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, //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 FColor = extern struct { r: f32, g: f32, b: f32, a: f32, }; pub const Surface = opaque { pub inline fn createSoftwareRenderer(surface: *Surface) ?*Renderer { return c.SDL_CreateSoftwareRenderer(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 c.SDL_CreateRenderer(window, name); } pub inline fn getRenderer(window: *Window) ?*Renderer { return c.SDL_GetRenderer(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 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 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 c.SDL_GetRenderWindow(renderer); } pub inline fn getRendererName(renderer: *Renderer) [*c]const u8 { return c.SDL_GetRendererName(renderer); } pub inline fn getRendererProperties(renderer: *Renderer) PropertiesID { return c.SDL_GetRendererProperties(renderer); } pub inline fn getRenderOutputSize(renderer: *Renderer, w: *c_int, h: *c_int) bool { return c.SDL_GetRenderOutputSize(renderer, @ptrCast(w), @ptrCast(h)); } pub inline fn getCurrentRenderOutputSize(renderer: *Renderer, w: *c_int, h: *c_int) bool { return c.SDL_GetCurrentRenderOutputSize(renderer, @ptrCast(w), @ptrCast(h)); } pub inline fn createTexture(renderer: *Renderer, format: PixelFormat, access: TextureAccess, w: c_int, h: c_int) ?*Texture { return c.SDL_CreateTexture(renderer, @bitCast(format), access, w, h); } pub inline fn createTextureFromSurface(renderer: *Renderer, surface: ?*Surface) ?*Texture { return c.SDL_CreateTextureFromSurface(renderer, surface); } pub inline fn createTextureWithProperties(renderer: *Renderer, props: PropertiesID) ?*Texture { return c.SDL_CreateTextureWithProperties(renderer, props); } pub inline fn setRenderTarget(renderer: *Renderer, texture: ?*Texture) bool { return c.SDL_SetRenderTarget(renderer, texture); } pub inline fn getRenderTarget(renderer: *Renderer) ?*Texture { return c.SDL_GetRenderTarget(renderer); } pub inline fn setRenderLogicalPresentation(renderer: *Renderer, w: c_int, h: c_int, mode: RendererLogicalPresentation) bool { return c.SDL_SetRenderLogicalPresentation(renderer, w, h, mode); } pub inline fn getRenderLogicalPresentation(renderer: *Renderer, w: *c_int, h: *c_int, mode: ?*RendererLogicalPresentation) bool { return c.SDL_GetRenderLogicalPresentation(renderer, @ptrCast(w), @ptrCast(h), mode); } pub inline fn getRenderLogicalPresentationRect(renderer: *Renderer, rect: ?*FRect) bool { return c.SDL_GetRenderLogicalPresentationRect(renderer, rect); } pub inline fn renderCoordinatesFromWindow(renderer: *Renderer, window_x: f32, window_y: f32, x: *f32, y: *f32) bool { return c.SDL_RenderCoordinatesFromWindow(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 c.SDL_RenderCoordinatesToWindow(renderer, x, y, @ptrCast(window_x), @ptrCast(window_y)); } pub inline fn convertEventToRenderCoordinates(renderer: *Renderer, event: ?*Event) bool { return c.SDL_ConvertEventToRenderCoordinates(renderer, event); } pub inline fn setRenderViewport(renderer: *Renderer, rect: *const Rect) bool { return c.SDL_SetRenderViewport(renderer, @ptrCast(rect)); } pub inline fn getRenderViewport(renderer: *Renderer, rect: ?*Rect) bool { return c.SDL_GetRenderViewport(renderer, rect); } pub inline fn renderViewportSet(renderer: *Renderer) bool { return c.SDL_RenderViewportSet(renderer); } pub inline fn getRenderSafeArea(renderer: *Renderer, rect: ?*Rect) bool { return c.SDL_GetRenderSafeArea(renderer, rect); } pub inline fn setRenderClipRect(renderer: *Renderer, rect: *const Rect) bool { return c.SDL_SetRenderClipRect(renderer, @ptrCast(rect)); } pub inline fn getRenderClipRect(renderer: *Renderer, rect: ?*Rect) bool { return c.SDL_GetRenderClipRect(renderer, rect); } pub inline fn renderClipEnabled(renderer: *Renderer) bool { return c.SDL_RenderClipEnabled(renderer); } pub inline fn setRenderScale(renderer: *Renderer, scaleX: f32, scaleY: f32) bool { return c.SDL_SetRenderScale(renderer, scaleX, scaleY); } pub inline fn getRenderScale(renderer: *Renderer, scaleX: *f32, scaleY: *f32) bool { return c.SDL_GetRenderScale(renderer, @ptrCast(scaleX), @ptrCast(scaleY)); } pub inline fn setRenderDrawColor(renderer: *Renderer, r: u8, g: u8, b: u8, a: u8) bool { return c.SDL_SetRenderDrawColor(renderer, r, g, b, a); } pub inline fn setRenderDrawColorFloat(renderer: *Renderer, r: f32, g: f32, b: f32, a: f32) bool { return c.SDL_SetRenderDrawColorFloat(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 c.SDL_GetRenderDrawColor(renderer, r, g, b, a); } pub inline fn getRenderDrawColorFloat(renderer: *Renderer, r: *f32, g: *f32, b: *f32, a: *f32) bool { return c.SDL_GetRenderDrawColorFloat(renderer, @ptrCast(r), @ptrCast(g), @ptrCast(b), @ptrCast(a)); } pub inline fn setRenderColorScale(renderer: *Renderer, scale: f32) bool { return c.SDL_SetRenderColorScale(renderer, scale); } pub inline fn getRenderColorScale(renderer: *Renderer, scale: *f32) bool { return c.SDL_GetRenderColorScale(renderer, @ptrCast(scale)); } pub inline fn setRenderDrawBlendMode(renderer: *Renderer, blendMode: BlendMode) bool { return c.SDL_SetRenderDrawBlendMode(renderer, @intFromEnum(blendMode)); } pub inline fn getRenderDrawBlendMode(renderer: *Renderer, blendMode: ?*BlendMode) bool { return c.SDL_GetRenderDrawBlendMode(renderer, @intFromEnum(blendMode)); } pub inline fn renderClear(renderer: *Renderer) bool { return c.SDL_RenderClear(renderer); } pub inline fn renderPoint(renderer: *Renderer, x: f32, y: f32) bool { return c.SDL_RenderPoint(renderer, x, y); } pub inline fn renderPoints(renderer: *Renderer, points: *const FPoint, count: c_int) bool { return c.SDL_RenderPoints(renderer, @ptrCast(points), count); } pub inline fn renderLine(renderer: *Renderer, x1: f32, y1: f32, x2: f32, y2: f32) bool { return c.SDL_RenderLine(renderer, x1, y1, x2, y2); } pub inline fn renderLines(renderer: *Renderer, points: *const FPoint, count: c_int) bool { return c.SDL_RenderLines(renderer, @ptrCast(points), count); } pub inline fn renderRect(renderer: *Renderer, rect: *const FRect) bool { return c.SDL_RenderRect(renderer, @ptrCast(rect)); } pub inline fn renderRects(renderer: *Renderer, rects: *const FRect, count: c_int) bool { return c.SDL_RenderRects(renderer, @ptrCast(rects), count); } pub inline fn renderFillRect(renderer: *Renderer, rect: *const FRect) bool { return c.SDL_RenderFillRect(renderer, @ptrCast(rect)); } pub inline fn renderFillRects(renderer: *Renderer, rects: *const FRect, count: c_int) bool { return c.SDL_RenderFillRects(renderer, @ptrCast(rects), count); } pub inline fn renderTexture(renderer: *Renderer, texture: ?*Texture, srcrect: *const FRect, dstrect: *const FRect) bool { return c.SDL_RenderTexture(renderer, 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 c.SDL_RenderTextureRotated(renderer, 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 c.SDL_RenderTextureAffine(renderer, 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 c.SDL_RenderTextureTiled(renderer, 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 c.SDL_RenderTexture9Grid(renderer, 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 c.SDL_RenderGeometry(renderer, 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 c.SDL_RenderGeometryRaw(renderer, 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 c.SDL_RenderReadPixels(renderer, @ptrCast(rect)); } pub inline fn renderPresent(renderer: *Renderer) bool { return c.SDL_RenderPresent(renderer); } pub inline fn destroyRenderer(renderer: *Renderer) void { return c.SDL_DestroyRenderer(renderer); } pub inline fn flushRenderer(renderer: *Renderer) bool { return c.SDL_FlushRenderer(renderer); } pub inline fn getRenderMetalLayer(renderer: *Renderer) ?*anyopaque { return c.SDL_GetRenderMetalLayer(renderer); } pub inline fn getRenderMetalCommandEncoder(renderer: *Renderer) ?*anyopaque { return c.SDL_GetRenderMetalCommandEncoder(renderer); } pub inline fn addVulkanRenderSemaphores(renderer: *Renderer, wait_stage_mask: u32, wait_semaphore: i64, signal_semaphore: i64) bool { return c.SDL_AddVulkanRenderSemaphores(renderer, wait_stage_mask, wait_semaphore, signal_semaphore); } pub inline fn setRenderVSync(renderer: *Renderer, vsync: c_int) bool { return c.SDL_SetRenderVSync(renderer, vsync); } pub inline fn getRenderVSync(renderer: *Renderer, vsync: *c_int) bool { return c.SDL_GetRenderVSync(renderer, @ptrCast(vsync)); } pub inline fn renderDebugText(renderer: *Renderer, x: f32, y: f32, str: [*c]const u8) bool { return c.SDL_RenderDebugText(renderer, x, y, str); } pub inline fn renderDebugTextFormat(renderer: *Renderer, x: f32, y: f32, fmt: [*c]const u8, ...) bool { return c.SDL_RenderDebugTextFormat( renderer, x, y, fmt, ); } }; pub const Texture = opaque { pub inline fn getTextureProperties(texture: *Texture) PropertiesID { return c.SDL_GetTextureProperties(texture); } pub inline fn getRendererFromTexture(texture: *Texture) ?*Renderer { return c.SDL_GetRendererFromTexture(texture); } pub inline fn getTextureSize(texture: *Texture, w: *f32, h: *f32) bool { return c.SDL_GetTextureSize(texture, @ptrCast(w), @ptrCast(h)); } pub inline fn setTextureColorMod(texture: *Texture, r: u8, g: u8, b: u8) bool { return c.SDL_SetTextureColorMod(texture, r, g, b); } pub inline fn setTextureColorModFloat(texture: *Texture, r: f32, g: f32, b: f32) bool { return c.SDL_SetTextureColorModFloat(texture, r, g, b); } pub inline fn getTextureColorMod(texture: *Texture, r: [*c]u8, g: [*c]u8, b: [*c]u8) bool { return c.SDL_GetTextureColorMod(texture, r, g, b); } pub inline fn getTextureColorModFloat(texture: *Texture, r: *f32, g: *f32, b: *f32) bool { return c.SDL_GetTextureColorModFloat(texture, @ptrCast(r), @ptrCast(g), @ptrCast(b)); } pub inline fn setTextureAlphaMod(texture: *Texture, alpha: u8) bool { return c.SDL_SetTextureAlphaMod(texture, alpha); } pub inline fn setTextureAlphaModFloat(texture: *Texture, alpha: f32) bool { return c.SDL_SetTextureAlphaModFloat(texture, alpha); } pub inline fn getTextureAlphaMod(texture: *Texture, alpha: [*c]u8) bool { return c.SDL_GetTextureAlphaMod(texture, alpha); } pub inline fn getTextureAlphaModFloat(texture: *Texture, alpha: *f32) bool { return c.SDL_GetTextureAlphaModFloat(texture, @ptrCast(alpha)); } pub inline fn setTextureBlendMode(texture: *Texture, blendMode: BlendMode) bool { return c.SDL_SetTextureBlendMode(texture, @intFromEnum(blendMode)); } pub inline fn getTextureBlendMode(texture: *Texture, blendMode: ?*BlendMode) bool { return c.SDL_GetTextureBlendMode(texture, @intFromEnum(blendMode)); } pub inline fn setTextureScaleMode(texture: *Texture, scaleMode: ScaleMode) bool { return c.SDL_SetTextureScaleMode(texture, @intFromEnum(scaleMode)); } pub inline fn getTextureScaleMode(texture: *Texture, scaleMode: ?*ScaleMode) bool { return c.SDL_GetTextureScaleMode(texture, @intFromEnum(scaleMode)); } pub inline fn updateTexture(texture: *Texture, rect: *const Rect, pixels: ?*const anyopaque, pitch: c_int) bool { return c.SDL_UpdateTexture(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 c.SDL_UpdateYUVTexture(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 c.SDL_UpdateNVTexture(texture, @ptrCast(rect), Yplane, Ypitch, UVplane, UVpitch); } pub inline fn lockTexture(texture: *Texture, rect: *const Rect, pixels: [*c]?*anyopaque, pitch: *c_int) bool { return c.SDL_LockTexture(texture, @ptrCast(rect), pixels, @ptrCast(pitch)); } pub inline fn lockTextureToSurface(texture: *Texture, rect: *const Rect, surface: [*c][*c]Surface) bool { return c.SDL_LockTextureToSurface(texture, @ptrCast(rect), surface); } pub inline fn unlockTexture(texture: *Texture) void { return c.SDL_UnlockTexture(texture); } pub inline fn destroyTexture(texture: *Texture) void { return c.SDL_DestroyTexture(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][*c]Window, renderer: [*c][*c]Renderer) bool { return c.SDL_CreateWindowAndRenderer(title, width, height, @bitCast(window_flags), window, renderer); } pub inline fn createRendererWithProperties(props: PropertiesID) ?*Renderer { return c.SDL_CreateRendererWithProperties(props); }