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sdl3bindings2/official/release-3.2.10/api/video.zig

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Zig

const std = @import("std");
pub const c = @import("c.zig").c;
pub const PixelFormat = enum(c_int) {
pixelformatYv12, //Planar mode: Y + V + U (3 planes)
pixelformatIyuv, //Planar mode: Y + U + V (3 planes)
pixelformatYuy2, //Packed mode: Y0+U0+Y1+V0 (1 plane)
pixelformatUyvy, //Packed mode: U0+Y0+V0+Y1 (1 plane)
pixelformatYvyu, //Packed mode: Y0+V0+Y1+U0 (1 plane)
pixelformatNv12, //Planar mode: Y + U/V interleaved (2 planes)
pixelformatNv21, //Planar mode: Y + V/U interleaved (2 planes)
pixelformatP010, //Planar mode: Y + U/V interleaved (2 planes)
pixelformatExternalOes, //Android video texture format
pixelformatMjpg, //Motion JPEG
};
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(window);
}
pub inline fn getWindowPixelDensity(window: *Window) f32 {
return c.SDL_GetWindowPixelDensity(window);
}
pub inline fn getWindowDisplayScale(window: *Window) f32 {
return c.SDL_GetWindowDisplayScale(window);
}
pub inline fn setWindowFullscreenMode(window: *Window, mode: *const DisplayMode) bool {
return c.SDL_SetWindowFullscreenMode(window, @ptrCast(mode));
}
pub inline fn getWindowFullscreenMode(window: *Window) *const DisplayMode {
return @ptrCast(c.SDL_GetWindowFullscreenMode(window));
}
pub inline fn getWindowICCProfile(window: *Window, size: *usize) ?*anyopaque {
return c.SDL_GetWindowICCProfile(window, @ptrCast(size));
}
pub inline fn getWindowPixelFormat(window: *Window) PixelFormat {
return @bitCast(c.SDL_GetWindowPixelFormat(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 c.SDL_CreatePopupWindow(window, offset_x, offset_y, w, h, @bitCast(flags));
}
pub inline fn getWindowID(window: *Window) WindowID {
return c.SDL_GetWindowID(window);
}
pub inline fn getWindowParent(window: *Window) ?*Window {
return c.SDL_GetWindowParent(window);
}
pub inline fn getWindowProperties(window: *Window) PropertiesID {
return c.SDL_GetWindowProperties(window);
}
pub inline fn getWindowFlags(window: *Window) WindowFlags {
return @bitCast(c.SDL_GetWindowFlags(window));
}
pub inline fn setWindowTitle(window: *Window, title: [*c]const u8) bool {
return c.SDL_SetWindowTitle(window, title);
}
pub inline fn getWindowTitle(window: *Window) [*c]const u8 {
return c.SDL_GetWindowTitle(window);
}
pub inline fn setWindowIcon(window: *Window, icon: ?*Surface) bool {
return c.SDL_SetWindowIcon(window, icon);
}
pub inline fn setWindowPosition(window: *Window, x: c_int, y: c_int) bool {
return c.SDL_SetWindowPosition(window, x, y);
}
pub inline fn getWindowPosition(window: *Window, x: *c_int, y: *c_int) bool {
return c.SDL_GetWindowPosition(window, @ptrCast(x), @ptrCast(y));
}
pub inline fn setWindowSize(window: *Window, w: c_int, h: c_int) bool {
return c.SDL_SetWindowSize(window, w, h);
}
pub inline fn getWindowSize(window: *Window, w: *c_int, h: *c_int) bool {
return c.SDL_GetWindowSize(window, @ptrCast(w), @ptrCast(h));
}
pub inline fn getWindowSafeArea(window: *Window, rect: ?*Rect) bool {
return c.SDL_GetWindowSafeArea(window, rect);
}
pub inline fn setWindowAspectRatio(window: *Window, min_aspect: f32, max_aspect: f32) bool {
return c.SDL_SetWindowAspectRatio(window, min_aspect, max_aspect);
}
pub inline fn getWindowAspectRatio(window: *Window, min_aspect: *f32, max_aspect: *f32) bool {
return c.SDL_GetWindowAspectRatio(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 c.SDL_GetWindowBordersSize(window, @ptrCast(top), @ptrCast(left), @ptrCast(bottom), @ptrCast(right));
}
pub inline fn getWindowSizeInPixels(window: *Window, w: *c_int, h: *c_int) bool {
return c.SDL_GetWindowSizeInPixels(window, @ptrCast(w), @ptrCast(h));
}
pub inline fn setWindowMinimumSize(window: *Window, min_w: c_int, min_h: c_int) bool {
return c.SDL_SetWindowMinimumSize(window, min_w, min_h);
}
pub inline fn getWindowMinimumSize(window: *Window, w: *c_int, h: *c_int) bool {
return c.SDL_GetWindowMinimumSize(window, @ptrCast(w), @ptrCast(h));
}
pub inline fn setWindowMaximumSize(window: *Window, max_w: c_int, max_h: c_int) bool {
return c.SDL_SetWindowMaximumSize(window, max_w, max_h);
}
pub inline fn getWindowMaximumSize(window: *Window, w: *c_int, h: *c_int) bool {
return c.SDL_GetWindowMaximumSize(window, @ptrCast(w), @ptrCast(h));
}
pub inline fn setWindowBordered(window: *Window, bordered: bool) bool {
return c.SDL_SetWindowBordered(window, bordered);
}
pub inline fn setWindowResizable(window: *Window, resizable: bool) bool {
return c.SDL_SetWindowResizable(window, resizable);
}
pub inline fn setWindowAlwaysOnTop(window: *Window, on_top: bool) bool {
return c.SDL_SetWindowAlwaysOnTop(window, on_top);
}
pub inline fn showWindow(window: *Window) bool {
return c.SDL_ShowWindow(window);
}
pub inline fn hideWindow(window: *Window) bool {
return c.SDL_HideWindow(window);
}
pub inline fn raiseWindow(window: *Window) bool {
return c.SDL_RaiseWindow(window);
}
pub inline fn maximizeWindow(window: *Window) bool {
return c.SDL_MaximizeWindow(window);
}
pub inline fn minimizeWindow(window: *Window) bool {
return c.SDL_MinimizeWindow(window);
}
pub inline fn restoreWindow(window: *Window) bool {
return c.SDL_RestoreWindow(window);
}
pub inline fn setWindowFullscreen(window: *Window, fullscreen: bool) bool {
return c.SDL_SetWindowFullscreen(window, fullscreen);
}
pub inline fn syncWindow(window: *Window) bool {
return c.SDL_SyncWindow(window);
}
pub inline fn windowHasSurface(window: *Window) bool {
return c.SDL_WindowHasSurface(window);
}
pub inline fn getWindowSurface(window: *Window) ?*Surface {
return c.SDL_GetWindowSurface(window);
}
pub inline fn setWindowSurfaceVSync(window: *Window, vsync: c_int) bool {
return c.SDL_SetWindowSurfaceVSync(window, vsync);
}
pub inline fn getWindowSurfaceVSync(window: *Window, vsync: *c_int) bool {
return c.SDL_GetWindowSurfaceVSync(window, @ptrCast(vsync));
}
pub inline fn updateWindowSurface(window: *Window) bool {
return c.SDL_UpdateWindowSurface(window);
}
pub inline fn updateWindowSurfaceRects(window: *Window, rects: *const Rect, numrects: c_int) bool {
return c.SDL_UpdateWindowSurfaceRects(window, @ptrCast(rects), numrects);
}
pub inline fn destroyWindowSurface(window: *Window) bool {
return c.SDL_DestroyWindowSurface(window);
}
pub inline fn setWindowKeyboardGrab(window: *Window, grabbed: bool) bool {
return c.SDL_SetWindowKeyboardGrab(window, grabbed);
}
pub inline fn setWindowMouseGrab(window: *Window, grabbed: bool) bool {
return c.SDL_SetWindowMouseGrab(window, grabbed);
}
pub inline fn getWindowKeyboardGrab(window: *Window) bool {
return c.SDL_GetWindowKeyboardGrab(window);
}
pub inline fn getWindowMouseGrab(window: *Window) bool {
return c.SDL_GetWindowMouseGrab(window);
}
pub inline fn setWindowMouseRect(window: *Window, rect: *const Rect) bool {
return c.SDL_SetWindowMouseRect(window, @ptrCast(rect));
}
pub inline fn getWindowMouseRect(window: *Window) *const Rect {
return @ptrCast(c.SDL_GetWindowMouseRect(window));
}
pub inline fn setWindowOpacity(window: *Window, opacity: f32) bool {
return c.SDL_SetWindowOpacity(window, opacity);
}
pub inline fn getWindowOpacity(window: *Window) f32 {
return c.SDL_GetWindowOpacity(window);
}
pub inline fn setWindowParent(window: *Window, parent: ?*Window) bool {
return c.SDL_SetWindowParent(window, parent);
}
pub inline fn setWindowModal(window: *Window, modal: bool) bool {
return c.SDL_SetWindowModal(window, modal);
}
pub inline fn setWindowFocusable(window: *Window, focusable: bool) bool {
return c.SDL_SetWindowFocusable(window, focusable);
}
pub inline fn showWindowSystemMenu(window: *Window, x: c_int, y: c_int) bool {
return c.SDL_ShowWindowSystemMenu(window, x, y);
}
pub inline fn setWindowHitTest(window: *Window, callback: HitTest, callback_data: ?*anyopaque) bool {
return c.SDL_SetWindowHitTest(window, callback, callback_data);
}
pub inline fn setWindowShape(window: *Window, shape: ?*Surface) bool {
return c.SDL_SetWindowShape(window, shape);
}
pub inline fn flashWindow(window: *Window, operation: FlashOperation) bool {
return c.SDL_FlashWindow(window, @intFromEnum(operation));
}
pub inline fn destroyWindow(window: *Window) void {
return c.SDL_DestroyWindow(window);
}
pub inline fn gl_CreateContext(window: *Window) GLContext {
return c.SDL_GL_CreateContext(window);
}
pub inline fn gl_MakeCurrent(window: *Window, context: GLContext) bool {
return c.SDL_GL_MakeCurrent(window, context);
}
pub inline fn egl_GetWindowSurface(window: *Window) EGLSurface {
return c.SDL_EGL_GetWindowSurface(window);
}
pub inline fn gl_SwapWindow(window: *Window) bool {
return c.SDL_GL_SwapWindow(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 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 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 c.SDL_GetDisplayBounds(displayID, rect);
}
pub inline fn getDisplayUsableBounds(displayID: DisplayID, rect: ?*Rect) bool {
return c.SDL_GetDisplayUsableBounds(displayID, 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][*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 c.SDL_GetClosestFullscreenDisplayMode(displayID, w, h, refresh_rate, include_high_density_modes, @intFromEnum(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][*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 c.SDL_CreateWindow(title, w, h, @bitCast(flags));
}
pub inline fn createWindowWithProperties(props: PropertiesID) ?*Window {
return c.SDL_CreateWindowWithProperties(props);
}
pub inline fn getWindowFromID(id: WindowID) ?*Window {
return c.SDL_GetWindowFromID(id);
}
pub inline fn getGrabbedWindow() ?*Window {
return 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 c.SDL_ScreenSaverEnabled();
}
pub inline fn enableScreenSaver() bool {
return c.SDL_EnableScreenSaver();
}
pub inline fn disableScreenSaver() bool {
return c.SDL_DisableScreenSaver();
}
pub inline fn gl_LoadLibrary(path: [*c]const u8) bool {
return 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 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 c.SDL_GL_SetAttribute(attr, value);
}
pub inline fn gl_GetAttribute(attr: GLAttr, value: *c_int) bool {
return c.SDL_GL_GetAttribute(attr, @ptrCast(value));
}
pub inline fn gl_GetCurrentWindow() ?*Window {
return 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 c.SDL_GL_SetSwapInterval(interval);
}
pub inline fn gl_GetSwapInterval(interval: *c_int) bool {
return c.SDL_GL_GetSwapInterval(@ptrCast(interval));
}
pub inline fn gl_DestroyContext(context: GLContext) bool {
return c.SDL_GL_DestroyContext(context);
}