sdl3bind/castholm/v0.1.1-SDL-3.1.8/api/render.zig

1159 lines
52 KiB
Zig

const std = @import("std");
pub const c = @import("c.zig").c;
pub const FPoint = extern struct {
x: f32,
y: f32,
};
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 FColor = extern struct {
r: f32,
g: f32,
b: f32,
a: f32,
};
pub const Surface = opaque {
pub inline fn createSoftwareRenderer(surface: *Surface) ?*Renderer {
return @ptrCast(c.SDL_CreateSoftwareRenderer(@ptrCast(surface)));
}
};
pub const ScaleMode = enum(c_int) {
scalemodeNearest, //nearest pixel sampling
scalemodeLinear, //linear filtering
};
pub const PropertiesID = u32;
pub const BlendMode = u32;
pub const Window = opaque {
pub inline fn createRenderer(window: *Window, name: [*c]const u8) ?*Renderer {
return @ptrCast(c.SDL_CreateRenderer(@ptrCast(window), name));
}
pub inline fn getRenderer(window: *Window) ?*Renderer {
return @ptrCast(c.SDL_GetRenderer(@ptrCast(window)));
}
};
pub const FRect = extern struct {
x: f32,
y: f32,
w: f32,
h: f32,
};
pub const Event = extern union {
_type: u32, // Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration
common: CommonEvent, // Common event data
display: DisplayEvent, // Display event data
window: WindowEvent, // Window event data
kdevice: KeyboardDeviceEvent, // Keyboard device change event data
key: KeyboardEvent, // Keyboard event data
edit: TextEditingEvent, // Text editing event data
edit_candidates: TextEditingCandidatesEvent, // Text editing candidates event data
text: TextInputEvent, // Text input event data
mdevice: MouseDeviceEvent, // Mouse device change event data
motion: MouseMotionEvent, // Mouse motion event data
button: MouseButtonEvent, // Mouse button event data
wheel: MouseWheelEvent, // Mouse wheel event data
jdevice: JoyDeviceEvent, // Joystick device change event data
jaxis: JoyAxisEvent, // Joystick axis event data
jball: JoyBallEvent, // Joystick ball event data
jhat: JoyHatEvent, // Joystick hat event data
jbutton: JoyButtonEvent, // Joystick button event data
jbattery: JoyBatteryEvent, // Joystick battery event data
gdevice: GamepadDeviceEvent, // Gamepad device event data
gaxis: GamepadAxisEvent, // Gamepad axis event data
gbutton: GamepadButtonEvent, // Gamepad button event data
gtouchpad: GamepadTouchpadEvent, // Gamepad touchpad event data
gsensor: GamepadSensorEvent, // Gamepad sensor event data
adevice: AudioDeviceEvent, // Audio device event data
cdevice: CameraDeviceEvent, // Camera device event data
sensor: SensorEvent, // Sensor event data
quit: QuitEvent, // Quit request event data
user: UserEvent, // Custom event data
tfinger: TouchFingerEvent, // Touch finger event data
pproximity: PenProximityEvent, // Pen proximity event data
ptouch: PenTouchEvent, // Pen tip touching event data
pmotion: PenMotionEvent, // Pen motion event data
pbutton: PenButtonEvent, // Pen button event data
paxis: PenAxisEvent, // Pen axis event data
render: RenderEvent, // Render event data
drop: DropEvent, // Drag and drop event data
clipboard: ClipboardEvent, // Clipboard event data
padding: [128]u8,
};
pub const JoyAxisEvent = extern struct {
_type: EventType, // SDL_EVENT_JOYSTICK_AXIS_MOTION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
axis: u8, // The joystick axis index
padding1: u8,
padding2: u8,
padding3: u8,
value: i16, // The axis value (range: -32768 to 32767)
padding4: u16,
};
pub const UserEvent = extern struct {
_type: u32, // SDL_EVENT_USER through SDL_EVENT_LAST-1, Uint32 because these are not in the SDL_EventType enumeration
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The associated window if any
code: i32, // User defined event code
data1: ?*anyopaque, // User defined data pointer
data2: ?*anyopaque, // User defined data pointer
};
pub const MouseMotionEvent = extern struct {
_type: EventType, // SDL_EVENT_MOUSE_MOTION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with mouse focus, if any
which: MouseID, // The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0
state: MouseButtonFlags, // The current button state
x: f32, // X coordinate, relative to window
y: f32, // Y coordinate, relative to window
xrel: f32, // The relative motion in the X direction
yrel: f32, // The relative motion in the Y direction
};
pub const CommonEvent = extern struct {
_type: u32, // Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
};
pub const GamepadButtonEvent = extern struct {
_type: EventType, // SDL_EVENT_GAMEPAD_BUTTON_DOWN or SDL_EVENT_GAMEPAD_BUTTON_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
button: u8, // The gamepad button (SDL_GamepadButton)
down: bool, // true if the button is pressed
padding1: u8,
padding2: u8,
};
pub const JoyDeviceEvent = extern struct {
_type: EventType, // SDL_EVENT_JOYSTICK_ADDED or SDL_EVENT_JOYSTICK_REMOVED or SDL_EVENT_JOYSTICK_UPDATE_COMPLETE
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
};
pub const GamepadTouchpadEvent = extern struct {
_type: EventType, // SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or SDL_EVENT_GAMEPAD_TOUCHPAD_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
touchpad: i32, // The index of the touchpad
finger: i32, // The index of the finger on the touchpad
x: f32, // Normalized in the range 0...1 with 0 being on the left
y: f32, // Normalized in the range 0...1 with 0 being at the top
pressure: f32, // Normalized in the range 0...1
};
pub const GamepadSensorEvent = extern struct {
_type: EventType, // SDL_EVENT_GAMEPAD_SENSOR_UPDATE
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
sensor: i32, // The type of the sensor, one of the values of SDL_SensorType
data: [3]f32, // Up to 3 values from the sensor, as defined in SDL_sensor.h
sensor_timestamp: u64, // The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock
};
pub const RenderEvent = extern struct {
_type: EventType, // SDL_EVENT_RENDER_TARGETS_RESET, SDL_EVENT_RENDER_DEVICE_RESET, SDL_EVENT_RENDER_DEVICE_LOST
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window containing the renderer in question.
};
pub const ClipboardEvent = extern struct {
_type: EventType, // SDL_EVENT_CLIPBOARD_UPDATE
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
owner: bool, // are we owning the clipboard (internal update)
num_mime_types: i32, // number of mime types
mime_types: [*c][*c]const u8, // current mime types
};
pub const PenMotionEvent = extern struct {
_type: EventType, // SDL_EVENT_PEN_MOTION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with pen focus, if any
which: PenID, // The pen instance id
pen_state: PenInputFlags, // Complete pen input state at time of event
x: f32, // X coordinate, relative to window
y: f32, // Y coordinate, relative to window
};
pub const GamepadAxisEvent = extern struct {
_type: EventType, // SDL_EVENT_GAMEPAD_AXIS_MOTION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
axis: u8, // The gamepad axis (SDL_GamepadAxis)
padding1: u8,
padding2: u8,
padding3: u8,
value: i16, // The axis value (range: -32768 to 32767)
padding4: u16,
};
pub const DisplayEvent = extern struct {
_type: EventType, // SDL_DISPLAYEVENT_*
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
displayID: DisplayID, // The associated display
data1: i32, // event dependent data
data2: i32, // event dependent data
};
pub const DropEvent = extern struct {
_type: EventType, // SDL_EVENT_DROP_BEGIN or SDL_EVENT_DROP_FILE or SDL_EVENT_DROP_TEXT or SDL_EVENT_DROP_COMPLETE or SDL_EVENT_DROP_POSITION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window that was dropped on, if any
x: f32, // X coordinate, relative to window (not on begin)
y: f32, // Y coordinate, relative to window (not on begin)
source: [*c]const u8, // The source app that sent this drop event, or NULL if that isn't available
data: [*c]const u8, // The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events
};
pub const CameraDeviceEvent = extern struct {
_type: EventType, // SDL_EVENT_CAMERA_DEVICE_ADDED, SDL_EVENT_CAMERA_DEVICE_REMOVED, SDL_EVENT_CAMERA_DEVICE_APPROVED, SDL_EVENT_CAMERA_DEVICE_DENIED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: CameraID, // SDL_CameraID for the device being added or removed or changing
};
pub const KeyboardDeviceEvent = extern struct {
_type: EventType, // SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: KeyboardID, // The keyboard instance id
};
pub const JoyBatteryEvent = extern struct {
_type: EventType, // SDL_EVENT_JOYSTICK_BATTERY_UPDATED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
state: PowerState, // The joystick battery state
percent: c_int, // The joystick battery percent charge remaining
};
pub const TouchFingerEvent = extern struct {
_type: EventType, // SDL_EVENT_FINGER_DOWN, SDL_EVENT_FINGER_UP, SDL_EVENT_FINGER_MOTION, or SDL_EVENT_FINGER_CANCELED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
touchID: TouchID, // The touch device id
fingerID: FingerID,
x: f32, // Normalized in the range 0...1
y: f32, // Normalized in the range 0...1
dx: f32, // Normalized in the range -1...1
dy: f32, // Normalized in the range -1...1
pressure: f32, // Normalized in the range 0...1
windowID: WindowID, // The window underneath the finger, if any
};
pub const SensorEvent = extern struct {
_type: EventType, // SDL_EVENT_SENSOR_UPDATE
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: SensorID, // The instance ID of the sensor
data: [6]f32, // Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData()
sensor_timestamp: u64, // The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock
};
pub const TextEditingEvent = extern struct {
_type: EventType, // SDL_EVENT_TEXT_EDITING
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with keyboard focus, if any
text: [*c]const u8, // The editing text
start: i32, // The start cursor of selected editing text, or -1 if not set
length: i32, // The length of selected editing text, or -1 if not set
};
pub const JoyHatEvent = extern struct {
_type: EventType, // SDL_EVENT_JOYSTICK_HAT_MOTION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
hat: u8, // The joystick hat index
padding1: u8,
padding2: u8,
};
pub const QuitEvent = extern struct {
_type: EventType, // SDL_EVENT_QUIT
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
};
pub const PenProximityEvent = extern struct {
_type: EventType, // SDL_EVENT_PEN_PROXIMITY_IN or SDL_EVENT_PEN_PROXIMITY_OUT
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with pen focus, if any
which: PenID, // The pen instance id
};
pub const WindowEvent = extern struct {
_type: EventType, // SDL_EVENT_WINDOW_*
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The associated window
data1: i32, // event dependent data
data2: i32, // event dependent data
};
pub const PenTouchEvent = extern struct {
_type: EventType, // SDL_EVENT_PEN_DOWN or SDL_EVENT_PEN_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with pen focus, if any
which: PenID, // The pen instance id
pen_state: PenInputFlags, // Complete pen input state at time of event
x: f32, // X coordinate, relative to window
y: f32, // Y coordinate, relative to window
eraser: bool, // true if eraser end is used (not all pens support this).
down: bool, // true if the pen is touching or false if the pen is lifted off
};
pub const PenButtonEvent = extern struct {
_type: EventType, // SDL_EVENT_PEN_BUTTON_DOWN or SDL_EVENT_PEN_BUTTON_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with mouse focus, if any
which: PenID, // The pen instance id
pen_state: PenInputFlags, // Complete pen input state at time of event
x: f32, // X coordinate, relative to window
y: f32, // Y coordinate, relative to window
button: u8, // The pen button index (first button is 1).
down: bool, // true if the button is pressed
};
pub const GamepadDeviceEvent = extern struct {
_type: EventType, // SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMOVED, or SDL_EVENT_GAMEPAD_REMAPPED, SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
};
pub const JoyBallEvent = extern struct {
_type: EventType, // SDL_EVENT_JOYSTICK_BALL_MOTION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
ball: u8, // The joystick trackball index
padding1: u8,
padding2: u8,
padding3: u8,
xrel: i16, // The relative motion in the X direction
yrel: i16, // The relative motion in the Y direction
};
pub const AudioDeviceEvent = extern struct {
_type: EventType, // SDL_EVENT_AUDIO_DEVICE_ADDED, or SDL_EVENT_AUDIO_DEVICE_REMOVED, or SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: AudioDeviceID, // SDL_AudioDeviceID for the device being added or removed or changing
recording: bool, // false if a playback device, true if a recording device.
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const MouseWheelEvent = extern struct {
_type: EventType, // SDL_EVENT_MOUSE_WHEEL
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with mouse focus, if any
which: MouseID, // The mouse instance id in relative mode or 0
x: f32, // The amount scrolled horizontally, positive to the right and negative to the left
y: f32, // The amount scrolled vertically, positive away from the user and negative toward the user
direction: MouseWheelDirection, // Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back
mouse_x: f32, // X coordinate, relative to window
mouse_y: f32, // Y coordinate, relative to window
};
pub const PenAxisEvent = extern struct {
_type: EventType, // SDL_EVENT_PEN_AXIS
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with pen focus, if any
which: PenID, // The pen instance id
pen_state: PenInputFlags, // Complete pen input state at time of event
x: f32, // X coordinate, relative to window
y: f32, // Y coordinate, relative to window
axis: PenAxis, // Axis that has changed
value: f32, // New value of axis
};
pub const MouseDeviceEvent = extern struct {
_type: EventType, // SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: MouseID, // The mouse instance id
};
pub const JoyButtonEvent = extern struct {
_type: EventType, // SDL_EVENT_JOYSTICK_BUTTON_DOWN or SDL_EVENT_JOYSTICK_BUTTON_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
button: u8, // The joystick button index
down: bool, // true if the button is pressed
padding1: u8,
padding2: u8,
};
pub const MouseButtonEvent = extern struct {
_type: EventType, // SDL_EVENT_MOUSE_BUTTON_DOWN or SDL_EVENT_MOUSE_BUTTON_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with mouse focus, if any
which: MouseID, // The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0
button: u8, // The mouse button index
down: bool, // true if the button is pressed
clicks: u8, // 1 for single-click, 2 for double-click, etc.
padding: u8,
x: f32, // X coordinate, relative to window
y: f32, // Y coordinate, relative to window
};
pub const KeyboardEvent = extern struct {
_type: EventType, // SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with keyboard focus, if any
which: KeyboardID, // The keyboard instance id, or 0 if unknown or virtual
scancode: Scancode, // SDL physical key code
key: Keycode, // SDL virtual key code
mod: Keymod, // current key modifiers
raw: u16, // The platform dependent scancode for this event
down: bool, // true if the key is pressed
repeat: bool, // true if this is a key repeat
};
pub const TextEditingCandidatesEvent = extern struct {
_type: EventType, // SDL_EVENT_TEXT_EDITING_CANDIDATES
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with keyboard focus, if any
candidates: [*c]const [*c]const u8, // The list of candidates, or NULL if there are no candidates available
num_candidates: i32, // The number of strings in `candidates`
selected_candidate: i32, // The index of the selected candidate, or -1 if no candidate is selected
horizontal: bool, // true if the list is horizontal, false if it's vertical
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const TextInputEvent = extern struct {
_type: EventType, // SDL_EVENT_TEXT_INPUT
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with keyboard focus, if any
text: [*c]const u8, // The input text, UTF-8 encoded
};
pub const EventType = enum(c_int) {
eventFirst = 0, //Unused (do not remove)
eventQuit = 0x100, //User-requested quit
eventTerminating,
eventLowMemory,
eventWillEnterBackground,
eventDidEnterBackground,
eventWillEnterForeground,
eventDidEnterForeground,
eventLocaleChanged, //The user's locale preferences have changed.
eventSystemThemeChanged, //The system theme changed
eventDisplayOrientation = 0x151, //Display orientation has changed to data1
eventDisplayAdded, //Display has been added to the system
eventDisplayRemoved, //Display has been removed from the system
eventDisplayMoved, //Display has changed position
eventDisplayDesktopModeChanged, //Display has changed desktop mode
eventDisplayCurrentModeChanged, //Display has changed current mode
eventDisplayContentScaleChanged, //Display has changed content scale
eventWindowShown = 0x202, //Window has been shown
eventWindowHidden, //Window has been hidden
eventWindowExposed, //Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event
eventWindowMoved, //Window has been moved to data1, data2
eventWindowResized, //Window has been resized to data1xdata2
eventWindowPixelSizeChanged, //The pixel size of the window has changed to data1xdata2
eventWindowMetalViewResized, //The pixel size of a Metal view associated with the window has changed
eventWindowMinimized, //Window has been minimized
eventWindowMaximized, //Window has been maximized
eventWindowRestored, //Window has been restored to normal size and position
eventWindowMouseEnter, //Window has gained mouse focus
eventWindowMouseLeave, //Window has lost mouse focus
eventWindowFocusGained, //Window has gained keyboard focus
eventWindowFocusLost, //Window has lost keyboard focus
eventWindowCloseRequested, //The window manager requests that the window be closed
eventWindowHitTest, //Window had a hit test that wasn't SDL_HITTEST_NORMAL
eventWindowIccprofChanged, //The ICC profile of the window's display has changed
eventWindowDisplayChanged, //Window has been moved to display data1
eventWindowDisplayScaleChanged, //Window display scale has been changed
eventWindowSafeAreaChanged, //The window safe area has been changed
eventWindowOccluded, //The window has been occluded
eventWindowEnterFullscreen, //The window has entered fullscreen mode
eventWindowLeaveFullscreen, //The window has left fullscreen mode
eventWindowDestroyed,
eventWindowHdrStateChanged, //Window HDR properties have changed
eventKeyDown = 0x300, //Key pressed
eventKeyUp, //Key released
eventTextEditing, //Keyboard text editing (composition)
eventTextInput, //Keyboard text input
eventKeymapChanged,
eventKeyboardAdded, //A new keyboard has been inserted into the system
eventKeyboardRemoved, //A keyboard has been removed
eventTextEditingCandidates, //Keyboard text editing candidates
eventMouseMotion = 0x400, //Mouse moved
eventMouseButtonDown, //Mouse button pressed
eventMouseButtonUp, //Mouse button released
eventMouseWheel, //Mouse wheel motion
eventMouseAdded, //A new mouse has been inserted into the system
eventMouseRemoved, //A mouse has been removed
eventJoystickAxisMotion = 0x600, //Joystick axis motion
eventJoystickBallMotion, //Joystick trackball motion
eventJoystickHatMotion, //Joystick hat position change
eventJoystickButtonDown, //Joystick button pressed
eventJoystickButtonUp, //Joystick button released
eventJoystickAdded, //A new joystick has been inserted into the system
eventJoystickRemoved, //An opened joystick has been removed
eventJoystickBatteryUpdated, //Joystick battery level change
eventJoystickUpdateComplete, //Joystick update is complete
eventGamepadAxisMotion = 0x650, //Gamepad axis motion
eventGamepadButtonDown, //Gamepad button pressed
eventGamepadButtonUp, //Gamepad button released
eventGamepadAdded, //A new gamepad has been inserted into the system
eventGamepadRemoved, //A gamepad has been removed
eventGamepadRemapped, //The gamepad mapping was updated
eventGamepadTouchpadDown, //Gamepad touchpad was touched
eventGamepadTouchpadMotion, //Gamepad touchpad finger was moved
eventGamepadTouchpadUp, //Gamepad touchpad finger was lifted
eventGamepadSensorUpdate, //Gamepad sensor was updated
eventGamepadUpdateComplete, //Gamepad update is complete
eventGamepadSteamHandleUpdated, //Gamepad Steam handle has changed
eventFingerUp,
eventFingerMotion,
eventFingerCanceled,
eventClipboardUpdate = 0x900, //The clipboard or primary selection changed
eventDropFile = 0x1000, //The system requests a file open
eventDropText, //text/plain drag-and-drop event
eventDropBegin, //A new set of drops is beginning (NULL filename)
eventDropComplete, //Current set of drops is now complete (NULL filename)
eventDropPosition, //Position while moving over the window
eventAudioDeviceAdded = 0x1100, //A new audio device is available
eventAudioDeviceRemoved, //An audio device has been removed.
eventAudioDeviceFormatChanged, //An audio device's format has been changed by the system.
eventSensorUpdate = 0x1200, //A sensor was updated
eventPenProximityIn = 0x1300, //Pressure-sensitive pen has become available
eventPenProximityOut, //Pressure-sensitive pen has become unavailable
eventPenDown, //Pressure-sensitive pen touched drawing surface
eventPenUp, //Pressure-sensitive pen stopped touching drawing surface
eventPenButtonDown, //Pressure-sensitive pen button pressed
eventPenButtonUp, //Pressure-sensitive pen button released
eventPenMotion, //Pressure-sensitive pen is moving on the tablet
eventPenAxis, //Pressure-sensitive pen angle/pressure/etc changed
eventCameraDeviceAdded = 0x1400, //A new camera device is available
eventCameraDeviceRemoved, //A camera device has been removed.
eventCameraDeviceApproved, //A camera device has been approved for use by the user.
eventCameraDeviceDenied, //A camera device has been denied for use by the user.
eventRenderTargetsReset = 0x2000, //The render targets have been reset and their contents need to be updated
eventRenderDeviceReset, //The device has been reset and all textures need to be recreated
eventRenderDeviceLost, //The device has been lost and can't be recovered.
eventPrivate1,
eventPrivate2,
eventPrivate3,
eventPollSentinel = 0x7F00, //Signals the end of an event poll cycle
};
pub const JoystickID = u32;
pub const WindowID = u32;
pub const MouseID = u32;
pub const MouseButtonFlags = packed struct(u32) {
buttonLeft: bool = false,
buttonMiddle: bool = false,
buttonX1: bool = false,
pad0: u28 = 0,
rsvd: bool = false,
pub const None = MouseButtonFlags{};
pub const ButtonRight: MouseButtonFlags = @bitCast(@as(u32, 3));
pub const ButtonX2: MouseButtonFlags = @bitCast(@as(u32, 5));
};
pub const PenInputFlags = packed struct(u32) {
penInputDown: bool = false, // pen is pressed down
penInputButton1: bool = false, // button 1 is pressed
penInputButton2: bool = false, // button 2 is pressed
penInputButton3: bool = false, // button 3 is pressed
penInputButton4: bool = false, // button 4 is pressed
penInputButton5: bool = false, // button 5 is pressed
penInputEraserTip: bool = false, // eraser tip is used
pad0: u24 = 0,
rsvd: bool = false,
pub const None = PenInputFlags{};
};
pub const PenID = packed struct(u32) {
pad0: u31 = 0,
rsvd: bool = false,
pub const None = PenID{};
};
pub const DisplayID = u32;
pub const CameraID = u32;
pub const KeyboardID = u32;
pub const PowerState = enum(c_int) {
powerstateError = -1, //error determining power status
powerstateUnknown, //cannot determine power status
powerstateOnBattery, //Not plugged in, running on the battery
powerstateNoBattery, //Plugged in, no battery available
powerstateCharging, //Plugged in, charging battery
powerstateCharged,
};
pub const TouchID = u64;
pub const FingerID = u64;
pub const SensorID = u32;
pub const AudioDeviceID = u32;
pub const MouseWheelDirection = enum(c_int) {
mousewheelNormal, //The scroll direction is normal
mousewheelFlipped, //The scroll direction is flipped / natural
};
pub const PenAxis = enum(c_int) {
penAxisPressure, //Pen pressure. Unidirectional: 0 to 1.0
penAxisXtilt, //Pen horizontal tilt angle. Bidirectional: -90.0 to 90.0 (left-to-right).
penAxisYtilt, //Pen vertical tilt angle. Bidirectional: -90.0 to 90.0 (top-to-down).
penAxisDistance, //Pen distance to drawing surface. Unidirectional: 0.0 to 1.0
penAxisRotation, //Pen barrel rotation. Bidirectional: -180 to 179.9 (clockwise, 0 is facing up, -180.0 is facing down).
penAxisSlider, //Pen finger wheel or slider (e.g., Airbrush Pen). Unidirectional: 0 to 1.0
penAxisTangentialPressure, //Pressure from squeezing the pen ("barrel pressure").
penAxisCount, //Total known pen axis types in this version of SDL. This number may grow in future releases!
};
pub const Scancode = enum(c_int) {
scancodeBackslash = 49,
scancodeNonushash = 50,
scancodeGrave = 53,
scancodeInsert = 73,
scancodeNumlockclear = 83,
scancodeNonusbackslash = 100,
scancodeApplication = 101, //windows contextual menu, compose
scancodePower = 102,
scancodeHelp = 117, //AL Integrated Help Center
scancodeMenu = 118, //Menu (show menu)
scancodeStop = 120, //AC Stop
scancodeAgain = 121, //AC Redo/Repeat
scancodeUndo = 122, //AC Undo
scancodeCut = 123, //AC Cut
scancodeCopy = 124, //AC Copy
scancodePaste = 125, //AC Paste
scancodeFind = 126, //AC Find
scancodeInternational1 = 135,
scancodeInternational3 = 137, //Yen
scancodeLang1 = 144, //Hangul/English toggle
scancodeLang2 = 145, //Hanja conversion
scancodeLang3 = 146, //Katakana
scancodeLang4 = 147, //Hiragana
scancodeLang5 = 148, //Zenkaku/Hankaku
scancodeLang6 = 149, //reserved
scancodeLang7 = 150, //reserved
scancodeLang8 = 151, //reserved
scancodeLang9 = 152, //reserved
scancodeAlterase = 153, //Erase-Eaze
scancodeCancel = 155, //AC Cancel
scancodeLalt = 226, //alt, option
scancodeLgui = 227, //windows, command (apple), meta
scancodeRalt = 230, //alt gr, option
scancodeRgui = 231, //windows, command (apple), meta
scancodeMode = 257,
scancodeSleep = 258, //Sleep
scancodeWake = 259, //Wake
scancodeChannelIncrement = 260, //Channel Increment
scancodeChannelDecrement = 261, //Channel Decrement
scancodeMediaPlay = 262, //Play
scancodeMediaPause = 263, //Pause
scancodeMediaRecord = 264, //Record
scancodeMediaFastForward = 265, //Fast Forward
scancodeMediaRewind = 266, //Rewind
scancodeMediaNextTrack = 267, //Next Track
scancodeMediaPreviousTrack = 268, //Previous Track
scancodeMediaStop = 269, //Stop
scancodeMediaEject = 270, //Eject
scancodeMediaPlayPause = 271, //Play / Pause
scancodeMediaSelect = 272,
scancodeAcNew = 273, //AC New
scancodeAcOpen = 274, //AC Open
scancodeAcClose = 275, //AC Close
scancodeAcExit = 276, //AC Exit
scancodeAcSave = 277, //AC Save
scancodeAcPrint = 278, //AC Print
scancodeAcProperties = 279, //AC Properties
scancodeAcSearch = 280, //AC Search
scancodeAcHome = 281, //AC Home
scancodeAcBack = 282, //AC Back
scancodeAcForward = 283, //AC Forward
scancodeAcStop = 284, //AC Stop
scancodeAcRefresh = 285, //AC Refresh
scancodeAcBookmarks = 286, //AC Bookmarks
scancodeSoftleft = 287,
scancodeSoftright = 288,
scancodeCall = 289, //Used for accepting phone calls.
scancodeEndcall = 290, //Used for rejecting phone calls.
scancodeReserved = 400, //400-500 reserved for dynamic keycodes
scancodeCount = 512,
};
pub const Keymod = u16;
pub const Keycode = u32;
pub const FlipMode = enum(c_int) {
flipNone, //Do not flip
flipHorizontal, //flip horizontally
flipVertical, //flip vertically
};
pub const Rect = extern struct {
x: c_int,
y: c_int,
w: c_int,
h: c_int,
};
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 Vertex = extern struct {
position: FPoint, // Vertex position, in SDL_Renderer coordinates
color: FColor, // Vertex color
tex_coord: FPoint, // Normalized texture coordinates, if needed
};
pub const TextureAccess = enum(c_int) {
textureaccessStatic, //Changes rarely, not lockable
textureaccessStreaming, //Changes frequently, lockable
textureaccessTarget, //Texture can be used as a render target
};
pub const RendererLogicalPresentation = enum(c_int) {
logicalPresentationDisabled, //There is no logical size in effect
logicalPresentationStretch, //The rendered content is stretched to the output resolution
logicalPresentationLetterbox, //The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars
logicalPresentationOverscan, //The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds
logicalPresentationIntegerScale, //The rendered content is scaled up by integer multiples to fit the output resolution
};
pub const Renderer = opaque {
pub inline fn getRenderWindow(renderer: *Renderer) ?*Window {
return @ptrCast(c.SDL_GetRenderWindow(@ptrCast(renderer)));
}
pub inline fn getRendererName(renderer: *Renderer) [*c]const u8 {
return c.SDL_GetRendererName(@ptrCast(renderer));
}
pub inline fn getRendererProperties(renderer: *Renderer) PropertiesID {
return c.SDL_GetRendererProperties(@ptrCast(renderer));
}
pub inline fn getRenderOutputSize(renderer: *Renderer, w: *c_int, h: *c_int) bool {
return @bitCast(c.SDL_GetRenderOutputSize(@ptrCast(renderer), @ptrCast(w), @ptrCast(h)));
}
pub inline fn getCurrentRenderOutputSize(renderer: *Renderer, w: *c_int, h: *c_int) bool {
return @bitCast(c.SDL_GetCurrentRenderOutputSize(@ptrCast(renderer), @ptrCast(w), @ptrCast(h)));
}
pub inline fn createTexture(renderer: *Renderer, format: PixelFormat, access: TextureAccess, w: c_int, h: c_int) ?*Texture {
return @ptrCast(c.SDL_CreateTexture(@ptrCast(renderer), @bitCast(format), access, w, h));
}
pub inline fn createTextureFromSurface(renderer: *Renderer, surface: ?*Surface) ?*Texture {
return @ptrCast(c.SDL_CreateTextureFromSurface(@ptrCast(renderer), @ptrCast(surface)));
}
pub inline fn createTextureWithProperties(renderer: *Renderer, props: PropertiesID) ?*Texture {
return @ptrCast(c.SDL_CreateTextureWithProperties(@ptrCast(renderer), props));
}
pub inline fn setRenderTarget(renderer: *Renderer, texture: ?*Texture) bool {
return @bitCast(c.SDL_SetRenderTarget(@ptrCast(renderer), @ptrCast(texture)));
}
pub inline fn getRenderTarget(renderer: *Renderer) ?*Texture {
return @ptrCast(c.SDL_GetRenderTarget(@ptrCast(renderer)));
}
pub inline fn setRenderLogicalPresentation(renderer: *Renderer, w: c_int, h: c_int, mode: RendererLogicalPresentation) bool {
return @bitCast(c.SDL_SetRenderLogicalPresentation(@ptrCast(renderer), w, h, mode));
}
pub inline fn getRenderLogicalPresentation(renderer: *Renderer, w: *c_int, h: *c_int, mode: ?*RendererLogicalPresentation) bool {
return @bitCast(c.SDL_GetRenderLogicalPresentation(@ptrCast(renderer), @ptrCast(w), @ptrCast(h), @ptrCast(mode)));
}
pub inline fn getRenderLogicalPresentationRect(renderer: *Renderer, rect: ?*FRect) bool {
return @bitCast(c.SDL_GetRenderLogicalPresentationRect(@ptrCast(renderer), @ptrCast(rect)));
}
pub inline fn renderCoordinatesFromWindow(renderer: *Renderer, window_x: f32, window_y: f32, x: *f32, y: *f32) bool {
return @bitCast(c.SDL_RenderCoordinatesFromWindow(@ptrCast(renderer), window_x, window_y, @ptrCast(x), @ptrCast(y)));
}
pub inline fn renderCoordinatesToWindow(renderer: *Renderer, x: f32, y: f32, window_x: *f32, window_y: *f32) bool {
return @bitCast(c.SDL_RenderCoordinatesToWindow(@ptrCast(renderer), x, y, @ptrCast(window_x), @ptrCast(window_y)));
}
pub inline fn convertEventToRenderCoordinates(renderer: *Renderer, event: ?*Event) bool {
return @bitCast(c.SDL_ConvertEventToRenderCoordinates(@ptrCast(renderer), @ptrCast(event)));
}
pub inline fn setRenderViewport(renderer: *Renderer, rect: ?*const Rect) bool {
return @bitCast(c.SDL_SetRenderViewport(@ptrCast(renderer), @ptrCast(rect)));
}
pub inline fn getRenderViewport(renderer: *Renderer, rect: ?*Rect) bool {
return @bitCast(c.SDL_GetRenderViewport(@ptrCast(renderer), @ptrCast(rect)));
}
pub inline fn renderViewportSet(renderer: *Renderer) bool {
return @bitCast(c.SDL_RenderViewportSet(@ptrCast(renderer)));
}
pub inline fn getRenderSafeArea(renderer: *Renderer, rect: ?*Rect) bool {
return @bitCast(c.SDL_GetRenderSafeArea(@ptrCast(renderer), @ptrCast(rect)));
}
pub inline fn setRenderClipRect(renderer: *Renderer, rect: ?*const Rect) bool {
return @bitCast(c.SDL_SetRenderClipRect(@ptrCast(renderer), @ptrCast(rect)));
}
pub inline fn getRenderClipRect(renderer: *Renderer, rect: ?*Rect) bool {
return @bitCast(c.SDL_GetRenderClipRect(@ptrCast(renderer), @ptrCast(rect)));
}
pub inline fn renderClipEnabled(renderer: *Renderer) bool {
return @bitCast(c.SDL_RenderClipEnabled(@ptrCast(renderer)));
}
pub inline fn setRenderScale(renderer: *Renderer, scaleX: f32, scaleY: f32) bool {
return @bitCast(c.SDL_SetRenderScale(@ptrCast(renderer), scaleX, scaleY));
}
pub inline fn getRenderScale(renderer: *Renderer, scaleX: *f32, scaleY: *f32) bool {
return @bitCast(c.SDL_GetRenderScale(@ptrCast(renderer), @ptrCast(scaleX), @ptrCast(scaleY)));
}
pub inline fn setRenderDrawColor(renderer: *Renderer, r: u8, g: u8, b: u8, a: u8) bool {
return @bitCast(c.SDL_SetRenderDrawColor(@ptrCast(renderer), r, g, b, a));
}
pub inline fn setRenderDrawColorFloat(renderer: *Renderer, r: f32, g: f32, b: f32, a: f32) bool {
return @bitCast(c.SDL_SetRenderDrawColorFloat(@ptrCast(renderer), r, g, b, a));
}
pub inline fn getRenderDrawColor(renderer: *Renderer, r: [*c]u8, g: [*c]u8, b: [*c]u8, a: [*c]u8) bool {
return @bitCast(c.SDL_GetRenderDrawColor(@ptrCast(renderer), r, g, b, a));
}
pub inline fn getRenderDrawColorFloat(renderer: *Renderer, r: *f32, g: *f32, b: *f32, a: *f32) bool {
return @bitCast(c.SDL_GetRenderDrawColorFloat(@ptrCast(renderer), @ptrCast(r), @ptrCast(g), @ptrCast(b), @ptrCast(a)));
}
pub inline fn setRenderColorScale(renderer: *Renderer, scale: f32) bool {
return @bitCast(c.SDL_SetRenderColorScale(@ptrCast(renderer), scale));
}
pub inline fn getRenderColorScale(renderer: *Renderer, scale: *f32) bool {
return @bitCast(c.SDL_GetRenderColorScale(@ptrCast(renderer), @ptrCast(scale)));
}
pub inline fn setRenderDrawBlendMode(renderer: *Renderer, blendMode: BlendMode) bool {
return @bitCast(c.SDL_SetRenderDrawBlendMode(@ptrCast(renderer), @intFromEnum(blendMode)));
}
pub inline fn getRenderDrawBlendMode(renderer: *Renderer, blendMode: ?*BlendMode) bool {
return @bitCast(c.SDL_GetRenderDrawBlendMode(@ptrCast(renderer), @ptrCast(blendMode)));
}
pub inline fn renderClear(renderer: *Renderer) bool {
return @bitCast(c.SDL_RenderClear(@ptrCast(renderer)));
}
pub inline fn renderPoint(renderer: *Renderer, x: f32, y: f32) bool {
return @bitCast(c.SDL_RenderPoint(@ptrCast(renderer), x, y));
}
pub inline fn renderPoints(renderer: *Renderer, points: ?*const FPoint, count: c_int) bool {
return @bitCast(c.SDL_RenderPoints(@ptrCast(renderer), @ptrCast(points), count));
}
pub inline fn renderLine(renderer: *Renderer, x1: f32, y1: f32, x2: f32, y2: f32) bool {
return @bitCast(c.SDL_RenderLine(@ptrCast(renderer), x1, y1, x2, y2));
}
pub inline fn renderLines(renderer: *Renderer, points: ?*const FPoint, count: c_int) bool {
return @bitCast(c.SDL_RenderLines(@ptrCast(renderer), @ptrCast(points), count));
}
pub inline fn renderRect(renderer: *Renderer, rect: ?*const FRect) bool {
return @bitCast(c.SDL_RenderRect(@ptrCast(renderer), @ptrCast(rect)));
}
pub inline fn renderRects(renderer: *Renderer, rects: ?*const FRect, count: c_int) bool {
return @bitCast(c.SDL_RenderRects(@ptrCast(renderer), @ptrCast(rects), count));
}
pub inline fn renderFillRect(renderer: *Renderer, rect: ?*const FRect) bool {
return @bitCast(c.SDL_RenderFillRect(@ptrCast(renderer), @ptrCast(rect)));
}
pub inline fn renderFillRects(renderer: *Renderer, rects: ?*const FRect, count: c_int) bool {
return @bitCast(c.SDL_RenderFillRects(@ptrCast(renderer), @ptrCast(rects), count));
}
pub inline fn renderTexture(renderer: *Renderer, texture: ?*Texture, srcrect: ?*const FRect, dstrect: ?*const FRect) bool {
return @bitCast(c.SDL_RenderTexture(@ptrCast(renderer), @ptrCast(texture), @ptrCast(srcrect), @ptrCast(dstrect)));
}
pub inline fn renderTextureRotated(renderer: *Renderer, texture: ?*Texture, srcrect: ?*const FRect, dstrect: ?*const FRect, angle: f64, center: ?*const FPoint, flip: FlipMode) bool {
return @bitCast(c.SDL_RenderTextureRotated(@ptrCast(renderer), @ptrCast(texture), @ptrCast(srcrect), @ptrCast(dstrect), angle, @ptrCast(center), @intFromEnum(flip)));
}
pub inline fn renderTextureAffine(renderer: *Renderer, texture: ?*Texture, srcrect: ?*const FRect, origin: ?*const FPoint, right: ?*const FPoint, down: ?*const FPoint) bool {
return @bitCast(c.SDL_RenderTextureAffine(@ptrCast(renderer), @ptrCast(texture), @ptrCast(srcrect), @ptrCast(origin), @ptrCast(right), @ptrCast(down)));
}
pub inline fn renderTextureTiled(renderer: *Renderer, texture: ?*Texture, srcrect: ?*const FRect, scale: f32, dstrect: ?*const FRect) bool {
return @bitCast(c.SDL_RenderTextureTiled(@ptrCast(renderer), @ptrCast(texture), @ptrCast(srcrect), scale, @ptrCast(dstrect)));
}
pub inline fn renderTexture9Grid(renderer: *Renderer, texture: ?*Texture, srcrect: ?*const FRect, left_width: f32, right_width: f32, top_height: f32, bottom_height: f32, scale: f32, dstrect: ?*const FRect) bool {
return @bitCast(c.SDL_RenderTexture9Grid(@ptrCast(renderer), @ptrCast(texture), @ptrCast(srcrect), left_width, right_width, top_height, bottom_height, scale, @ptrCast(dstrect)));
}
pub inline fn renderGeometry(renderer: *Renderer, texture: ?*Texture, vertices: ?*const Vertex, num_vertices: c_int, indices: [*c]const c_int, num_indices: c_int) bool {
return @bitCast(c.SDL_RenderGeometry(@ptrCast(renderer), @ptrCast(texture), @ptrCast(vertices), num_vertices, indices, num_indices));
}
pub inline fn renderGeometryRaw(renderer: *Renderer, texture: ?*Texture, xy: *const f32, xy_stride: c_int, color: ?*const FColor, color_stride: c_int, uv: *const f32, uv_stride: c_int, num_vertices: c_int, indices: ?*const anyopaque, num_indices: c_int, size_indices: c_int) bool {
return @bitCast(c.SDL_RenderGeometryRaw(@ptrCast(renderer), @ptrCast(texture), @ptrCast(xy), xy_stride, @ptrCast(color), color_stride, @ptrCast(uv), uv_stride, num_vertices, indices, num_indices, size_indices));
}
pub inline fn renderReadPixels(renderer: *Renderer, rect: ?*const Rect) ?*Surface {
return @ptrCast(c.SDL_RenderReadPixels(@ptrCast(renderer), @ptrCast(rect)));
}
pub inline fn renderPresent(renderer: *Renderer) bool {
return @bitCast(c.SDL_RenderPresent(@ptrCast(renderer)));
}
pub inline fn destroyRenderer(renderer: *Renderer) void {
return c.SDL_DestroyRenderer(@ptrCast(renderer));
}
pub inline fn flushRenderer(renderer: *Renderer) bool {
return @bitCast(c.SDL_FlushRenderer(@ptrCast(renderer)));
}
pub inline fn getRenderMetalLayer(renderer: *Renderer) ?*anyopaque {
return c.SDL_GetRenderMetalLayer(@ptrCast(renderer));
}
pub inline fn getRenderMetalCommandEncoder(renderer: *Renderer) ?*anyopaque {
return c.SDL_GetRenderMetalCommandEncoder(@ptrCast(renderer));
}
pub inline fn addVulkanRenderSemaphores(renderer: *Renderer, wait_stage_mask: u32, wait_semaphore: i64, signal_semaphore: i64) bool {
return @bitCast(c.SDL_AddVulkanRenderSemaphores(@ptrCast(renderer), wait_stage_mask, wait_semaphore, signal_semaphore));
}
pub inline fn setRenderVSync(renderer: *Renderer, vsync: c_int) bool {
return @bitCast(c.SDL_SetRenderVSync(@ptrCast(renderer), vsync));
}
pub inline fn getRenderVSync(renderer: *Renderer, vsync: *c_int) bool {
return @bitCast(c.SDL_GetRenderVSync(@ptrCast(renderer), @ptrCast(vsync)));
}
pub inline fn renderDebugText(renderer: *Renderer, x: f32, y: f32, str: [*c]const u8) bool {
return @bitCast(c.SDL_RenderDebugText(@ptrCast(renderer), x, y, str));
}
};
pub const Texture = opaque {
pub inline fn getTextureProperties(texture: *Texture) PropertiesID {
return c.SDL_GetTextureProperties(@ptrCast(texture));
}
pub inline fn getRendererFromTexture(texture: *Texture) ?*Renderer {
return @ptrCast(c.SDL_GetRendererFromTexture(@ptrCast(texture)));
}
pub inline fn getTextureSize(texture: *Texture, w: *f32, h: *f32) bool {
return @bitCast(c.SDL_GetTextureSize(@ptrCast(texture), @ptrCast(w), @ptrCast(h)));
}
pub inline fn setTextureColorMod(texture: *Texture, r: u8, g: u8, b: u8) bool {
return @bitCast(c.SDL_SetTextureColorMod(@ptrCast(texture), r, g, b));
}
pub inline fn setTextureColorModFloat(texture: *Texture, r: f32, g: f32, b: f32) bool {
return @bitCast(c.SDL_SetTextureColorModFloat(@ptrCast(texture), r, g, b));
}
pub inline fn getTextureColorMod(texture: *Texture, r: [*c]u8, g: [*c]u8, b: [*c]u8) bool {
return @bitCast(c.SDL_GetTextureColorMod(@ptrCast(texture), r, g, b));
}
pub inline fn getTextureColorModFloat(texture: *Texture, r: *f32, g: *f32, b: *f32) bool {
return @bitCast(c.SDL_GetTextureColorModFloat(@ptrCast(texture), @ptrCast(r), @ptrCast(g), @ptrCast(b)));
}
pub inline fn setTextureAlphaMod(texture: *Texture, alpha: u8) bool {
return @bitCast(c.SDL_SetTextureAlphaMod(@ptrCast(texture), alpha));
}
pub inline fn setTextureAlphaModFloat(texture: *Texture, alpha: f32) bool {
return @bitCast(c.SDL_SetTextureAlphaModFloat(@ptrCast(texture), alpha));
}
pub inline fn getTextureAlphaMod(texture: *Texture, alpha: [*c]u8) bool {
return @bitCast(c.SDL_GetTextureAlphaMod(@ptrCast(texture), alpha));
}
pub inline fn getTextureAlphaModFloat(texture: *Texture, alpha: *f32) bool {
return @bitCast(c.SDL_GetTextureAlphaModFloat(@ptrCast(texture), @ptrCast(alpha)));
}
pub inline fn setTextureBlendMode(texture: *Texture, blendMode: BlendMode) bool {
return @bitCast(c.SDL_SetTextureBlendMode(@ptrCast(texture), @intFromEnum(blendMode)));
}
pub inline fn getTextureBlendMode(texture: *Texture, blendMode: ?*BlendMode) bool {
return @bitCast(c.SDL_GetTextureBlendMode(@ptrCast(texture), @ptrCast(blendMode)));
}
pub inline fn setTextureScaleMode(texture: *Texture, scaleMode: ScaleMode) bool {
return @bitCast(c.SDL_SetTextureScaleMode(@ptrCast(texture), @intFromEnum(scaleMode)));
}
pub inline fn getTextureScaleMode(texture: *Texture, scaleMode: ?*ScaleMode) bool {
return @bitCast(c.SDL_GetTextureScaleMode(@ptrCast(texture), @ptrCast(scaleMode)));
}
pub inline fn updateTexture(texture: *Texture, rect: ?*const Rect, pixels: ?*const anyopaque, pitch: c_int) bool {
return @bitCast(c.SDL_UpdateTexture(@ptrCast(texture), @ptrCast(rect), pixels, pitch));
}
pub inline fn updateYUVTexture(texture: *Texture, rect: ?*const Rect, Yplane: [*c]const u8, Ypitch: c_int, Uplane: [*c]const u8, Upitch: c_int, Vplane: [*c]const u8, Vpitch: c_int) bool {
return @bitCast(c.SDL_UpdateYUVTexture(@ptrCast(texture), @ptrCast(rect), Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch));
}
pub inline fn updateNVTexture(texture: *Texture, rect: ?*const Rect, Yplane: [*c]const u8, Ypitch: c_int, UVplane: [*c]const u8, UVpitch: c_int) bool {
return @bitCast(c.SDL_UpdateNVTexture(@ptrCast(texture), @ptrCast(rect), Yplane, Ypitch, UVplane, UVpitch));
}
pub inline fn lockTexture(texture: *Texture, rect: ?*const Rect, pixels: [*c]?*anyopaque, pitch: *c_int) bool {
return @bitCast(c.SDL_LockTexture(@ptrCast(texture), @ptrCast(rect), pixels, @ptrCast(pitch)));
}
pub inline fn lockTextureToSurface(texture: *Texture, rect: ?*const Rect, surface: [*c]?*Surface) bool {
return @bitCast(c.SDL_LockTextureToSurface(@ptrCast(texture), @ptrCast(rect), surface));
}
pub inline fn unlockTexture(texture: *Texture) void {
return c.SDL_UnlockTexture(@ptrCast(texture));
}
pub inline fn destroyTexture(texture: *Texture) void {
return c.SDL_DestroyTexture(@ptrCast(texture));
}
};
pub inline fn getNumRenderDrivers() c_int {
return c.SDL_GetNumRenderDrivers();
}
pub inline fn getRenderDriver(index: c_int) [*c]const u8 {
return c.SDL_GetRenderDriver(index);
}
pub inline fn createWindowAndRenderer(title: [*c]const u8, width: c_int, height: c_int, window_flags: WindowFlags, window: [*c]?*Window, renderer: [*c]?*Renderer) bool {
return @bitCast(c.SDL_CreateWindowAndRenderer(title, width, height, @bitCast(window_flags), window, renderer));
}
pub inline fn createRendererWithProperties(props: PropertiesID) ?*Renderer {
return @ptrCast(c.SDL_CreateRendererWithProperties(props));
}