast(window)));
}
pub inline fn getWindowICCProfile(window: *Window, size: *usize) ?*anyopaque {
return c.SDL_GetWindowICCProfile(@ptrCast(window), @ptrCast(size));
}
pub inline fn getWindowPixelFormat(window: *Window) PixelFormat {
return @bitCast(c.SDL_GetWindowPixelFormat(@ptrCast(window)));
}
pub inline fn createPopupWindow(window: *Window, offset_x: c_int, offset_y: c_int, w: c_int, h: c_int, flags: WindowFlags) ?*Window {
return @ptrCast(c.SDL_CreatePopupWindow(@ptrCast(window), offset_x, offset_y, w, h, @bitCast(flags)));
}
pub inline fn getWindowID(window: *Window) WindowID {
return c.SDL_GetWindowID(@ptrCast(window));
}
pub inline fn getWindowParent(window: *Window) ?*Window {
return @ptrCast(c.SDL_GetWindowParent(@ptrCast(window)));
}
pub inline fn getWindowProperties(window: *Window) PropertiesID {
return c.SDL_GetWindowProperties(@ptrCast(window));
}
pub inline fn getWindowFlags(window: *Window) WindowFlags {
return @bitCast(c.SDL_GetWindowFlags(@ptrCast(window)));
}
pub inline fn setWindowTitle(window: *Window, title: [*c]const u8) bool {
return @bitCast(c.SDL_SetWindowTitle(@ptrCast(window), title));
}
pub inline fn getWindowTitle(window: *Window) [*c]const u8 {
return c.SDL_GetWindowTitle(@ptrCast(window));
}
pub inline fn setWindowIcon(window: *Window, icon: ?*Surface) bool {
return @bitCast(c.SDL_SetWindowIcon(@ptrCast(window), @ptrCast(icon)));
}
pub inline fn setWindowPosition(window: *Window, x: c_int, y: c_int) bool {
return @bitCast(c.SDL_SetWindowPosition(@ptrCast(window), x, y));
}
pub inline fn getWindowPosition(window: *Window, x: *c_int, y: *c_int) bool {
return @bitCast(c.SDL_GetWindowPosition(@ptrCast(window), @ptrCast(x), @ptrCast(y)));
}
pub inline fn setWindowSize(window: *Window, w: c_int, h: c_int) bool {
return @bitCast(c.SDL_SetWindowSize(@ptrCast(window), w, h));
}
pub inline fn getWindowSize(window: *Window, w: *c_int, h: *c_int) bool {
return @bitCast(c.SDL_GetWindowSize(@ptrCast(window), @ptrCast(w), @ptrCast(h)));
}
pub inline fn getWindowSafeArea(window: *Window, rect: ?*Rect) bool {
return @bitCast(c.SDL_GetWindowSafeArea(@ptrCast(window), @ptrCast(rect)));
}
pub inline fn setWindowAspectRatio(window: *Window, min_aspect: f32, max_aspect: f32) bool {
return @bitCast(c.SDL_SetWindowAspectRatio(@ptrCast(window), min_aspect, max_aspect));
}
pub inline fn getWindowAspectRatio(window: *Window, min_aspect: *f32, max_aspect: *f32) bool {
return @bitCast(c.SDL_GetWindowAspectRatio(@ptrCast(window), @ptrCast(min_aspect), @ptrCast(max_aspect)));
}
pub inline fn getWindowBordersSize(window: *Window, top: *c_int, left: *c_int, bottom: *c_int, right: *c_int) bool {
return @bitCast(c.SDL_GetWindowBordersSize(@ptrCast(window), @ptrCast(top), @ptrCast(left), @ptrCast(bottom), @ptrCast(right)));
}
pub inline fn getWindowSizeInPixels(window: *Window, w: *c_int, h: *c_int) bool {
return @bitCast(c.SDL_GetWindowSizeInPixels(@ptrCast(window), @ptrCast(w), @ptrCast(h)));
}
pub inline fn setWindowMinimumSize(window: *Window, min_w: c_int, min_h: c_int) bool {
return @bitCast(c.SDL_SetWindowMinimumSize(@ptrCast(window), min_w, min_h));
}
pub inline fn getWindowMinimumSize(window: *Window, w: *c_int, h: *c_int) bool {
return @bitCast(c.SDL_GetWindowMinimumSize(@ptrCast(window), @ptrCast(w), @ptrCast(h)));
}
pub inline fn setWindowMaximumSize(window: *Window, max_w: c_int, max_h: c_int) bool {
return @bitCast(c.SDL_SetWindowMaximumSize(@ptrCast(window), max_w, max_h));
}
pub inline fn getWindowMaximumSize(window: *Window, w: *c_int, h: *c_int) bool {
return @bitCast(c.SDL_GetWindowMaximumSize(@ptrCast(window), @ptrCast(w), @ptrCast(h)));
}
pub inline fn setWindowBordered(window: *Window, bordered: bool) bool {
return @bitCast(c.SDL_SetWindowBordered(@ptrCast(window), @bitCast(bordered)));
}
pub inline fn setWindowResizable(window: *Window, resizable: bool) bool {
return @bitCast(c.SDL_SetWindowResizable(@ptrCast(window), @bitCast(resizable)));
}
pub inline fn setWindowAlwaysOnTop(window: *Window, on_top: bool) bool {
return @bitCast(c.SDL_SetWindowAlwaysOnTop(@ptrCast(window), @bitCast(on_top)));
}
pub inline fn showWindow(window: *Window) bool {
return @bitCast(c.SDL_ShowWindow(@ptrCast(window)));
}
pub inline fn hideWindow(window: *Window) bool {
return @bitCast(c.SDL_HideWindow(@ptrCast(window)));
}
pub inline fn raiseWindow(window: *Window) bool {
return @bitCast(c.SDL_RaiseWindow(@ptrCast(window)));
}
pub inline fn maximizeWindow(window: *Window) bool {
return @bitCast(c.SDL_MaximizeWindow(@ptrCast(window)));
}
pub inline fn minimizeWindow(window: *Window) bool {
return @bitCast(c.SDL_MinimizeWindow(@ptrCast(window)));
}
pub inline fn restoreWindow(window: *Window) bool {
return @bitCast(c.SDL_RestoreWindow(@ptrCast(window)));
}
pub inline fn setWindowFullscreen(window: *Window, fullscreen: bool) bool {
return @bitCast(c.SDL_SetWindowFullscreen(@ptrCast(window), @bitCast(fullscreen)));
}
pub inline fn syncWindow(window: *Window) bool {
return @bitCast(c.SDL_SyncWindow(@ptrCast(window)));
}
pub inline fn windowHasSurface(window: *Window) bool {
return @bitCast(c.SDL_WindowHasSurface(@ptrCast(window)));
}
pub inline fn getWindowSurface(window: *Window) ?*Surface {
return @ptrCast(c.SDL_GetWindowSurface(@ptrCast(window)));
}
pub inline fn setWindowSurfaceVSync(window: *Window, vsync: c_int) bool {
return @bitCast(c.SDL_SetWindowSurfaceVSync(@ptrCast(window), vsync));
}
pub inline fn getWindowSurfaceVSync(window: *Window, vsync: *c_int) bool {
return @bitCast(c.SDL_GetWindowSurfaceVSync(@ptrCast(window), @ptrCast(vsync)));
}
pub inline fn updateWindowSurface(window: *Window) bool {
return @bitCast(c.SDL_UpdateWindowSurface(@ptrCast(window)));
}
pub inline fn updateWindowSurfaceRects(window: *Window, rects: ?*const Rect, numrects: c_int) bool {
return @bitCast(c.SDL_UpdateWindowSurfaceRects(@ptrCast(window), @ptrCast(rects), numrects));
}
pub inline fn destroyWindowSurface(window: *Window) bool {
return @bitCast(c.SDL_DestroyWindowSurface(@ptrCast(window)));
}
pub inline fn setWindowKeyboardGrab(window: *Window, grabbed: bool) bool {
return @bitCast(c.SDL_SetWindowKeyboardGrab(@ptrCast(window), @bitCast(grabbed)));
}
pub inline fn setWindowMouseGrab(window: *Window, grabbed: bool) bool {
return @bitCast(c.SDL_SetWindowMouseGrab(@ptrCast(window), @bitCast(grabbed)));
}
pub inline fn getWindowKeyboardGrab(window: *Window) bool {
return @bitCast(c.SDL_GetWindowKeyboardGrab(@ptrCast(window)));
}
pub inline fn getWindowMouseGrab(window: *Window) bool {
return @bitCast(c.SDL_GetWindowMouseGrab(@ptrCast(window)));
}
pub inline fn setWindowMouseRect(window: *Window, rect: ?*const Rect) bool {
return @bitCast(c.SDL_SetWindowMouseRect(@ptrCast(window), @ptrCast(rect)));
}
pub inline fn getWindowMouseRect(window: *Window) ?*const Rect {
return @ptrCast(c.SDL_GetWindowMouseRect(@ptrCast(window)));
}
pub inline fn setWindowOpacity(window: *Window, opacity: f32) bool {
return @bitCast(c.SDL_SetWindowOpacity(@ptrCast(window), opacity));
}
pub inline fn getWindowOpacity(window: *Window) f32 {
return c.SDL_GetWindowOpacity(@ptrCast(window));
}
pub inline fn setWindowParent(window: *Window, parent: ?*Window) bool {
return @bitCast(c.SDL_SetWindowParent(@ptrCast(window), @ptrCast(parent)));
}
pub inline fn setWindowModal(window: *Window, modal: bool) bool {
return @bitCast(c.SDL_SetWindowModal(@ptrCast(window), @bitCast(modal)));
}
pub inline fn setWindowFocusable(window: *Window, focusable: bool) bool {
return @bitCast(c.SDL_SetWindowFocusable(@ptrCast(window), @bitCast(focusable)));
}
pub inline fn showWindowSystemMenu(window: *Window, x: c_int, y: c_int) bool {
return @bitCast(c.SDL_ShowWindowSystemMenu(@ptrCast(window), x, y));
}
pub inline fn setWindowHitTest(window: *Window, callback: HitTest, callback_data: ?*anyopaque) bool {
return @bitCast(c.SDL_SetWindowHitTest(@ptrCast(window), callback, callback_data));
}
pub inline fn setWindowShape(window: *Window, shape: ?*Surface) bool {
return @bitCast(c.SDL_SetWindowShape(@ptrCast(window), @ptrCast(shape)));
}
pub inline fn flashWindow(window: *Window, operation: FlashOperation) bool {
return @bitCast(c.SDL_FlashWindow(@ptrCast(window), @intFromEnum(operation)));
}
pub inline fn destroyWindow(window: *Window) void {
return c.SDL_DestroyWindow(@ptrCast(window));
}
pub inline fn gl_CreateContext(window: *Window) GLContext {
return c.SDL_GL_CreateContext(@ptrCast(window));
}
pub inline fn gl_MakeCurrent(window: *Window, context: GLContext) bool {
return @bitCast(c.SDL_GL_MakeCurrent(@ptrCast(window), context));
}
pub inline fn egl_GetWindowSurface(window: *Window) EGLSurface {
return c.SDL_EGL_GetWindowSurface(@ptrCast(window));
}
pub inline fn gl_SwapWindow(window: *Window) bool {
return @bitCast(c.SDL_GL_SwapWindow(@ptrCast(window)));
}
};
pub const WindowFlags = packed struct(u64) {
windowFullscreen: bool = false, // window is in fullscreen mode
windowOpengl: bool = false, // window usable with OpenGL context
windowOccluded: bool = false, // window is occluded
windowHidden: bool = false, // window is neither mapped onto the desktop nor shown in the taskbar/dock/window list; SDL_ShowWindow() is required for it to become visible
windowBorderless: bool = false, // no window decoration
windowResizable: bool = false, // window can be resized
windowMinimized: bool = false, // window is minimized
windowMaximized: bool = false, // window is maximized
windowMouseGrabbed: bool = false, // window has grabbed mouse input
windowInputFocus: bool = false, // window has input focus
windowMouseFocus: bool = false, // window has mouse focus
windowExternal: bool = false, // window not created by SDL
windowModal: bool = false, // window is modal
windowHighPixelDensity: bool = false, // window uses high pixel density back buffer if possible
windowMouseCapture: bool = false, // window has mouse captured (unrelated to MOUSE_GRABBED)
windowMouseRelativeMode: bool = false, // window has relative mode enabled
windowAlwaysOnTop: bool = false, // window should always be above others
windowUtility: bool = false, // window should be treated as a utility window, not showing in the task bar and window list
windowTooltip: bool = false, // window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent window
windowPopupMenu: bool = false, // window should be treated as a popup menu, requires a parent window
windowKeyboardGrabbed: bool = false, // window has grabbed keyboard input
windowVulkan: bool = false, // window usable for Vulkan surface
windowMetal: bool = false, // window usable for Metal view
windowTransparent: bool = false, // window with transparent buffer
windowNotFocusable: bool = false, // window should not be focusable
pad0: u38 = 0,
rsvd: bool = false,
pub const None = WindowFlags{};
};
pub const FlashOperation = enum(c_int) {
flashCancel, //Cancel any window flash state
flashBriefly, //Flash the window briefly to get attention
flashUntilFocused, //Flash the window until it gets focus
};
pub const GLContext = *anyopaque;
pub const EGLDisplay = ?*anyopaque;
pub const EGLConfig = ?*anyopaque;
pub const EGLSurface = ?*anyopaque;
pub const EGLAttrib = isize;
pub const EGLint = c_int;
pub const EGLAttribArrayCallback = c.SDL_EGLAttribArrayCallback;
pub const EGLIntArrayCallback = c.SDL_EGLIntArrayCallback;
pub const GLAttr = enum(c_int) {
glRedSize, //the minimum number of bits for the red channel of the color buffer; defaults to 3.
glGreenSize, //the minimum number of bits for the green channel of the color buffer; defaults to 3.
glBlueSize, //the minimum number of bits for the blue channel of the color buffer; defaults to 2.
glAlphaSize, //the minimum number of bits for the alpha channel of the color buffer; defaults to 0.
glBufferSize, //the minimum number of bits for frame buffer size; defaults to 0.
glDoublebuffer, //whether the output is single or double buffered; defaults to double buffering on.
glDepthSize, //the minimum number of bits in the depth buffer; defaults to 16.
glStencilSize, //the minimum number of bits in the stencil buffer; defaults to 0.
glAccumRedSize, //the minimum number of bits for the red channel of the accumulation buffer; defaults to 0.
glAccumGreenSize, //the minimum number of bits for the green channel of the accumulation buffer; defaults to 0.
glAccumBlueSize, //the minimum number of bits for the blue channel of the accumulation buffer; defaults to 0.
glAccumAlphaSize, //the minimum number of bits for the alpha channel of the accumulation buffer; defaults to 0.
glStereo, //whether the output is stereo 3D; defaults to off.
glMultisamplebuffers, //the number of buffers used for multisample anti-aliasing; defaults to 0.
glMultisamplesamples, //the number of samples used around the current pixel used for multisample anti-aliasing.
glAcceleratedVisual, //set to 1 to require hardware acceleration, set to 0 to force software rendering; defaults to allow either.
glRetainedBacking, //not used (deprecated).
glContextMajorVersion, //OpenGL context major version.
glContextMinorVersion, //OpenGL context minor version.
glContextFlags, //some combination of 0 or more of elements of the SDL_GLContextFlag enumeration; defaults to 0.
glContextProfileMask, //type of GL context (Core, Compatibility, ES). See SDL_GLProfile; default value depends on platform.
glShareWithCurrentContext, //OpenGL context sharing; defaults to 0.
glFramebufferSrgbCapable, //requests sRGB capable visual; defaults to 0.
glContextReleaseBehavior, //sets context the release behavior. See SDL_GLContextReleaseFlag; defaults to FLUSH.
glContextResetNotification, //set context reset notification. See SDL_GLContextResetNotification; defaults to NO_NOTIFICATION.
glContextNoError,
glFloatbuffers,
glEglPlatform,
};
pub const GLProfile = u32;
pub const GLContextFlag = u32;
pub const GLContextReleaseFlag = u32;
pub const GLContextResetNotification = u32;
pub inline fn getNumVideoDrivers() c_int {
return c.SDL_GetNumVideoDrivers();
}
pub inline fn getVideoDriver(index: c_int) [*c]const u8 {
return c.SDL_GetVideoDriver(index);
}
pub inline fn getCurrentVideoDriver() [*c]const u8 {
return c.SDL_GetCurrentVideoDriver();
}
pub inline fn getSystemTheme() SystemTheme {
return c.SDL_GetSystemTheme();
}
pub inline fn getDisplays(count: *c_int) ?*DisplayID {
return @ptrCast(c.SDL_GetDisplays(@ptrCast(count)));
}
pub inline fn getPrimaryDisplay() DisplayID {
return c.SDL_GetPrimaryDisplay();
}
pub inline fn getDisplayProperties(displayID: DisplayID) PropertiesID {
return c.SDL_GetDisplayProperties(displayID);
}
pub inline fn getDisplayName(displayID: DisplayID) [*c]const u8 {
return c.SDL_GetDisplayName(displayID);
}
pub inline fn getDisplayBounds(displayID: DisplayID, rect: ?*Rect) bool {
return @bitCast(c.SDL_GetDisplayBounds(displayID, @ptrCast(rect)));
}
pub inline fn getDisplayUsableBounds(displayID: DisplayID, rect: ?*Rect) bool {
return @bitCast(c.SDL_GetDisplayUsableBounds(displayID, @ptrCast(rect)));
}
pub inline fn getNaturalDisplayOrientation(displayID: DisplayID) DisplayOrientation {
return c.SDL_GetNaturalDisplayOrientation(displayID);
}
pub inline fn getCurrentDisplayOrientation(displayID: DisplayID) DisplayOrientation {
return c.SDL_GetCurrentDisplayOrientation(displayID);
}
pub inline fn getDisplayContentScale(displayID: DisplayID) f32 {
return c.SDL_GetDisplayContentScale(displayID);
}
pub inline fn getFullscreenDisplayModes(displayID: DisplayID, count: *c_int) [*c]?*DisplayMode {
return @intFromEnum(c.SDL_GetFullscreenDisplayModes(displayID, @ptrCast(count)));
}
pub inline fn getClosestFullscreenDisplayMode(displayID: DisplayID, w: c_int, h: c_int, refresh_rate: f32, include_high_density_modes: bool, closest: ?*DisplayMode) bool {
return @bitCast(c.SDL_GetClosestFullscreenDisplayMode(displayID, w, h, refresh_rate, @bitCast(include_high_density_modes), @ptrCast(closest)));
}
pub inline fn getDesktopDisplayMode(displayID: DisplayID) ?*const DisplayMode {
return @ptrCast(c.SDL_GetDesktopDisplayMode(displayID));
}
pub inline fn getCurrentDisplayMode(displayID: DisplayID) ?*const DisplayMode {
return @ptrCast(c.SDL_GetCurrentDisplayMode(displayID));
}
pub inline fn getDisplayForPoint(point: ?*const Point) DisplayID {
return c.SDL_GetDisplayForPoint(@ptrCast(point));
}
pub inline fn getDisplayForRect(rect: ?*const Rect) DisplayID {
return c.SDL_GetDisplayForRect(@ptrCast(rect));
}
pub inline fn getWindows(count: *c_int) [*c]?*Window {
return c.SDL_GetWindows(@ptrCast(count));
}
pub inline fn createWindow(title: [*c]const u8, w: c_int, h: c_int, flags: WindowFlags) ?*Window {
return @ptrCast(c.SDL_CreateWindow(title, w, h, @bitCast(flags)));
}
pub inline fn createWindowWithProperties(props: PropertiesID) ?*Window {
return @ptrCast(c.SDL_CreateWindowWithProperties(props));
}
pub inline fn getWindowFromID(id: WindowID) ?*Window {
return @ptrCast(c.SDL_GetWindowFromID(id));
}
pub inline fn getGrabbedWindow() ?*Window {
return @ptrCast(c.SDL_GetGrabbedWindow());
}
pub const HitTestResult = enum(c_int) {
hittestNormal, //Region is normal. No special properties.
hittestDraggable, //Region can drag entire window.
hittestResizeTopleft, //Region is the resizable top-left corner border.
hittestResizeTop, //Region is the resizable top border.
hittestResizeTopright, //Region is the resizable top-right corner border.
hittestResizeRight, //Region is the resizable right border.
hittestResizeBottomright, //Region is the resizable bottom-right corner border.
hittestResizeBottom, //Region is the resizable bottom border.
hittestResizeBottomleft, //Region is the resizable bottom-left corner border.
hittestResizeLeft, //Region is the resizable left border.
};
pub const HitTest = c.SDL_HitTest;
pub inline fn screenSaverEnabled() bool {
return @bitCast(c.SDL_ScreenSaverEnabled());
}
pub inline fn enableScreenSaver() bool {
return @bitCast(c.SDL_EnableScreenSaver());
}
pub inline fn disableScreenSaver() bool {
return @bitCast(c.SDL_DisableScreenSaver());
}
pub inline fn gl_LoadLibrary(path: [*c]const u8) bool {
return @bitCast(c.SDL_GL_LoadLibrary(path));
}
pub inline fn gl_GetProcAddress(proc: [*c]const u8) FunctionPointer {
return c.SDL_GL_GetProcAddress(proc);
}
pub inline fn egl_GetProcAddress(proc: [*c]const u8) FunctionPointer {
return c.SDL_EGL_GetProcAddress(proc);
}
pub inline fn gl_UnloadLibrary() void {
return c.SDL_GL_UnloadLibrary();
}
pub inline fn gl_ExtensionSupported(extension: [*c]const u8) bool {
return @bitCast(c.SDL_GL_ExtensionSupported(extension));
}
pub inline fn gl_ResetAttributes() void {
return c.SDL_GL_ResetAttributes();
}
pub inline fn gl_SetAttribute(attr: GLAttr, value: c_int) bool {
return @bitCast(c.SDL_GL_SetAttribute(attr, value));
}
pub inline fn gl_GetAttribute(attr: GLAttr, value: *c_int) bool {
return @bitCast(c.SDL_GL_GetAttribute(attr, @ptrCast(value)));
}
pub inline fn gl_GetCurrentWindow() ?*Window {
return @ptrCast(c.SDL_GL_GetCurrentWindow());
}
pub inline fn gl_GetCurrentContext() GLContext {
return c.SDL_GL_GetCurrentContext();
}
pub inline fn egl_GetCurrentDisplay() EGLDisplay {
return c.SDL_EGL_GetCurrentDisplay();
}
pub inline fn egl_GetCurrentConfig() EGLConfig {
return c.SDL_EGL_GetCurrentConfig();
}
pub inline fn egl_SetAttributeCallbacks(platformAttribCallback: EGLAttribArrayCallback, surfaceAttribCallback: EGLIntArrayCallback, contextAttribCallback: EGLIntArrayCallback, userdata: ?*anyopaque) void {
return c.SDL_EGL_SetAttributeCallbacks(platformAttribCallback, surfaceAttribCallback, contextAttribCallback, userdata);
}
pub inline fn gl_SetSwapInterval(interval: c_int) bool {
return @bitCast(c.SDL_GL_SetSwapInterval(interval));
}
pub inline fn gl_GetSwapInterval(interval: *c_int) bool {
return @bitCast(c.SDL_GL_GetSwapInterval(@ptrCast(interval)));
}
pub inline fn gl_DestroyContext(context: GLContext) bool {
return @bitCast(c.SDL_GL_DestroyContext(context));
}