Nim/lib/wrappers/sdl/sdl.nim
Dominik Picheta e33af13ae3 Fixes #543.
Changed signature of SetVideoMode so that the flags param is a uint32.
2013-07-27 11:03:28 +01:00

2549 lines
116 KiB
Nim

#******************************************************************************
#
# JEDI-SDL : Pascal units for SDL - Simple DirectMedia Layer
# Conversion of the Simple DirectMedia Layer Headers
#
# Portions created by Sam Lantinga <slouken@devolution.com> are
# Copyright (C) 1997-2004 Sam Lantinga
# 5635-34 Springhouse Dr.
# Pleasanton, CA 94588 (USA)
#
# All Rights Reserved.
#
# The original files are : SDL.h
# SDL_main.h
# SDL_types.h
# SDL_rwops.h
# SDL_timer.h
# SDL_audio.h
# SDL_cdrom.h
# SDL_joystick.h
# SDL_mouse.h
# SDL_keyboard.h
# SDL_events.h
# SDL_video.h
# SDL_byteorder.h
# SDL_version.h
# SDL_active.h
# SDL_thread.h
# SDL_mutex .h
# SDL_getenv.h
# SDL_loadso.h
#
# The initial developer of this Pascal code was :
# Dominique Louis <Dominique@SavageSoftware.com.au>
#
# Portions created by Dominique Louis are
# Copyright (C) 2000 - 2004 Dominique Louis.
#
#
# Contributor(s)
# --------------
# Tom Jones <tigertomjones@gmx.de> His Project inspired this conversion
# Matthias Thoma <ma.thoma@gmx.de>
#
# Obtained through:
# Joint Endeavour of Delphi Innovators ( Project JEDI )
#
# You may retrieve the latest version of this file at the Project
# JEDI home page, located at http://delphi-jedi.org
#
# The contents of this file are used with permission, subject to
# the Mozilla Public License Version 1.1 (the "License"); you may
# not use this file except in compliance with the License. You may
# obtain a copy of the License at
# http://www.mozilla.org/MPL/MPL-1.1.html
#
# Software distributed under the License is distributed on an
# "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
# implied. See the License for the specific language governing
# rights and limitations under the License.
#
# Description
# -----------
#
#
#
#
#
#
#
# Requires
# --------
# The SDL Runtime libraris on Win32 : SDL.dll on Linux : libSDL.so
# They are available from...
# http://www.libsdl.org .
#
# Programming Notes
# -----------------
#
#
#
#
# Revision History
# ----------------
# May 08 2001 - DL : Added Keyboard State Array ( See demos for how to
# use )
# PKeyStateArr = ^TKeyStateArr;
# TKeyStateArr = array[0..65000] of byte;
# As most games will need it.
#
# April 02 2001 - DL : Added SDL_getenv.h definitions and tested version
# 1.2.0 compatability.
#
# March 13 2001 - MT : Added Linux compatibility.
#
# March 10 2001 - MT : Added externalsyms for DEFINES
# Changed the license header
#
# March 09 2001 - MT : Added Kylix Ifdefs/Deleted the uses mmsystem
#
# March 01 2001 - DL : Update conversion of version 1.1.8
#
# July 22 2001 - DL : Added TUInt8Array and PUIntArray after suggestions
# from Matthias Thoma and Eric Grange.
#
# October 12 2001 - DL : Various changes as suggested by Matthias Thoma and
# David Acklam
#
# October 24 2001 - DL : Added FreePascal support as per suggestions from
# Dean Ellis.
#
# October 27 2001 - DL : Added SDL_BUTTON macro
#
# November 08 2001 - DL : Bug fix as pointed out by Puthoon.
#
# November 29 2001 - DL : Bug fix of SDL_SetGammaRamp as pointed out by Simon
# Rushton.
#
# November 30 2001 - DL : SDL_NOFRAME added as pointed out by Simon Rushton.
#
# December 11 2001 - DL : Added $WEAKPACKAGEUNIT ON to facilitate useage in
# Components
#
# January 05 2002 - DL : Added SDL_Swap32 function as suggested by Matthias
# Thoma and also made sure the _getenv from
# MSVCRT.DLL uses the right calling convention
#
# January 25 2002 - DL : Updated conversion of SDL_AddTimer &
# SDL_RemoveTimer as per suggestions from Matthias
# Thoma.
#
# January 27 2002 - DL : Commented out exported function putenv and getenv
# So that developers get used to using SDL_putenv
# SDL_getenv, as they are more portable
#
# March 05 2002 - DL : Added FreeAnNil procedure for Delphi 4 users.
#
# October 23 2002 - DL : Added Delphi 3 Define of Win32.
# If you intend to you Delphi 3...
# ( which is officially unsupported ) make sure you
# remove references to $EXTERNALSYM in this and other
# SDL files.
#
# November 29 2002 - DL : Fixed bug in Declaration of SDL_GetRGBA that was
# pointed out by Todd Lang
#
# April 03 2003 - DL : Added jedi-sdl.inc include file to support more
# Pascal compilers. Initial support is now included
# for GnuPascal, VirtualPascal, TMT and obviously
# continue support for Delphi Kylix and FreePascal.
#
# April 08 2003 - MK : Aka Mr Kroket - Added Better FPC support
#
# April 24 2003 - DL : under instruction from Alexey Barkovoy, I have added
# better TMT Pascal support and under instruction
# from Prof. Abimbola Olowofoyeku (The African Chief),
# I have added better Gnu Pascal support
#
# April 30 2003 - DL : under instruction from David Mears AKA
# Jason Siletto, I have added FPC Linux support.
# This was compiled with fpc 1.1, so remember to set
# include file path. ie. -Fi/usr/share/fpcsrc/rtl/*
#
#
#
# Revision 1.31 2007/05/29 21:30:48 savage
# Changes as suggested by Almindor for 64bit compatibility.
#
# Revision 1.30 2007/05/29 19:31:03 savage
# Fix to TSDL_Overlay structure - thanks David Pethes (aka imcold)
#
# Revision 1.29 2007/05/20 20:29:11 savage
# Initial Changes to Handle 64 Bits
#
# Revision 1.26 2007/02/11 13:38:04 savage
# Added Nintendo DS support - Thanks Dean.
#
# Revision 1.25 2006/12/02 00:12:52 savage
# Updated to latest version
#
# Revision 1.24 2006/05/18 21:10:04 savage
# Added 1.2.10 Changes
#
# Revision 1.23 2005/12/04 23:17:52 drellis
# Added declaration of SInt8 and PSInt8
#
# Revision 1.22 2005/05/24 21:59:03 savage
# Re-arranged uses clause to work on Win32 and Linux, Thanks again Michalis.
#
# Revision 1.21 2005/05/22 18:42:31 savage
# Changes as suggested by Michalis Kamburelis. Thanks again.
#
# Revision 1.20 2005/04/10 11:48:33 savage
# Changes as suggested by Michalis, thanks.
#
# Revision 1.19 2005/01/05 01:47:06 savage
# Changed LibName to reflect what MacOS X should have. ie libSDL*-1.2.0.dylib respectively.
#
# Revision 1.18 2005/01/04 23:14:41 savage
# Changed LibName to reflect what most Linux distros will have. ie libSDL*-1.2.so.0 respectively.
#
# Revision 1.17 2005/01/03 18:40:59 savage
# Updated Version number to reflect latest one
#
# Revision 1.16 2005/01/01 02:02:06 savage
# Updated to v1.2.8
#
# Revision 1.15 2004/12/24 18:57:11 savage
# forgot to apply Michalis Kamburelis' patch to the implementation section. now fixed
#
# Revision 1.14 2004/12/23 23:42:18 savage
# Applied Patches supplied by Michalis Kamburelis ( THANKS! ), for greater FreePascal compatability.
#
# Revision 1.13 2004/09/30 22:31:59 savage
# Updated with slightly different header comments
#
# Revision 1.12 2004/09/12 21:52:58 savage
# Slight changes to fix some issues with the sdl classes.
#
# Revision 1.11 2004/08/14 22:54:30 savage
# Updated so that Library name defines are correctly defined for MacOS X.
#
# Revision 1.10 2004/07/20 23:57:33 savage
# Thanks to Paul Toth for spotting an error in the SDL Audio Convertion structures.
# In TSDL_AudioCVT the filters variable should point to and array of pointers and not what I had there previously.
#
# Revision 1.9 2004/07/03 22:07:22 savage
# Added Bitwise Manipulation Functions for TSDL_VideoInfo struct.
#
# Revision 1.8 2004/05/10 14:10:03 savage
# Initial MacOS X support. Fixed defines for MACOS ( Classic ) and DARWIN ( MacOS X ).
#
# Revision 1.7 2004/04/13 09:32:08 savage
# Changed Shared object names back to just the .so extension to avoid conflicts on various Linux/Unix distros. Therefore developers will need to create Symbolic links to the actual Share Objects if necessary.
#
# Revision 1.6 2004/04/01 20:53:23 savage
# Changed Linux Shared Object names so they reflect the Symbolic Links that are created when installing the RPMs from the SDL site.
#
# Revision 1.5 2004/02/22 15:32:10 savage
# SDL_GetEnv Fix so it also works on FPC/Linux. Thanks to Rodrigo for pointing this out.
#
# Revision 1.4 2004/02/21 23:24:29 savage
# SDL_GetEnv Fix so that it is not define twice for FPC. Thanks to Rene Hugentobler for pointing out this bug,
#
# Revision 1.3 2004/02/18 22:35:51 savage
# Brought sdl.pas up to 1.2.7 compatability
# Thus...
# Added SDL_GL_STEREO,
# SDL_GL_MULTISAMPLEBUFFERS,
# SDL_GL_MULTISAMPLESAMPLES
#
# Add DLL/Shared object functions
# function SDL_LoadObject( const sofile : PChar ) : Pointer;
#
# function SDL_LoadFunction( handle : Pointer; const name : PChar ) : Pointer;
#
# procedure SDL_UnloadObject( handle : Pointer );
#
# Added function to create RWops from const memory: SDL_RWFromConstMem()
# function SDL_RWFromConstMem(const mem: Pointer; size: Integer) : PSDL_RWops;
#
# Ported SDL_cpuinfo.h so Now you can test for Specific CPU types.
#
# Revision 1.2 2004/02/17 21:37:12 savage
# Tidying up of units
#
# Revision 1.1 2004/02/05 00:08:20 savage
# Module 1.0 release
#
#
{.deadCodeElim: on.}
import unsigned
when defined(windows):
const
LibName = "SDL.dll"
elif defined(macosx):
const
LibName = "libSDL-1.2.0.dylib"
else:
const
LibName = "libSDL.so(|.1|.0)"
const
MAJOR_VERSION* = 1
MINOR_VERSION* = 2
PATCHLEVEL* = 11 # SDL.h constants
INIT_TIMER* = 0x00000001
INIT_AUDIO* = 0x00000010
INIT_VIDEO* = 0x00000020
INIT_CDROM* = 0x00000100
INIT_JOYSTICK* = 0x00000200
INIT_NOPARACHUTE* = 0x00100000 # Don't catch fatal signals
INIT_EVENTTHREAD* = 0x01000000 # Not supported on all OS's
INIT_EVERYTHING* = 0x0000FFFF # SDL_error.h constants
ERR_MAX_STRLEN* = 128
ERR_MAX_ARGS* = 5 # SDL_types.h constants
PRESSED* = 0x00000001
RELEASED* = 0x00000000 # SDL_timer.h constants
# This is the OS scheduler timeslice, in milliseconds
TIMESLICE* = 10 # This is the maximum resolution of the SDL timer on all platforms
TIMER_RESOLUTION* = 10 # Experimentally determined
# SDL_audio.h constants
AUDIO_U8* = 0x00000008 # Unsigned 8-bit samples
AUDIO_S8* = 0x00008008 # Signed 8-bit samples
AUDIO_U16LSB* = 0x00000010 # Unsigned 16-bit samples
AUDIO_S16LSB* = 0x00008010 # Signed 16-bit samples
AUDIO_U16MSB* = 0x00001010 # As above, but big-endian byte order
AUDIO_S16MSB* = 0x00009010 # As above, but big-endian byte order
AUDIO_U16* = AUDIO_U16LSB
AUDIO_S16* = AUDIO_S16LSB # SDL_cdrom.h constants
# The maximum number of CD-ROM tracks on a disk
MAX_TRACKS* = 99 # The types of CD-ROM track possible
AUDIO_TRACK* = 0x00000000
DATA_TRACK* = 0x00000004 # Conversion functions from frames to Minute/Second/Frames and vice versa
CD_FPS* = 75 # SDL_byteorder.h constants
# The two types of endianness
LIL_ENDIAN* = 1234
BIG_ENDIAN* = 4321
when cpuEndian == littleEndian:
const
BYTEORDER* = LIL_ENDIAN # Native audio byte ordering
AUDIO_U16SYS* = AUDIO_U16LSB
AUDIO_S16SYS* = AUDIO_S16LSB
else:
const
BYTEORDER* = BIG_ENDIAN # Native audio byte ordering
AUDIO_U16SYS* = AUDIO_U16MSB
AUDIO_S16SYS* = AUDIO_S16MSB
const
MIX_MAXVOLUME* = 128 # SDL_joystick.h constants
MAX_JOYSTICKS* = 2 # only 2 are supported in the multimedia API
MAX_AXES* = 6 # each joystick can have up to 6 axes
MAX_BUTTONS* = 32 # and 32 buttons
AXIS_MIN* = - 32768 # minimum value for axis coordinate
AXIS_MAX* = 32767 # maximum value for axis coordinate
JOY_AXIS_THRESHOLD* = (toFloat((AXIS_MAX) - (AXIS_MIN)) / 100.000) # 1% motion
HAT_CENTERED* = 0x00000000
HAT_UP* = 0x00000001
HAT_RIGHT* = 0x00000002
HAT_DOWN* = 0x00000004
HAT_LEFT* = 0x00000008
HAT_RIGHTUP* = HAT_RIGHT or HAT_UP
HAT_RIGHTDOWN* = HAT_RIGHT or HAT_DOWN
HAT_LEFTUP* = HAT_LEFT or HAT_UP
HAT_LEFTDOWN* = HAT_LEFT or HAT_DOWN # SDL_events.h constants
type
TEventKind* = enum # kind of an SDL event
NOEVENT = 0, # Unused (do not remove)
ACTIVEEVENT = 1, # Application loses/gains visibility
KEYDOWN = 2, # Keys pressed
KEYUP = 3, # Keys released
MOUSEMOTION = 4, # Mouse moved
MOUSEBUTTONDOWN = 5, # Mouse button pressed
MOUSEBUTTONUP = 6, # Mouse button released
JOYAXISMOTION = 7, # Joystick axis motion
JOYBALLMOTION = 8, # Joystick trackball motion
JOYHATMOTION = 9, # Joystick hat position change
JOYBUTTONDOWN = 10, # Joystick button pressed
JOYBUTTONUP = 11, # Joystick button released
QUITEV = 12, # User-requested quit ( Changed due to procedure conflict )
SYSWMEVENT = 13, # System specific event
EVENT_RESERVEDA = 14, # Reserved for future use..
EVENT_RESERVED = 15, # Reserved for future use..
VIDEORESIZE = 16, # User resized video mode
VIDEOEXPOSE = 17, # Screen needs to be redrawn
EVENT_RESERVED2 = 18, # Reserved for future use..
EVENT_RESERVED3 = 19, # Reserved for future use..
EVENT_RESERVED4 = 20, # Reserved for future use..
EVENT_RESERVED5 = 21, # Reserved for future use..
EVENT_RESERVED6 = 22, # Reserved for future use..
EVENT_RESERVED7 = 23, # Reserved for future use..
# Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use
USEREVENT = 24 # This last event is only for bounding internal arrays
# It is the number of bits in the event mask datatype -- int32
const
NUMEVENTS* = 32
ALLEVENTS* = 0xFFFFFFFF
ACTIVEEVENTMASK* = 1 shl ord(ACTIVEEVENT)
KEYDOWNMASK* = 1 shl ord(KEYDOWN)
KEYUPMASK* = 1 shl ord(KEYUP)
MOUSEMOTIONMASK* = 1 shl ord(MOUSEMOTION)
MOUSEBUTTONDOWNMASK* = 1 shl ord(MOUSEBUTTONDOWN)
MOUSEBUTTONUPMASK* = 1 shl ord(MOUSEBUTTONUP)
MOUSEEVENTMASK* = 1 shl ord(MOUSEMOTION) or 1 shl ord(MOUSEBUTTONDOWN) or
1 shl ord(MOUSEBUTTONUP)
JOYAXISMOTIONMASK* = 1 shl ord(JOYAXISMOTION)
JOYBALLMOTIONMASK* = 1 shl ord(JOYBALLMOTION)
JOYHATMOTIONMASK* = 1 shl ord(JOYHATMOTION)
JOYBUTTONDOWNMASK* = 1 shl ord(JOYBUTTONDOWN)
JOYBUTTONUPMASK* = 1 shl ord(JOYBUTTONUP)
JOYEVENTMASK* = 1 shl ord(JOYAXISMOTION) or 1 shl ord(JOYBALLMOTION) or
1 shl ord(JOYHATMOTION) or 1 shl ord(JOYBUTTONDOWN) or
1 shl ord(JOYBUTTONUP)
VIDEORESIZEMASK* = 1 shl ord(VIDEORESIZE)
QUITMASK* = 1 shl ord(QUITEV)
SYSWMEVENTMASK* = 1 shl ord(SYSWMEVENT)
QUERY* = - 1
IGNORE* = 0
DISABLE* = 0
ENABLE* = 1 #SDL_keyboard.h constants
# This is the mask which refers to all hotkey bindings
ALL_HOTKEYS* = 0xFFFFFFFF # Enable/Disable keyboard repeat. Keyboard repeat defaults to off.
# 'delay' is the initial delay in ms between the time when a key is
# pressed, and keyboard repeat begins.
# 'interval' is the time in ms between keyboard repeat events.
DEFAULT_REPEAT_DELAY* = 500
DEFAULT_REPEAT_INTERVAL* = 30 # The keyboard syms have been cleverly chosen to map to ASCII
K_UNKNOWN* = 0
K_FIRST* = 0
K_BACKSPACE* = 8
K_TAB* = 9
K_CLEAR* = 12
K_RETURN* = 13
K_PAUSE* = 19
K_ESCAPE* = 27
K_SPACE* = 32
K_EXCLAIM* = 33
K_QUOTEDBL* = 34
K_HASH* = 35
K_DOLLAR* = 36
K_AMPERSAND* = 38
K_QUOTE* = 39
K_LEFTPAREN* = 40
K_RIGHTPAREN* = 41
K_ASTERISK* = 42
K_PLUS* = 43
K_COMMA* = 44
K_MINUS* = 45
K_PERIOD* = 46
K_SLASH* = 47
K_0* = 48
K_1* = 49
K_2* = 50
K_3* = 51
K_4* = 52
K_5* = 53
K_6* = 54
K_7* = 55
K_8* = 56
K_9* = 57
K_COLON* = 58
K_SEMICOLON* = 59
K_LESS* = 60
K_EQUALS* = 61
K_GREATER* = 62
K_QUESTION* = 63
K_AT* = 64 # Skip uppercase letters
K_LEFTBRACKET* = 91
K_BACKSLASH* = 92
K_RIGHTBRACKET* = 93
K_CARET* = 94
K_UNDERSCORE* = 95
K_BACKQUOTE* = 96
K_a* = 97
K_b* = 98
K_c* = 99
K_d* = 100
K_e* = 101
K_f* = 102
K_g* = 103
K_h* = 104
K_i* = 105
K_j* = 106
K_k* = 107
K_l* = 108
K_m* = 109
K_n* = 110
K_o* = 111
K_p* = 112
K_q* = 113
K_r* = 114
K_s* = 115
K_t* = 116
K_u* = 117
K_v* = 118
K_w* = 119
K_x* = 120
K_y* = 121
K_z* = 122
K_DELETE* = 127 # End of ASCII mapped keysyms
# International keyboard syms
K_WORLD_0* = 160 # 0xA0
K_WORLD_1* = 161
K_WORLD_2* = 162
K_WORLD_3* = 163
K_WORLD_4* = 164
K_WORLD_5* = 165
K_WORLD_6* = 166
K_WORLD_7* = 167
K_WORLD_8* = 168
K_WORLD_9* = 169
K_WORLD_10* = 170
K_WORLD_11* = 171
K_WORLD_12* = 172
K_WORLD_13* = 173
K_WORLD_14* = 174
K_WORLD_15* = 175
K_WORLD_16* = 176
K_WORLD_17* = 177
K_WORLD_18* = 178
K_WORLD_19* = 179
K_WORLD_20* = 180
K_WORLD_21* = 181
K_WORLD_22* = 182
K_WORLD_23* = 183
K_WORLD_24* = 184
K_WORLD_25* = 185
K_WORLD_26* = 186
K_WORLD_27* = 187
K_WORLD_28* = 188
K_WORLD_29* = 189
K_WORLD_30* = 190
K_WORLD_31* = 191
K_WORLD_32* = 192
K_WORLD_33* = 193
K_WORLD_34* = 194
K_WORLD_35* = 195
K_WORLD_36* = 196
K_WORLD_37* = 197
K_WORLD_38* = 198
K_WORLD_39* = 199
K_WORLD_40* = 200
K_WORLD_41* = 201
K_WORLD_42* = 202
K_WORLD_43* = 203
K_WORLD_44* = 204
K_WORLD_45* = 205
K_WORLD_46* = 206
K_WORLD_47* = 207
K_WORLD_48* = 208
K_WORLD_49* = 209
K_WORLD_50* = 210
K_WORLD_51* = 211
K_WORLD_52* = 212
K_WORLD_53* = 213
K_WORLD_54* = 214
K_WORLD_55* = 215
K_WORLD_56* = 216
K_WORLD_57* = 217
K_WORLD_58* = 218
K_WORLD_59* = 219
K_WORLD_60* = 220
K_WORLD_61* = 221
K_WORLD_62* = 222
K_WORLD_63* = 223
K_WORLD_64* = 224
K_WORLD_65* = 225
K_WORLD_66* = 226
K_WORLD_67* = 227
K_WORLD_68* = 228
K_WORLD_69* = 229
K_WORLD_70* = 230
K_WORLD_71* = 231
K_WORLD_72* = 232
K_WORLD_73* = 233
K_WORLD_74* = 234
K_WORLD_75* = 235
K_WORLD_76* = 236
K_WORLD_77* = 237
K_WORLD_78* = 238
K_WORLD_79* = 239
K_WORLD_80* = 240
K_WORLD_81* = 241
K_WORLD_82* = 242
K_WORLD_83* = 243
K_WORLD_84* = 244
K_WORLD_85* = 245
K_WORLD_86* = 246
K_WORLD_87* = 247
K_WORLD_88* = 248
K_WORLD_89* = 249
K_WORLD_90* = 250
K_WORLD_91* = 251
K_WORLD_92* = 252
K_WORLD_93* = 253
K_WORLD_94* = 254
K_WORLD_95* = 255 # 0xFF
# Numeric keypad
K_KP0* = 256
K_KP1* = 257
K_KP2* = 258
K_KP3* = 259
K_KP4* = 260
K_KP5* = 261
K_KP6* = 262
K_KP7* = 263
K_KP8* = 264
K_KP9* = 265
K_KP_PERIOD* = 266
K_KP_DIVIDE* = 267
K_KP_MULTIPLY* = 268
K_KP_MINUS* = 269
K_KP_PLUS* = 270
K_KP_ENTER* = 271
K_KP_EQUALS* = 272 # Arrows + Home/End pad
K_UP* = 273
K_DOWN* = 274
K_RIGHT* = 275
K_LEFT* = 276
K_INSERT* = 277
K_HOME* = 278
K_END* = 279
K_PAGEUP* = 280
K_PAGEDOWN* = 281 # Function keys
K_F1* = 282
K_F2* = 283
K_F3* = 284
K_F4* = 285
K_F5* = 286
K_F6* = 287
K_F7* = 288
K_F8* = 289
K_F9* = 290
K_F10* = 291
K_F11* = 292
K_F12* = 293
K_F13* = 294
K_F14* = 295
K_F15* = 296 # Key state modifier keys
K_NUMLOCK* = 300
K_CAPSLOCK* = 301
K_SCROLLOCK* = 302
K_RSHIFT* = 303
K_LSHIFT* = 304
K_RCTRL* = 305
K_LCTRL* = 306
K_RALT* = 307
K_LALT* = 308
K_RMETA* = 309
K_LMETA* = 310
K_LSUPER* = 311 # Left "Windows" key
K_RSUPER* = 312 # Right "Windows" key
K_MODE* = 313 # "Alt Gr" key
K_COMPOSE* = 314 # Multi-key compose key
# Miscellaneous function keys
K_HELP* = 315
K_PRINT* = 316
K_SYSREQ* = 317
K_BREAK* = 318
K_MENU* = 319
K_POWER* = 320 # Power Macintosh power key
K_EURO* = 321 # Some european keyboards
K_GP2X_UP* = 0
K_GP2X_UPLEFT* = 1
K_GP2X_LEFT* = 2
K_GP2X_DOWNLEFT* = 3
K_GP2X_DOWN* = 4
K_GP2X_DOWNRIGHT* = 5
K_GP2X_RIGHT* = 6
K_GP2X_UPRIGHT* = 7
K_GP2X_START* = 8
K_GP2X_SELECT* = 9
K_GP2X_L* = 10
K_GP2X_R* = 11
K_GP2X_A* = 12
K_GP2X_B* = 13
K_GP2X_Y* = 14
K_GP2X_X* = 15
K_GP2X_VOLUP* = 16
K_GP2X_VOLDOWN* = 17
K_GP2X_CLICK* = 18
const # Enumeration of valid key mods (possibly OR'd together)
KMOD_NONE* = 0x00000000
KMOD_LSHIFT* = 0x00000001
KMOD_RSHIFT* = 0x00000002
KMOD_LCTRL* = 0x00000040
KMOD_RCTRL* = 0x00000080
KMOD_LALT* = 0x00000100
KMOD_RALT* = 0x00000200
KMOD_LMETA* = 0x00000400
KMOD_RMETA* = 0x00000800
KMOD_NUM* = 0x00001000
KMOD_CAPS* = 0x00002000
KMOD_MODE* = 44000
KMOD_RESERVED* = 0x00008000
KMOD_CTRL* = (KMOD_LCTRL or KMOD_RCTRL)
KMOD_SHIFT* = (KMOD_LSHIFT or KMOD_RSHIFT)
KMOD_ALT* = (KMOD_LALT or KMOD_RALT)
KMOD_META* = (KMOD_LMETA or KMOD_RMETA) #SDL_video.h constants
# Transparency definitions: These define alpha as the opacity of a surface */
ALPHA_OPAQUE* = 255
ALPHA_TRANSPARENT* = 0 # These are the currently supported flags for the SDL_surface
# Available for SDL_CreateRGBSurface() or SDL_SetVideoMode()
SWSURFACE* = 0x00000000 # Surface is in system memory
HWSURFACE* = 0x00000001 # Surface is in video memory
ASYNCBLIT* = 0x00000004 # Use asynchronous blits if possible
# Available for SDL_SetVideoMode()
ANYFORMAT* = 0x10000000 # Allow any video depth/pixel-format
HWPALETTE* = 0x20000000 # Surface has exclusive palette
DOUBLEBUF* = 0x40000000 # Set up double-buffered video mode
FULLSCREEN* = 0x80000000 # Surface is a full screen display
OPENGL* = 0x00000002 # Create an OpenGL rendering context
OPENGLBLIT* = 0x00000002 # Create an OpenGL rendering context
RESIZABLE* = 0x00000010 # This video mode may be resized
NOFRAME* = 0x00000020 # No window caption or edge frame
# Used internally (read-only)
HWACCEL* = 0x00000100 # Blit uses hardware acceleration
SRCCOLORKEY* = 0x00001000 # Blit uses a source color key
RLEACCELOK* = 0x00002000 # Private flag
RLEACCEL* = 0x00004000 # Colorkey blit is RLE accelerated
SRCALPHA* = 0x00010000 # Blit uses source alpha blending
SRCCLIPPING* = 0x00100000 # Blit uses source clipping
PREALLOC* = 0x01000000 # Surface uses preallocated memory
# The most common video overlay formats.
# For an explanation of these pixel formats, see:
# http://www.webartz.com/fourcc/indexyuv.htm
#
# For information on the relationship between color spaces, see:
#
#
# http://www.neuro.sfc.keio.ac.jp/~aly/polygon/info/color-space-faq.html
YV12_OVERLAY* = 0x32315659 # Planar mode: Y + V + U (3 planes)
IYUV_OVERLAY* = 0x56555949 # Planar mode: Y + U + V (3 planes)
YUY2_OVERLAY* = 0x32595559 # Packed mode: Y0+U0+Y1+V0 (1 plane)
UYVY_OVERLAY* = 0x59565955 # Packed mode: U0+Y0+V0+Y1 (1 plane)
YVYU_OVERLAY* = 0x55595659 # Packed mode: Y0+V0+Y1+U0 (1 plane)
# flags for SDL_SetPalette()
LOGPAL* = 0x00000001
PHYSPAL* = 0x00000002 #SDL_mouse.h constants
# Used as a mask when testing buttons in buttonstate
# Button 1: Left mouse button
# Button 2: Middle mouse button
# Button 3: Right mouse button
# Button 4: Mouse Wheel Up
# Button 5: Mouse Wheel Down
#
BUTTON_LEFT* = 1
BUTTON_MIDDLE* = 2
BUTTON_RIGHT* = 3
BUTTON_WHEELUP* = 4
BUTTON_WHEELDOWN* = 5
BUTTON_LMASK* = PRESSED shl (BUTTON_LEFT - 1)
BUTTON_MMASK* = PRESSED shl (BUTTON_MIDDLE - 1)
BUTTON_RMask* = PRESSED shl (BUTTON_RIGHT - 1) # SDL_active.h constants
# The available application states
APPMOUSEFOCUS* = 0x00000001 # The app has mouse coverage
APPINPUTFOCUS* = 0x00000002 # The app has input focus
APPACTIVE* = 0x00000004 # The application is active
# SDL_mutex.h constants
# Synchronization functions which can time out return this value
# they time out.
MUTEX_TIMEDOUT* = 1 # This is the timeout value which corresponds to never time out
MUTEX_MAXWAIT* = not int(0)
GRAB_QUERY* = - 1
GRAB_OFF* = 0
GRAB_ON* = 1 #SDL_GRAB_FULLSCREEN // Used internally
type
THandle* = int #SDL_types.h types
# Basic data types
TBool* = enum
sdlFALSE, sdlTRUE
PUInt8Array* = ptr TUInt8Array
TUInt8Array* = array[0..high(int) shr 1, byte]
PUInt16* = ptr UInt16
PUInt32* = ptr UInt32
PUInt64* = ptr UInt64
UInt64*{.final.} = object
hi*: int32
lo*: int32
PSInt64* = ptr SInt64
SInt64*{.final.} = object
hi*: int32
lo*: int32
TGrabMode* = int32 # SDL_error.h types
Terrorcode* = enum
ENOMEM, EFREAD, EFWRITE, EFSEEK, LASTERROR
errorcode* = Terrorcode
TArg*{.final.} = object
buf*: array[0..ERR_MAX_STRLEN - 1, int8]
Perror* = ptr Terror
Terror*{.final.} = object # This is a numeric value corresponding to the current error
# SDL_rwops.h types
# This is the read/write operation structure -- very basic
# some helper types to handle the unions
# "packed" is only guessed
error*: int # This is a key used to index into a language hashtable containing
# internationalized versions of the SDL error messages. If the key
# is not in the hashtable, or no hashtable is available, the key is
# used directly as an error message format string.
key*: array[0..ERR_MAX_STRLEN - 1, int8] # These are the arguments for the error functions
argc*: int
args*: array[0..ERR_MAX_ARGS - 1, TArg]
TStdio*{.final.} = object
autoclose*: int # FILE * is only defined in Kylix so we use a simple Pointer
fp*: Pointer
TMem*{.final.} = object
base*: ptr byte
here*: ptr byte
stop*: ptr byte
PRWops* = ptr TRWops # now the pointer to function types
TSeek* = proc (context: PRWops, offset: int, whence: int): int{.cdecl.}
TRead* = proc (context: PRWops, thePtr: Pointer, size: int, maxnum: int): int{.
cdecl.}
TWrite* = proc (context: PRWops, thePtr: Pointer, size: int, num: int): int{.
cdecl.}
TClose* = proc (context: PRWops): int{.cdecl.} # the variant record itself
TRWops*{.final.} = object
seek*: TSeek
read*: TRead
write*: TWrite
closeFile*: TClose # a keyword as name is not allowed
# be warned! structure alignment may arise at this point
theType*: cint
mem*: TMem
RWops* = TRWops # SDL_timer.h types
# Function prototype for the timer callback function
TTimerCallback* = proc (interval: int32): int32{.cdecl.}
TNewTimerCallback* = proc (interval: int32, param: Pointer): int32{.cdecl.}
PTimerID* = ptr TTimerID
TTimerID*{.final.} = object
interval*: int32
callback*: TNewTimerCallback
param*: Pointer
last_alarm*: int32
next*: PTimerID
TAudioSpecCallback* = proc (userdata: Pointer, stream: ptr byte, length: int){.
cdecl.} # SDL_audio.h types
# The calculated values in this structure are calculated by SDL_OpenAudio()
PAudioSpec* = ptr TAudioSpec
TAudioSpec*{.final.} = object # A structure to hold a set of audio conversion filters and buffers
freq*: int # DSP frequency -- samples per second
format*: UInt16 # Audio data format
channels*: byte # Number of channels: 1 mono, 2 stereo
silence*: byte # Audio buffer silence value (calculated)
samples*: UInt16 # Audio buffer size in samples
padding*: UInt16 # Necessary for some compile environments
size*: int32 # Audio buffer size in bytes (calculated)
# This function is called when the audio device needs more data.
# 'stream' is a pointer to the audio data buffer
# 'len' is the length of that buffer in bytes.
# Once the callback returns, the buffer will no longer be valid.
# Stereo samples are stored in a LRLRLR ordering.
callback*: TAudioSpecCallback
userdata*: Pointer
PAudioCVT* = ptr TAudioCVT
PAudioCVTFilter* = ptr TAudioCVTFilter
TAudioCVTFilter*{.final.} = object
cvt*: PAudioCVT
format*: UInt16
PAudioCVTFilterArray* = ptr TAudioCVTFilterArray
TAudioCVTFilterArray* = array[0..9, PAudioCVTFilter]
TAudioCVT*{.final.} = object
needed*: int # Set to 1 if conversion possible
src_format*: UInt16 # Source audio format
dst_format*: UInt16 # Target audio format
rate_incr*: float64 # Rate conversion increment
buf*: ptr byte # Buffer to hold entire audio data
length*: int # Length of original audio buffer
len_cvt*: int # Length of converted audio buffer
len_mult*: int # buffer must be len*len_mult big
len_ratio*: float64 # Given len, final size is len*len_ratio
filters*: TAudioCVTFilterArray
filter_index*: int # Current audio conversion function
TAudiostatus* = enum # SDL_cdrom.h types
AUDIO_STOPPED, AUDIO_PLAYING, AUDIO_PAUSED
TCDStatus* = enum
CD_ERROR, CD_TRAYEMPTY, CD_STOPPED, CD_PLAYING, CD_PAUSED
PCDTrack* = ptr TCDTrack
TCDTrack*{.final.} = object # This structure is only current as of the last call to SDL_CDStatus()
id*: byte # Track number
theType*: byte # Data or audio track
unused*: UInt16
len*: int32 # Length, in frames, of this track
offset*: int32 # Offset, in frames, from start of disk
PCD* = ptr TCD
TCD*{.final.} = object #SDL_joystick.h types
id*: int # Private drive identifier
status*: TCDStatus # Current drive status
# The rest of this structure is only valid if there's a CD in drive
numtracks*: int # Number of tracks on disk
cur_track*: int # Current track position
cur_frame*: int # Current frame offset within current track
track*: array[0..MAX_TRACKS, TCDTrack]
PTransAxis* = ptr TTransAxis
TTransAxis*{.final.} = object # The private structure used to keep track of a joystick
offset*: int
scale*: float32
PJoystick_hwdata* = ptr TJoystick_hwdata
TJoystick_hwdata*{.final.} = object # joystick ID
id*: int # values used to translate device-specific coordinates into SDL-standard ranges
transaxis*: array[0..5, TTransAxis]
PBallDelta* = ptr TBallDelta
TBallDelta*{.final.} = object # Current ball motion deltas
# The SDL joystick structure
dx*: int
dy*: int
PJoystick* = ptr TJoystick
TJoystick*{.final.} = object # SDL_verion.h types
index*: byte # Device index
name*: cstring # Joystick name - system dependent
naxes*: int # Number of axis controls on the joystick
axes*: PUInt16 # Current axis states
nhats*: int # Number of hats on the joystick
hats*: ptr byte # Current hat states
nballs*: int # Number of trackballs on the joystick
balls*: PBallDelta # Current ball motion deltas
nbuttons*: int # Number of buttons on the joystick
buttons*: ptr byte # Current button states
hwdata*: PJoystick_hwdata # Driver dependent information
ref_count*: int # Reference count for multiple opens
Pversion* = ptr Tversion
Tversion*{.final.} = object # SDL_keyboard.h types
major*: byte
minor*: byte
patch*: byte
TKey* = int32
TMod* = int32
PKeySym* = ptr TKeySym
TKeySym*{.final.} = object # SDL_events.h types
#Checks the event queue for messages and optionally returns them.
# If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
# the back of the event queue.
# If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
# of the event queue, matching 'mask', will be returned and will not
# be removed from the queue.
# If 'action' is SDL_GETEVENT, up to 'numevents' events at the front
# of the event queue, matching 'mask', will be returned and will be
# removed from the queue.
# This function returns the number of events actually stored, or -1
# if there was an error. This function is thread-safe.
scancode*: byte # hardware specific scancode
sym*: TKey # SDL virtual keysym
modifier*: TMod # current key modifiers
unicode*: UInt16 # translated character
TEventAction* = enum # Application visibility event structure
ADDEVENT, PEEKEVENT, GETEVENT
PActiveEvent* = ptr TActiveEvent
TActiveEvent*{.final.} = object # SDL_ACTIVEEVENT
# Keyboard event structure
kind*: TEventKind
gain*: byte # Whether given states were gained or lost (1/0)
state*: byte # A mask of the focus states
PKeyboardEvent* = ptr TKeyboardEvent
TKeyboardEvent*{.final.} = object # SDL_KEYDOWN or SDL_KEYUP
# Mouse motion event structure
kind*: TEventKind
which*: byte # The keyboard device index
state*: byte # SDL_PRESSED or SDL_RELEASED
keysym*: TKeySym
PMouseMotionEvent* = ptr TMouseMotionEvent
TMouseMotionEvent*{.final.} = object # SDL_MOUSEMOTION
# Mouse button event structure
kind*: TEventKind
which*: byte # The mouse device index
state*: byte # The current button state
x*, y*: UInt16 # The X/Y coordinates of the mouse
xrel*: int16 # The relative motion in the X direction
yrel*: int16 # The relative motion in the Y direction
PMouseButtonEvent* = ptr TMouseButtonEvent
TMouseButtonEvent*{.final.} = object # SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP
# Joystick axis motion event structure
kind*: TEventKind
which*: byte # The mouse device index
button*: byte # The mouse button index
state*: byte # SDL_PRESSED or SDL_RELEASED
x*: UInt16 # The X coordinates of the mouse at press time
y*: UInt16 # The Y coordinates of the mouse at press time
PJoyAxisEvent* = ptr TJoyAxisEvent
TJoyAxisEvent*{.final.} = object # SDL_JOYAXISMOTION
# Joystick trackball motion event structure
kind*: TEventKind
which*: byte # The joystick device index
axis*: byte # The joystick axis index
value*: int16 # The axis value (range: -32768 to 32767)
PJoyBallEvent* = ptr TJoyBallEvent
TJoyBallEvent*{.final.} = object # SDL_JOYAVBALLMOTION
# Joystick hat position change event structure
kind*: TEventKind
which*: byte # The joystick device index
ball*: byte # The joystick trackball index
xrel*: int16 # The relative motion in the X direction
yrel*: int16 # The relative motion in the Y direction
PJoyHatEvent* = ptr TJoyHatEvent
TJoyHatEvent*{.final.} = object # SDL_JOYHATMOTION */
# Joystick button event structure
kind*: TEventKind
which*: byte # The joystick device index */
hat*: byte # The joystick hat index */
value*: byte # The hat position value:
# 8 1 2
# 7 0 3
# 6 5 4
# Note that zero means the POV is centered.
PJoyButtonEvent* = ptr TJoyButtonEvent
TJoyButtonEvent*{.final.} = object # SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP
# The "window resized" event
# When you get this event, you are
# responsible for setting a new video
# mode with the new width and height.
kind*: TEventKind
which*: byte # The joystick device index
button*: byte # The joystick button index
state*: byte # SDL_PRESSED or SDL_RELEASED
PResizeEvent* = ptr TResizeEvent
TResizeEvent*{.final.} = object # SDL_VIDEORESIZE
# A user-defined event type
kind*: TEventKind
w*: cint # New width
h*: cint # New height
PUserEvent* = ptr TUserEvent
TUserEvent*{.final.} = object # SDL_USEREVENT through SDL_NUMEVENTS-1
kind*: TEventKind
code*: cint # User defined event code
data1*: Pointer # User defined data pointer
data2*: Pointer # User defined data pointer
when defined(Unix):
type #These are the various supported subsystems under UNIX
TSysWm* = enum
SYSWM_X11
when defined(WINDOWS):
type
PSysWMmsg* = ptr TSysWMmsg
TSysWMmsg*{.final.} = object
version*: Tversion
hwnd*: THandle # The window for the message
msg*: int # The type of message
w_Param*: int32 # WORD message parameter
lParam*: int32 # LONG message parameter
elif defined(Unix):
type # The Linux custom event structure
PSysWMmsg* = ptr TSysWMmsg
TSysWMmsg*{.final.} = object
version*: Tversion
subsystem*: TSysWm
when false:
event*: TXEvent
else:
type # The generic custom event structure
PSysWMmsg* = ptr TSysWMmsg
TSysWMmsg*{.final.} = object
version*: Tversion
data*: int
# The Windows custom window manager information structure
when defined(WINDOWS):
type
PSysWMinfo* = ptr TSysWMinfo
TSysWMinfo*{.final.} = object
version*: Tversion
window*: THandle # The display window
elif defined(Unix):
type
TX11*{.final.} = object
when false:
display*: PDisplay # The X11 display
window*: TWindow # The X11 display window
# These locking functions should be called around
# any X11 functions using the display variable.
# They lock the event thread, so should not be
# called around event functions or from event filters.
lock_func*: Pointer
unlock_func*: Pointer # Introduced in SDL 1.0.2
fswindow*: TWindow # The X11 fullscreen window
wmwindow*: TWindow # The X11 managed input window
type
PSysWMinfo* = ptr TSysWMinfo
TSysWMinfo*{.final.} = object
version*: Tversion
subsystem*: TSysWm
X11*: TX11
else:
type # The generic custom window manager information structure
PSysWMinfo* = ptr TSysWMinfo
TSysWMinfo*{.final.} = object
version*: Tversion
data*: int
type
PSysWMEvent* = ptr TSysWMEvent
TSysWMEvent*{.final.} = object
kind*: TEventKind
msg*: PSysWMmsg
PExposeEvent* = ptr TExposeEvent
TExposeEvent*{.final.} = object
kind*: TEventKind
PQuitEvent* = ptr TQuitEvent
TQuitEvent*{.final.} = object
kind*: TEventKind
PEvent* = ptr TEvent
TEvent*{.final.} = object
kind*: TEventKind
pad: array[0..19, byte]
TEventFilter* = proc (event: PEvent): int{.cdecl.} # SDL_video.h types
# Useful data types
PPSDL_Rect* = ptr PRect
PRect* = ptr TRect
TRect*{.final.} = object
x*, y*: int16
w*, h*: UInt16
Rect* = TRect
PColor* = ptr TColor
TColor*{.final.} = object
r*: byte
g*: byte
b*: byte
unused*: byte
PColorArray* = ptr TColorArray
TColorArray* = array[0..65000, TColor]
PPalette* = ptr TPalette
TPalette*{.final.} = object # Everything in the pixel format structure is read-only
ncolors*: int
colors*: PColorArray
PPixelFormat* = ptr TPixelFormat
TPixelFormat*{.final.} = object # The structure passed to the low level blit functions
palette*: PPalette
BitsPerPixel*: byte
BytesPerPixel*: byte
Rloss*: byte
Gloss*: byte
Bloss*: byte
Aloss*: byte
Rshift*: byte
Gshift*: byte
Bshift*: byte
Ashift*: byte
RMask*: int32
GMask*: int32
BMask*: int32
AMask*: int32
colorkey*: int32 # RGB color key information
alpha*: byte # Alpha value information (per-surface alpha)
PBlitInfo* = ptr TBlitInfo
TBlitInfo*{.final.} = object # typedef for private surface blitting functions
s_pixels*: ptr byte
s_width*: int
s_height*: int
s_skip*: int
d_pixels*: ptr byte
d_width*: int
d_height*: int
d_skip*: int
aux_data*: Pointer
src*: PPixelFormat
table*: ptr byte
dst*: PPixelFormat
PSurface* = ptr TSurface
TBlit* = proc (src: PSurface, srcrect: PRect,
dst: PSurface, dstrect: PRect): int{.cdecl.}
TSurface*{.final.} = object # Useful for determining the video hardware capabilities
flags*: int32 # Read-only
format*: PPixelFormat # Read-only
w*, h*: cint # Read-only
pitch*: UInt16 # Read-only
pixels*: Pointer # Read-write
offset*: cint # Private
hwdata*: Pointer #TPrivate_hwdata; Hardware-specific surface info
# clipping information:
clip_rect*: TRect # Read-only
unused1*: int32 # for binary compatibility
# Allow recursive locks
locked*: int32 # Private
# info for fast blit mapping to other surfaces
Blitmap*: Pointer # PSDL_BlitMap; // Private
# format version, bumped at every change to invalidate blit maps
format_version*: cint # Private
refcount*: cint
PVideoInfo* = ptr TVideoInfo
TVideoInfo*{.final.} = object # The YUV hardware video overlay
hw_available*: byte
blit_hw*: byte
UnusedBits3*: byte # Unused at this point
video_mem*: int32 # The total amount of video memory (in K)
vfmt*: PPixelFormat # Value: The format of the video surface
current_w*: int32 # Value: The current video mode width
current_h*: int32 # Value: The current video mode height
POverlay* = ptr TOverlay
TOverlay*{.final.} = object # Public enumeration for setting the OpenGL window attributes.
format*: int32 # Overlay format
w*, h*: int # Width and height of overlay
planes*: int # Number of planes in the overlay. Usually either 1 or 3
pitches*: PUInt16 # An array of pitches, one for each plane. Pitch is the length of a row in bytes.
pixels*: ptr ptr byte # An array of pointers to the data of each plane. The overlay should be locked before these pointers are used.
hw_overlay*: int32 # This will be set to 1 if the overlay is hardware accelerated.
TGLAttr* = enum
GL_RED_SIZE, GL_GREEN_SIZE, GL_BLUE_SIZE, GL_ALPHA_SIZE, GL_BUFFER_SIZE,
GL_DOUBLEBUFFER, GL_DEPTH_SIZE, GL_STENCIL_SIZE, GL_ACCUM_RED_SIZE,
GL_ACCUM_GREEN_SIZE, GL_ACCUM_BLUE_SIZE, GL_ACCUM_ALPHA_SIZE, GL_STEREO,
GL_MULTISAMPLEBUFFERS, GL_MULTISAMPLESAMPLES, GL_ACCELERATED_VISUAL,
GL_SWAP_CONTROL
PCursor* = ptr TCursor
TCursor*{.final.} = object # SDL_mutex.h types
area*: TRect # The area of the mouse cursor
hot_x*, hot_y*: int16 # The "tip" of the cursor
data*: ptr byte # B/W cursor data
mask*: ptr byte # B/W cursor mask
save*: array[1..2, ptr byte] # Place to save cursor area
wm_cursor*: Pointer # Window-manager cursor
type
PMutex* = ptr TMutex
TMutex*{.final.} = object
Psemaphore* = ptr Tsemaphore
Tsemaphore*{.final.} = object
PSem* = ptr TSem
TSem* = TSemaphore
PCond* = ptr TCond
TCond*{.final.} = object # SDL_thread.h types
when defined(WINDOWS):
type
TSYS_ThreadHandle* = THandle
when defined(Unix):
type
TSYS_ThreadHandle* = pointer
type # This is the system-independent thread info structure
PThread* = ptr TThread
TThread*{.final.} = object # Helper Types
# Keyboard State Array ( See demos for how to use )
threadid*: int32
handle*: TSYS_ThreadHandle
status*: int
errbuf*: TError
data*: Pointer
PKeyStateArr* = ptr TKeyStateArr
TKeyStateArr* = array[0..65000, byte] # Types required so we don't need to use Windows.pas
PInteger* = ptr int
PByte* = ptr int8
PWord* = ptr int16
PLongWord* = ptr int32 # General arrays
PByteArray* = ptr TByteArray
TByteArray* = array[0..32767, int8]
PWordArray* = ptr TWordArray
TWordArray* = array[0..16383, int16] # Generic procedure pointer
type TEventSeq = set[TEventKind]
template evconv(procName: expr, ptrName: typeDesc, assertions: TEventSeq): stmt {.immediate.} =
proc `procName`*(event: PEvent): ptrName =
assert(contains(assertions, event.kind))
result = cast[ptrName](event)
evconv(EvActive, PActiveEvent, {ACTIVEEVENT})
evconv(EvKeyboard, PKeyboardEvent, {KEYDOWN, KEYUP})
evconv(EvMouseMotion, PMouseMotionEvent, {MOUSEMOTION})
evconv(EvMouseButton, PMouseButtonEvent, {MOUSEBUTTONDOWN, MOUSEBUTTONUP})
evconv(EvJoyAxis, PJoyAxisEvent,{JOYAXISMOTION})
evconv(EvJoyBall, PJoyBallEvent, {JOYBALLMOTION})
evconv(EvJoyHat, PJoyHatEvent, {JOYHATMOTION})
evconv(EvJoyButton, PJoyButtonEvent, {JOYBUTTONDOWN, JOYBUTTONUP})
evconv(EvResize, PResizeEvent, {VIDEORESIZE})
evconv(EvExpose, PExposeEvent, {VIDEOEXPOSE})
evconv(EvQuit, PQuitEvent, {QUITEV})
evconv(EvUser, PUserEvent, {USEREVENT})
evconv(EvSysWM, PSysWMEvent, {SYSWMEVENT})
#------------------------------------------------------------------------------
# initialization
#------------------------------------------------------------------------------
# This function loads the SDL dynamically linked library and initializes
# the subsystems specified by 'flags' (and those satisfying dependencies)
# Unless the SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
# signal handlers for some commonly ignored fatal signals (like SIGSEGV)
proc Init*(flags: int32): int{.cdecl, importc: "SDL_Init", dynlib: LibName.}
# This function initializes specific SDL subsystems
proc InitSubSystem*(flags: int32): int{.cdecl, importc: "SDL_InitSubSystem",
dynlib: LibName.}
# This function cleans up specific SDL subsystems
proc QuitSubSystem*(flags: int32){.cdecl, importc: "SDL_QuitSubSystem",
dynlib: LibName.}
# This function returns mask of the specified subsystems which have
# been initialized.
# If 'flags' is 0, it returns a mask of all initialized subsystems.
proc WasInit*(flags: int32): int32{.cdecl, importc: "SDL_WasInit",
dynlib: LibName.}
# This function cleans up all initialized subsystems and unloads the
# dynamically linked library. You should call it upon all exit conditions.
proc Quit*(){.cdecl, importc: "SDL_Quit", dynlib: LibName.}
when defined(WINDOWS):
# This should be called from your WinMain() function, if any
proc RegisterApp*(name: cstring, style: int32, h_Inst: Pointer): int{.cdecl,
importc: "SDL_RegisterApp", dynlib: LibName.}
proc TableSize*(table: cstring): int
#------------------------------------------------------------------------------
# error-handling
#------------------------------------------------------------------------------
# Public functions
proc GetError*(): cstring{.cdecl, importc: "SDL_GetError", dynlib: LibName.}
proc SetError*(fmt: cstring){.cdecl, importc: "SDL_SetError", dynlib: LibName.}
proc ClearError*(){.cdecl, importc: "SDL_ClearError", dynlib: LibName.}
when not (defined(WINDOWS)):
proc Error*(Code: Terrorcode){.cdecl, importc: "SDL_Error", dynlib: LibName.}
proc OutOfMemory*()
#------------------------------------------------------------------------------
# io handling
#------------------------------------------------------------------------------
# Functions to create SDL_RWops structures from various data sources
proc RWFromFile*(filename, mode: cstring): PRWops{.cdecl,
importc: "SDL_RWFromFile", dynlib: LibName.}
proc FreeRW*(area: PRWops){.cdecl, importc: "SDL_FreeRW", dynlib: LibName.}
#fp is FILE *fp ???
proc RWFromFP*(fp: Pointer, autoclose: int): PRWops{.cdecl,
importc: "SDL_RWFromFP", dynlib: LibName.}
proc RWFromMem*(mem: Pointer, size: int): PRWops{.cdecl,
importc: "SDL_RWFromMem", dynlib: LibName.}
proc RWFromConstMem*(mem: Pointer, size: int): PRWops{.cdecl,
importc: "SDL_RWFromConstMem", dynlib: LibName.}
proc AllocRW*(): PRWops{.cdecl, importc: "SDL_AllocRW", dynlib: LibName.}
proc RWSeek*(context: PRWops, offset: int, whence: int): int
proc RWTell*(context: PRWops): int
proc RWRead*(context: PRWops, theptr: Pointer, size: int, n: int): int
proc RWWrite*(context: PRWops, theptr: Pointer, size: int, n: int): int
proc RWClose*(context: PRWops): int
#------------------------------------------------------------------------------
# time-handling
#------------------------------------------------------------------------------
# Get the number of milliseconds since the SDL library initialization.
# Note that this value wraps if the program runs for more than ~49 days.
proc GetTicks*(): int32{.cdecl, importc: "SDL_GetTicks", dynlib: LibName.}
# Wait a specified number of milliseconds before returning
proc Delay*(msec: int32){.cdecl, importc: "SDL_Delay", dynlib: LibName.}
# Add a new timer to the pool of timers already running.
# Returns a timer ID, or NULL when an error occurs.
proc AddTimer*(interval: int32, callback: TNewTimerCallback, param: Pointer): PTimerID{.
cdecl, importc: "SDL_AddTimer", dynlib: LibName.}
# Remove one of the multiple timers knowing its ID.
# Returns a boolean value indicating success.
proc RemoveTimer*(t: PTimerID): TBool{.cdecl, importc: "SDL_RemoveTimer",
dynlib: LibName.}
proc SetTimer*(interval: int32, callback: TTimerCallback): int{.cdecl,
importc: "SDL_SetTimer", dynlib: LibName.}
#------------------------------------------------------------------------------
# audio-routines
#------------------------------------------------------------------------------
# These functions are used internally, and should not be used unless you
# have a specific need to specify the audio driver you want to use.
# You should normally use SDL_Init() or SDL_InitSubSystem().
proc AudioInit*(driver_name: cstring): int{.cdecl, importc: "SDL_AudioInit",
dynlib: LibName.}
proc AudioQuit*(){.cdecl, importc: "SDL_AudioQuit", dynlib: LibName.}
# This function fills the given character buffer with the name of the
# current audio driver, and returns a Pointer to it if the audio driver has
# been initialized. It returns NULL if no driver has been initialized.
proc AudioDriverName*(namebuf: cstring, maxlen: int): cstring{.cdecl,
importc: "SDL_AudioDriverName", dynlib: LibName.}
# This function opens the audio device with the desired parameters, and
# returns 0 if successful, placing the actual hardware parameters in the
# structure pointed to by 'obtained'. If 'obtained' is NULL, the audio
# data passed to the callback function will be guaranteed to be in the
# requested format, and will be automatically converted to the hardware
# audio format if necessary. This function returns -1 if it failed
# to open the audio device, or couldn't set up the audio thread.
#
# When filling in the desired audio spec structure,
# 'desired->freq' should be the desired audio frequency in samples-per-second.
# 'desired->format' should be the desired audio format.
# 'desired->samples' is the desired size of the audio buffer, in samples.
# This number should be a power of two, and may be adjusted by the audio
# driver to a value more suitable for the hardware. Good values seem to
# range between 512 and 8096 inclusive, depending on the application and
# CPU speed. Smaller values yield faster response time, but can lead
# to underflow if the application is doing heavy processing and cannot
# fill the audio buffer in time. A stereo sample consists of both right
# and left channels in LR ordering.
# Note that the number of samples is directly related to time by the
# following formula: ms = (samples*1000)/freq
# 'desired->size' is the size in bytes of the audio buffer, and is
# calculated by SDL_OpenAudio().
# 'desired->silence' is the value used to set the buffer to silence,
# and is calculated by SDL_OpenAudio().
# 'desired->callback' should be set to a function that will be called
# when the audio device is ready for more data. It is passed a pointer
# to the audio buffer, and the length in bytes of the audio buffer.
# This function usually runs in a separate thread, and so you should
# protect data structures that it accesses by calling SDL_LockAudio()
# and SDL_UnlockAudio() in your code.
# 'desired->userdata' is passed as the first parameter to your callback
# function.
#
# The audio device starts out playing silence when it's opened, and should
# be enabled for playing by calling SDL_PauseAudio(0) when you are ready
# for your audio callback function to be called. Since the audio driver
# may modify the requested size of the audio buffer, you should allocate
# any local mixing buffers after you open the audio device.
proc OpenAudio*(desired, obtained: PAudioSpec): int{.cdecl,
importc: "SDL_OpenAudio", dynlib: LibName.}
# Get the current audio state:
proc GetAudioStatus*(): TAudiostatus{.cdecl, importc: "SDL_GetAudioStatus",
dynlib: LibName.}
# This function pauses and unpauses the audio callback processing.
# It should be called with a parameter of 0 after opening the audio
# device to start playing sound. This is so you can safely initialize
# data for your callback function after opening the audio device.
# Silence will be written to the audio device during the pause.
proc PauseAudio*(pause_on: int){.cdecl, importc: "SDL_PauseAudio",
dynlib: LibName.}
# This function loads a WAVE from the data source, automatically freeing
# that source if 'freesrc' is non-zero. For example, to load a WAVE file,
# you could do:
# SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
#
# If this function succeeds, it returns the given SDL_AudioSpec,
# filled with the audio data format of the wave data, and sets
# 'audio_buf' to a malloc()'d buffer containing the audio data,
# and sets 'audio_len' to the length of that audio buffer, in bytes.
# You need to free the audio buffer with SDL_FreeWAV() when you are
# done with it.
#
# This function returns NULL and sets the SDL error message if the
# wave file cannot be opened, uses an unknown data format, or is
# corrupt. Currently raw and MS-ADPCM WAVE files are supported.
proc LoadWAV_RW*(src: PRWops, freesrc: int, spec: PAudioSpec, audio_buf: ptr byte,
audiolen: PUInt32): PAudioSpec{.cdecl,
importc: "SDL_LoadWAV_RW", dynlib: LibName.}
# Compatibility convenience function -- loads a WAV from a file
proc LoadWAV*(filename: cstring, spec: PAudioSpec, audio_buf: ptr byte,
audiolen: PUInt32): PAudioSpec
# This function frees data previously allocated with SDL_LoadWAV_RW()
proc FreeWAV*(audio_buf: ptr byte){.cdecl, importc: "SDL_FreeWAV", dynlib: LibName.}
# This function takes a source format and rate and a destination format
# and rate, and initializes the 'cvt' structure with information needed
# by SDL_ConvertAudio() to convert a buffer of audio data from one format
# to the other.
# This function returns 0, or -1 if there was an error.
proc BuildAudioCVT*(cvt: PAudioCVT, src_format: UInt16, src_channels: byte,
src_rate: int, dst_format: UInt16, dst_channels: byte,
dst_rate: int): int{.cdecl, importc: "SDL_BuildAudioCVT",
dynlib: LibName.}
# Once you have initialized the 'cvt' structure using SDL_BuildAudioCVT(),
# created an audio buffer cvt->buf, and filled it with cvt->len bytes of
# audio data in the source format, this function will convert it in-place
# to the desired format.
# The data conversion may expand the size of the audio data, so the buffer
# cvt->buf should be allocated after the cvt structure is initialized by
# SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long.
proc ConvertAudio*(cvt: PAudioCVT): int{.cdecl, importc: "SDL_ConvertAudio",
dynlib: LibName.}
# This takes two audio buffers of the playing audio format and mixes
# them, performing addition, volume adjustment, and overflow clipping.
# The volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
# for full audio volume. Note this does not change hardware volume.
# This is provided for convenience -- you can mix your own audio data.
proc MixAudio*(dst, src: ptr byte, length: int32, volume: int){.cdecl,
importc: "SDL_MixAudio", dynlib: LibName.}
# The lock manipulated by these functions protects the callback function.
# During a LockAudio/UnlockAudio pair, you can be guaranteed that the
# callback function is not running. Do not call these from the callback
# function or you will cause deadlock.
proc LockAudio*(){.cdecl, importc: "SDL_LockAudio", dynlib: LibName.}
proc UnlockAudio*(){.cdecl, importc: "SDL_UnlockAudio", dynlib: LibName.}
# This function shuts down audio processing and closes the audio device.
proc CloseAudio*(){.cdecl, importc: "SDL_CloseAudio", dynlib: LibName.}
#------------------------------------------------------------------------------
# CD-routines
#------------------------------------------------------------------------------
# Returns the number of CD-ROM drives on the system, or -1 if
# SDL_Init() has not been called with the SDL_INIT_CDROM flag.
proc CDNumDrives*(): int{.cdecl, importc: "SDL_CDNumDrives", dynlib: LibName.}
# Returns a human-readable, system-dependent identifier for the CD-ROM.
# Example:
# "/dev/cdrom"
# "E:"
# "/dev/disk/ide/1/master"
proc CDName*(drive: int): cstring{.cdecl, importc: "SDL_CDName", dynlib: LibName.}
# Opens a CD-ROM drive for access. It returns a drive handle on success,
# or NULL if the drive was invalid or busy. This newly opened CD-ROM
# becomes the default CD used when other CD functions are passed a NULL
# CD-ROM handle.
# Drives are numbered starting with 0. Drive 0 is the system default CD-ROM.
proc CDOpen*(drive: int): PCD{.cdecl, importc: "SDL_CDOpen", dynlib: LibName.}
# This function returns the current status of the given drive.
# If the drive has a CD in it, the table of contents of the CD and current
# play position of the CD will be stored in the SDL_CD structure.
proc CDStatus*(cdrom: PCD): TCDStatus{.cdecl, importc: "SDL_CDStatus",
dynlib: LibName.}
# Play the given CD starting at 'start_track' and 'start_frame' for 'ntracks'
# tracks and 'nframes' frames. If both 'ntrack' and 'nframe' are 0, play
# until the end of the CD. This function will skip data tracks.
# This function should only be called after calling SDL_CDStatus() to
# get track information about the CD.
#
# For example:
# // Play entire CD:
# if ( CD_INDRIVE(SDL_CDStatus(cdrom)) ) then
# SDL_CDPlayTracks(cdrom, 0, 0, 0, 0);
# // Play last track:
# if ( CD_INDRIVE(SDL_CDStatus(cdrom)) ) then
# begin
# SDL_CDPlayTracks(cdrom, cdrom->numtracks-1, 0, 0, 0);
# end;
#
# // Play first and second track and 10 seconds of third track:
# if ( CD_INDRIVE(SDL_CDStatus(cdrom)) )
# SDL_CDPlayTracks(cdrom, 0, 0, 2, 10);
#
# This function returns 0, or -1 if there was an error.
proc CDPlayTracks*(cdrom: PCD, start_track: int, start_frame: int, ntracks: int,
nframes: int): int{.cdecl, importc: "SDL_CDPlayTracks",
dynlib: LibName.}
# Play the given CD starting at 'start' frame for 'length' frames.
# It returns 0, or -1 if there was an error.
proc CDPlay*(cdrom: PCD, start: int, len: int): int{.cdecl,
importc: "SDL_CDPlay", dynlib: LibName.}
# Pause play -- returns 0, or -1 on error
proc CDPause*(cdrom: PCD): int{.cdecl, importc: "SDL_CDPause", dynlib: LibName.}
# Resume play -- returns 0, or -1 on error
proc CDResume*(cdrom: PCD): int{.cdecl, importc: "SDL_CDResume", dynlib: LibName.}
# Stop play -- returns 0, or -1 on error
proc CDStop*(cdrom: PCD): int{.cdecl, importc: "SDL_CDStop", dynlib: LibName.}
# Eject CD-ROM -- returns 0, or -1 on error
proc CDEject*(cdrom: PCD): int{.cdecl, importc: "SDL_CDEject", dynlib: LibName.}
# Closes the handle for the CD-ROM drive
proc CDClose*(cdrom: PCD){.cdecl, importc: "SDL_CDClose", dynlib: LibName.}
# Given a status, returns true if there's a disk in the drive
proc CDInDrive*(status: TCDStatus): bool
# Conversion functions from frames to Minute/Second/Frames and vice versa
proc FRAMES_TO_MSF*(frames: int, M: var int, S: var int, F: var int)
proc MSF_TO_FRAMES*(M: int, S: int, F: int): int
#------------------------------------------------------------------------------
# JoyStick-routines
#------------------------------------------------------------------------------
# Count the number of joysticks attached to the system
proc NumJoysticks*(): int{.cdecl, importc: "SDL_NumJoysticks", dynlib: LibName.}
# Get the implementation dependent name of a joystick.
# This can be called before any joysticks are opened.
# If no name can be found, this function returns NULL.
proc JoystickName*(index: int): cstring{.cdecl, importc: "SDL_JoystickName",
dynlib: LibName.}
# Open a joystick for use - the index passed as an argument refers to
# the N'th joystick on the system. This index is the value which will
# identify this joystick in future joystick events.
#
# This function returns a joystick identifier, or NULL if an error occurred.
proc JoystickOpen*(index: int): PJoystick{.cdecl, importc: "SDL_JoystickOpen",
dynlib: LibName.}
# Returns 1 if the joystick has been opened, or 0 if it has not.
proc JoystickOpened*(index: int): int{.cdecl, importc: "SDL_JoystickOpened",
dynlib: LibName.}
# Get the device index of an opened joystick.
proc JoystickIndex*(joystick: PJoystick): int{.cdecl,
importc: "SDL_JoystickIndex", dynlib: LibName.}
# Get the number of general axis controls on a joystick
proc JoystickNumAxes*(joystick: PJoystick): int{.cdecl,
importc: "SDL_JoystickNumAxes", dynlib: LibName.}
# Get the number of trackballs on a joystick
# Joystick trackballs have only relative motion events associated
# with them and their state cannot be polled.
proc JoystickNumBalls*(joystick: PJoystick): int{.cdecl,
importc: "SDL_JoystickNumBalls", dynlib: LibName.}
# Get the number of POV hats on a joystick
proc JoystickNumHats*(joystick: PJoystick): int{.cdecl,
importc: "SDL_JoystickNumHats", dynlib: LibName.}
# Get the number of buttons on a joystick
proc JoystickNumButtons*(joystick: PJoystick): int{.cdecl,
importc: "SDL_JoystickNumButtons", dynlib: LibName.}
# Update the current state of the open joysticks.
# This is called automatically by the event loop if any joystick
# events are enabled.
proc JoystickUpdate*(){.cdecl, importc: "SDL_JoystickUpdate", dynlib: LibName.}
# Enable/disable joystick event polling.
# If joystick events are disabled, you must call SDL_JoystickUpdate()
# yourself and check the state of the joystick when you want joystick
# information.
# The state can be one of SDL_QUERY, SDL_ENABLE or SDL_IGNORE.
proc JoystickEventState*(state: int): int{.cdecl,
importc: "SDL_JoystickEventState", dynlib: LibName.}
# Get the current state of an axis control on a joystick
# The state is a value ranging from -32768 to 32767.
# The axis indices start at index 0.
proc JoystickGetAxis*(joystick: PJoystick, axis: int): int16{.cdecl,
importc: "SDL_JoystickGetAxis", dynlib: LibName.}
# The hat indices start at index 0.
proc JoystickGetHat*(joystick: PJoystick, hat: int): byte{.cdecl,
importc: "SDL_JoystickGetHat", dynlib: LibName.}
# Get the ball axis change since the last poll
# This returns 0, or -1 if you passed it invalid parameters.
# The ball indices start at index 0.
proc JoystickGetBall*(joystick: PJoystick, ball: int, dx: var int, dy: var int): int{.
cdecl, importc: "SDL_JoystickGetBall", dynlib: LibName.}
# Get the current state of a button on a joystick
# The button indices start at index 0.
proc JoystickGetButton*(joystick: PJoystick, Button: int): byte{.cdecl,
importc: "SDL_JoystickGetButton", dynlib: LibName.}
# Close a joystick previously opened with SDL_JoystickOpen()
proc JoystickClose*(joystick: PJoystick){.cdecl, importc: "SDL_JoystickClose",
dynlib: LibName.}
#------------------------------------------------------------------------------
# event-handling
#------------------------------------------------------------------------------
# Pumps the event loop, gathering events from the input devices.
# This function updates the event queue and internal input device state.
# This should only be run in the thread that sets the video mode.
proc PumpEvents*(){.cdecl, importc: "SDL_PumpEvents", dynlib: LibName.}
# Checks the event queue for messages and optionally returns them.
# If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
# the back of the event queue.
# If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
# of the event queue, matching 'mask', will be returned and will not
# be removed from the queue.
# If 'action' is SDL_GETEVENT, up to 'numevents' events at the front
# of the event queue, matching 'mask', will be returned and will be
# removed from the queue.
# This function returns the number of events actually stored, or -1
# if there was an error. This function is thread-safe.
proc PeepEvents*(events: PEvent, numevents: int, action: Teventaction,
mask: int32): int{.cdecl, importc: "SDL_PeepEvents",
dynlib: LibName.}
# Polls for currently pending events, and returns 1 if there are any pending
# events, or 0 if there are none available. If 'event' is not NULL, the next
# event is removed from the queue and stored in that area.
proc PollEvent*(event: PEvent): int{.cdecl, importc: "SDL_PollEvent",
dynlib: LibName.}
# Waits indefinitely for the next available event, returning 1, or 0 if there
# was an error while waiting for events. If 'event' is not NULL, the next
# event is removed from the queue and stored in that area.
proc WaitEvent*(event: PEvent): int{.cdecl, importc: "SDL_WaitEvent",
dynlib: LibName.}
proc PushEvent*(event: PEvent): int{.cdecl, importc: "SDL_PushEvent",
dynlib: LibName.}
# If the filter returns 1, then the event will be added to the internal queue.
# If it returns 0, then the event will be dropped from the queue, but the
# internal state will still be updated. This allows selective filtering of
# dynamically arriving events.
#
# WARNING: Be very careful of what you do in the event filter function, as
# it may run in a different thread!
#
# There is one caveat when dealing with the SDL_QUITEVENT event type. The
# event filter is only called when the window manager desires to close the
# application window. If the event filter returns 1, then the window will
# be closed, otherwise the window will remain open if possible.
# If the quit event is generated by an interrupt signal, it will bypass the
# internal queue and be delivered to the application at the next event poll.
proc SetEventFilter*(filter: TEventFilter){.cdecl,
importc: "SDL_SetEventFilter", dynlib: LibName.}
# Return the current event filter - can be used to "chain" filters.
# If there is no event filter set, this function returns NULL.
proc GetEventFilter*(): TEventFilter{.cdecl, importc: "SDL_GetEventFilter",
dynlib: LibName.}
# This function allows you to set the state of processing certain events.
# If 'state' is set to SDL_IGNORE, that event will be automatically dropped
# from the event queue and will not event be filtered.
# If 'state' is set to SDL_ENABLE, that event will be processed normally.
# If 'state' is set to SDL_QUERY, SDL_EventState() will return the
# current processing state of the specified event.
proc EventState*(theType: byte, state: int): byte{.cdecl,
importc: "SDL_EventState", dynlib: LibName.}
#------------------------------------------------------------------------------
# Version Routines
#------------------------------------------------------------------------------
# This macro can be used to fill a version structure with the compile-time
# version of the SDL library.
proc VERSION*(X: var TVersion)
# This macro turns the version numbers into a numeric value:
# (1,2,3) -> (1203)
# This assumes that there will never be more than 100 patchlevels
proc VERSIONNUM*(X, Y, Z: int): int
# This is the version number macro for the current SDL version
proc COMPILEDVERSION*(): int
# This macro will evaluate to true if compiled with SDL at least X.Y.Z
proc VERSION_ATLEAST*(X: int, Y: int, Z: int): bool
# This function gets the version of the dynamically linked SDL library.
# it should NOT be used to fill a version structure, instead you should
# use the SDL_Version() macro.
proc Linked_Version*(): Pversion{.cdecl, importc: "SDL_Linked_Version",
dynlib: LibName.}
#------------------------------------------------------------------------------
# video
#------------------------------------------------------------------------------
# These functions are used internally, and should not be used unless you
# have a specific need to specify the video driver you want to use.
# You should normally use SDL_Init() or SDL_InitSubSystem().
#
# SDL_VideoInit() initializes the video subsystem -- sets up a connection
# to the window manager, etc, and determines the current video mode and
# pixel format, but does not initialize a window or graphics mode.
# Note that event handling is activated by this routine.
#
# If you use both sound and video in your application, you need to call
# SDL_Init() before opening the sound device, otherwise under Win32 DirectX,
# you won't be able to set full-screen display modes.
proc VideoInit*(driver_name: cstring, flags: int32): int{.cdecl,
importc: "SDL_VideoInit", dynlib: LibName.}
proc VideoQuit*(){.cdecl, importc: "SDL_VideoQuit", dynlib: LibName.}
# This function fills the given character buffer with the name of the
# video driver, and returns a pointer to it if the video driver has
# been initialized. It returns NULL if no driver has been initialized.
proc VideoDriverName*(namebuf: cstring, maxlen: int): cstring{.cdecl,
importc: "SDL_VideoDriverName", dynlib: LibName.}
# This function returns a pointer to the current display surface.
# If SDL is doing format conversion on the display surface, this
# function returns the publicly visible surface, not the real video
# surface.
proc GetVideoSurface*(): PSurface{.cdecl, importc: "SDL_GetVideoSurface",
dynlib: LibName.}
# This function returns a read-only pointer to information about the
# video hardware. If this is called before SDL_SetVideoMode(), the 'vfmt'
# member of the returned structure will contain the pixel format of the
# "best" video mode.
proc GetVideoInfo*(): PVideoInfo{.cdecl, importc: "SDL_GetVideoInfo",
dynlib: LibName.}
# Check to see if a particular video mode is supported.
# It returns 0 if the requested mode is not supported under any bit depth,
# or returns the bits-per-pixel of the closest available mode with the
# given width and height. If this bits-per-pixel is different from the
# one used when setting the video mode, SDL_SetVideoMode() will succeed,
# but will emulate the requested bits-per-pixel with a shadow surface.
#
# The arguments to SDL_VideoModeOK() are the same ones you would pass to
# SDL_SetVideoMode()
proc VideoModeOK*(width, height, bpp: int, flags: int32): int{.cdecl,
importc: "SDL_VideoModeOK", importc: "SDL_VideoModeOK", dynlib: LibName.}
# Return a pointer to an array of available screen dimensions for the
# given format and video flags, sorted largest to smallest. Returns
# NULL if there are no dimensions available for a particular format,
# or (SDL_Rect **)-1 if any dimension is okay for the given format.
#
# if 'format' is NULL, the mode list will be for the format given
# by SDL_GetVideoInfo( ) - > vfmt
proc ListModes*(format: PPixelFormat, flags: int32): PPSDL_Rect{.cdecl,
importc: "SDL_ListModes", dynlib: LibName.}
# Set up a video mode with the specified width, height and bits-per-pixel.
#
# If 'bpp' is 0, it is treated as the current display bits per pixel.
#
# If SDL_ANYFORMAT is set in 'flags', the SDL library will try to set the
# requested bits-per-pixel, but will return whatever video pixel format is
# available. The default is to emulate the requested pixel format if it
# is not natively available.
#
# If SDL_HWSURFACE is set in 'flags', the video surface will be placed in
# video memory, if possible, and you may have to call SDL_LockSurface()
# in order to access the raw framebuffer. Otherwise, the video surface
# will be created in system memory.
#
# If SDL_ASYNCBLIT is set in 'flags', SDL will try to perform rectangle
# updates asynchronously, but you must always lock before accessing pixels.
# SDL will wait for updates to complete before returning from the lock.
#
# If SDL_HWPALETTE is set in 'flags', the SDL library will guarantee
# that the colors set by SDL_SetColors() will be the colors you get.
# Otherwise, in 8-bit mode, SDL_SetColors() may not be able to set all
# of the colors exactly the way they are requested, and you should look
# at the video surface structure to determine the actual palette.
# If SDL cannot guarantee that the colors you request can be set,
# i.e. if the colormap is shared, then the video surface may be created
# under emulation in system memory, overriding the SDL_HWSURFACE flag.
#
# If SDL_FULLSCREEN is set in 'flags', the SDL library will try to set
# a fullscreen video mode. The default is to create a windowed mode
# if the current graphics system has a window manager.
# If the SDL library is able to set a fullscreen video mode, this flag
# will be set in the surface that is returned.
#
# If SDL_DOUBLEBUF is set in 'flags', the SDL library will try to set up
# two surfaces in video memory and swap between them when you call
# SDL_Flip(). This is usually slower than the normal single-buffering
# scheme, but prevents "tearing" artifacts caused by modifying video
# memory while the monitor is refreshing. It should only be used by
# applications that redraw the entire screen on every update.
#
# This function returns the video framebuffer surface, or NULL if it fails.
proc SetVideoMode*(width, height, bpp: int, flags: uint32): PSurface{.cdecl,
importc: "SDL_SetVideoMode", dynlib: LibName.}
# Makes sure the given list of rectangles is updated on the given screen.
# If 'x', 'y', 'w' and 'h' are all 0, SDL_UpdateRect will update the entire
# screen.
# These functions should not be called while 'screen' is locked.
proc UpdateRects*(screen: PSurface, numrects: int, rects: PRect){.cdecl,
importc: "SDL_UpdateRects", dynlib: LibName.}
proc UpdateRect*(screen: PSurface, x, y: int32, w, h: int32){.cdecl,
importc: "SDL_UpdateRect", dynlib: LibName.}
# On hardware that supports double-buffering, this function sets up a flip
# and returns. The hardware will wait for vertical retrace, and then swap
# video buffers before the next video surface blit or lock will return.
# On hardware that doesn not support double-buffering, this is equivalent
# to calling SDL_UpdateRect(screen, 0, 0, 0, 0);
# The SDL_DOUBLEBUF flag must have been passed to SDL_SetVideoMode() when
# setting the video mode for this function to perform hardware flipping.
# This function returns 0 if successful, or -1 if there was an error.
proc Flip*(screen: PSurface): int{.cdecl, importc: "SDL_Flip", dynlib: LibName.}
# Set the gamma correction for each of the color channels.
# The gamma values range (approximately) between 0.1 and 10.0
#
# If this function isn't supported directly by the hardware, it will
# be emulated using gamma ramps, if available. If successful, this
# function returns 0, otherwise it returns -1.
proc SetGamma*(redgamma: float32, greengamma: float32, bluegamma: float32): int{.
cdecl, importc: "SDL_SetGamma", dynlib: LibName.}
# Set the gamma translation table for the red, green, and blue channels
# of the video hardware. Each table is an array of 256 16-bit quantities,
# representing a mapping between the input and output for that channel.
# The input is the index into the array, and the output is the 16-bit
# gamma value at that index, scaled to the output color precision.
#
# You may pass NULL for any of the channels to leave it unchanged.
# If the call succeeds, it will return 0. If the display driver or
# hardware does not support gamma translation, or otherwise fails,
# this function will return -1.
proc SetGammaRamp*(redtable: PUInt16, greentable: PUInt16, bluetable: PUInt16): int{.
cdecl, importc: "SDL_SetGammaRamp", dynlib: LibName.}
# Retrieve the current values of the gamma translation tables.
#
# You must pass in valid pointers to arrays of 256 16-bit quantities.
# Any of the pointers may be NULL to ignore that channel.
# If the call succeeds, it will return 0. If the display driver or
# hardware does not support gamma translation, or otherwise fails,
# this function will return -1.
proc GetGammaRamp*(redtable: PUInt16, greentable: PUInt16, bluetable: PUInt16): int{.
cdecl, importc: "SDL_GetGammaRamp", dynlib: LibName.}
# Sets a portion of the colormap for the given 8-bit surface. If 'surface'
# is not a palettized surface, this function does nothing, returning 0.
# If all of the colors were set as passed to SDL_SetColors(), it will
# return 1. If not all the color entries were set exactly as given,
# it will return 0, and you should look at the surface palette to
# determine the actual color palette.
#
# When 'surface' is the surface associated with the current display, the
# display colormap will be updated with the requested colors. If
# SDL_HWPALETTE was set in SDL_SetVideoMode() flags, SDL_SetColors()
# will always return 1, and the palette is guaranteed to be set the way
# you desire, even if the window colormap has to be warped or run under
# emulation.
proc SetColors*(surface: PSurface, colors: PColor, firstcolor: int, ncolors: int): int{.
cdecl, importc: "SDL_SetColors", dynlib: LibName.}
# Sets a portion of the colormap for a given 8-bit surface.
# 'flags' is one or both of:
# SDL_LOGPAL -- set logical palette, which controls how blits are mapped
# to/from the surface,
# SDL_PHYSPAL -- set physical palette, which controls how pixels look on
# the screen
# Only screens have physical palettes. Separate change of physical/logical
# palettes is only possible if the screen has SDL_HWPALETTE set.
#
# The return value is 1 if all colours could be set as requested, and 0
# otherwise.
#
# SDL_SetColors() is equivalent to calling this function with
# flags = (SDL_LOGPAL or SDL_PHYSPAL).
proc SetPalette*(surface: PSurface, flags: int, colors: PColor, firstcolor: int,
ncolors: int): int{.cdecl, importc: "SDL_SetPalette",
dynlib: LibName.}
# Maps an RGB triple to an opaque pixel value for a given pixel format
proc MapRGB*(format: PPixelFormat, r: byte, g: byte, b: byte): int32{.cdecl,
importc: "SDL_MapRGB", dynlib: LibName.}
# Maps an RGBA quadruple to a pixel value for a given pixel format
proc MapRGBA*(format: PPixelFormat, r: byte, g: byte, b: byte, a: byte): int32{.
cdecl, importc: "SDL_MapRGBA", dynlib: LibName.}
# Maps a pixel value into the RGB components for a given pixel format
proc GetRGB*(pixel: int32, fmt: PPixelFormat, r: ptr byte, g: ptr byte, b: ptr byte){.
cdecl, importc: "SDL_GetRGB", dynlib: LibName.}
# Maps a pixel value into the RGBA components for a given pixel format
proc GetRGBA*(pixel: int32, fmt: PPixelFormat, r: ptr byte, g: ptr byte, b: ptr byte,
a: ptr byte){.cdecl, importc: "SDL_GetRGBA", dynlib: LibName.}
# Allocate and free an RGB surface (must be called after SDL_SetVideoMode)
# If the depth is 4 or 8 bits, an empty palette is allocated for the surface.
# If the depth is greater than 8 bits, the pixel format is set using the
# flags '[RGB]mask'.
# If the function runs out of memory, it will return NULL.
#
# The 'flags' tell what kind of surface to create.
# SDL_SWSURFACE means that the surface should be created in system memory.
# SDL_HWSURFACE means that the surface should be created in video memory,
# with the same format as the display surface. This is useful for surfaces
# that will not change much, to take advantage of hardware acceleration
# when being blitted to the display surface.
# SDL_ASYNCBLIT means that SDL will try to perform asynchronous blits with
# this surface, but you must always lock it before accessing the pixels.
# SDL will wait for current blits to finish before returning from the lock.
# SDL_SRCCOLORKEY indicates that the surface will be used for colorkey blits.
# If the hardware supports acceleration of colorkey blits between
# two surfaces in video memory, SDL will try to place the surface in
# video memory. If this isn't possible or if there is no hardware
# acceleration available, the surface will be placed in system memory.
# SDL_SRCALPHA means that the surface will be used for alpha blits and
# if the hardware supports hardware acceleration of alpha blits between
# two surfaces in video memory, to place the surface in video memory
# if possible, otherwise it will be placed in system memory.
# If the surface is created in video memory, blits will be _much_ faster,
# but the surface format must be identical to the video surface format,
# and the only way to access the pixels member of the surface is to use
# the SDL_LockSurface() and SDL_UnlockSurface() calls.
# If the requested surface actually resides in video memory, SDL_HWSURFACE
# will be set in the flags member of the returned surface. If for some
# reason the surface could not be placed in video memory, it will not have
# the SDL_HWSURFACE flag set, and will be created in system memory instead.
proc AllocSurface*(flags: int32, width, height, depth: int,
RMask, GMask, BMask, AMask: int32): PSurface
proc CreateRGBSurface*(flags: int32, width, height, depth: int,
RMask, GMask, BMask, AMask: int32): PSurface{.cdecl,
importc: "SDL_CreateRGBSurface", dynlib: LibName.}
proc CreateRGBSurfaceFrom*(pixels: Pointer, width, height, depth, pitch: int,
RMask, GMask, BMask, AMask: int32): PSurface{.cdecl,
importc: "SDL_CreateRGBSurfaceFrom", dynlib: LibName.}
proc FreeSurface*(surface: PSurface){.cdecl, importc: "SDL_FreeSurface",
dynlib: LibName.}
proc MustLock*(Surface: PSurface): bool
# SDL_LockSurface() sets up a surface for directly accessing the pixels.
# Between calls to SDL_LockSurface()/SDL_UnlockSurface(), you can write
# to and read from 'surface->pixels', using the pixel format stored in
# 'surface->format'. Once you are done accessing the surface, you should
# use SDL_UnlockSurface() to release it.
#
# Not all surfaces require locking. If SDL_MUSTLOCK(surface) evaluates
# to 0, then you can read and write to the surface at any time, and the
# pixel format of the surface will not change. In particular, if the
# SDL_HWSURFACE flag is not given when calling SDL_SetVideoMode(), you
# will not need to lock the display surface before accessing it.
#
# No operating system or library calls should be made between lock/unlock
# pairs, as critical system locks may be held during this time.
#
# SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked.
proc LockSurface*(surface: PSurface): int{.cdecl, importc: "SDL_LockSurface",
dynlib: LibName.}
proc UnlockSurface*(surface: PSurface){.cdecl, importc: "SDL_UnlockSurface",
dynlib: LibName.}
# Load a surface from a seekable SDL data source (memory or file.)
# If 'freesrc' is non-zero, the source will be closed after being read.
# Returns the new surface, or NULL if there was an error.
# The new surface should be freed with SDL_FreeSurface().
proc LoadBMP_RW*(src: PRWops, freesrc: int): PSurface{.cdecl,
importc: "SDL_LoadBMP_RW", dynlib: LibName.}
# Convenience macro -- load a surface from a file
proc LoadBMP*(filename: cstring): PSurface
# Save a surface to a seekable SDL data source (memory or file.)
# If 'freedst' is non-zero, the source will be closed after being written.
# Returns 0 if successful or -1 if there was an error.
proc SaveBMP_RW*(surface: PSurface, dst: PRWops, freedst: int): int{.cdecl,
importc: "SDL_SaveBMP_RW", dynlib: LibName.}
# Convenience macro -- save a surface to a file
proc SaveBMP*(surface: PSurface, filename: cstring): int
# Sets the color key (transparent pixel) in a blittable surface.
# If 'flag' is SDL_SRCCOLORKEY (optionally OR'd with SDL_RLEACCEL),
# 'key' will be the transparent pixel in the source image of a blit.
# SDL_RLEACCEL requests RLE acceleration for the surface if present,
# and removes RLE acceleration if absent.
# If 'flag' is 0, this function clears any current color key.
# This function returns 0, or -1 if there was an error.
proc SetColorKey*(surface: PSurface, flag, key: int32): int{.cdecl,
importc: "SDL_SetColorKey", dynlib: LibName.}
# This function sets the alpha value for the entire surface, as opposed to
# using the alpha component of each pixel. This value measures the range
# of transparency of the surface, 0 being completely transparent to 255
# being completely opaque. An 'alpha' value of 255 causes blits to be
# opaque, the source pixels copied to the destination (the default). Note
# that per-surface alpha can be combined with colorkey transparency.
#
# If 'flag' is 0, alpha blending is disabled for the surface.
# If 'flag' is SDL_SRCALPHA, alpha blending is enabled for the surface.
# OR:ing the flag with SDL_RLEACCEL requests RLE acceleration for the
# surface; if SDL_RLEACCEL is not specified, the RLE accel will be removed.
proc SetAlpha*(surface: PSurface, flag: int32, alpha: byte): int{.cdecl,
importc: "SDL_SetAlpha", dynlib: LibName.}
# Sets the clipping rectangle for the destination surface in a blit.
#
# If the clip rectangle is NULL, clipping will be disabled.
# If the clip rectangle doesn't intersect the surface, the function will
# return SDL_FALSE and blits will be completely clipped. Otherwise the
# function returns SDL_TRUE and blits to the surface will be clipped to
# the intersection of the surface area and the clipping rectangle.
#
# Note that blits are automatically clipped to the edges of the source
# and destination surfaces.
proc SetClipRect*(surface: PSurface, rect: PRect){.cdecl,
importc: "SDL_SetClipRect", dynlib: LibName.}
# Gets the clipping rectangle for the destination surface in a blit.
# 'rect' must be a pointer to a valid rectangle which will be filled
# with the correct values.
proc GetClipRect*(surface: PSurface, rect: PRect){.cdecl,
importc: "SDL_GetClipRect", dynlib: LibName.}
# Creates a new surface of the specified format, and then copies and maps
# the given surface to it so the blit of the converted surface will be as
# fast as possible. If this function fails, it returns NULL.
#
# The 'flags' parameter is passed to SDL_CreateRGBSurface() and has those
# semantics. You can also pass SDL_RLEACCEL in the flags parameter and
# SDL will try to RLE accelerate colorkey and alpha blits in the resulting
# surface.
#
# This function is used internally by SDL_DisplayFormat().
proc ConvertSurface*(src: PSurface, fmt: PPixelFormat, flags: int32): PSurface{.
cdecl, importc: "SDL_ConvertSurface", dynlib: LibName.}
#
# This performs a fast blit from the source surface to the destination
# surface. It assumes that the source and destination rectangles are
# the same size. If either 'srcrect' or 'dstrect' are NULL, the entire
# surface (src or dst) is copied. The final blit rectangles are saved
# in 'srcrect' and 'dstrect' after all clipping is performed.
# If the blit is successful, it returns 0, otherwise it returns -1.
#
# The blit function should not be called on a locked surface.
#
# The blit semantics for surfaces with and without alpha and colorkey
# are defined as follows:
#
# RGBA->RGB:
# SDL_SRCALPHA set:
# alpha-blend (using alpha-channel).
# SDL_SRCCOLORKEY ignored.
# SDL_SRCALPHA not set:
# copy RGB.
# if SDL_SRCCOLORKEY set, only copy the pixels matching the
# RGB values of the source colour key, ignoring alpha in the
# comparison.
#
# RGB->RGBA:
# SDL_SRCALPHA set:
# alpha-blend (using the source per-surface alpha value);
# set destination alpha to opaque.
# SDL_SRCALPHA not set:
# copy RGB, set destination alpha to opaque.
# both:
# if SDL_SRCCOLORKEY set, only copy the pixels matching the
# source colour key.
#
# RGBA->RGBA:
# SDL_SRCALPHA set:
# alpha-blend (using the source alpha channel) the RGB values;
# leave destination alpha untouched. [Note: is this correct?]
# SDL_SRCCOLORKEY ignored.
# SDL_SRCALPHA not set:
# copy all of RGBA to the destination.
# if SDL_SRCCOLORKEY set, only copy the pixels matching the
# RGB values of the source colour key, ignoring alpha in the
# comparison.
#
# RGB->RGB:
# SDL_SRCALPHA set:
# alpha-blend (using the source per-surface alpha value).
# SDL_SRCALPHA not set:
# copy RGB.
# both:
# if SDL_SRCCOLORKEY set, only copy the pixels matching the
# source colour key.
#
# If either of the surfaces were in video memory, and the blit returns -2,
# the video memory was lost, so it should be reloaded with artwork and
# re-blitted:
# while ( SDL_BlitSurface(image, imgrect, screen, dstrect) = -2 ) do
# begin
# while ( SDL_LockSurface(image) < 0 ) do
# Sleep(10);
# -- Write image pixels to image->pixels --
# SDL_UnlockSurface(image);
# end;
#
# This happens under DirectX 5.0 when the system switches away from your
# fullscreen application. The lock will also fail until you have access
# to the video memory again.
# You should call SDL_BlitSurface() unless you know exactly how SDL
# blitting works internally and how to use the other blit functions.
proc BlitSurface*(src: PSurface, srcrect: PRect, dst: PSurface, dstrect: PRect): int
# This is the public blit function, SDL_BlitSurface(), and it performs
# rectangle validation and clipping before passing it to SDL_LowerBlit()
proc UpperBlit*(src: PSurface, srcrect: PRect, dst: PSurface, dstrect: PRect): int{.
cdecl, importc: "SDL_UpperBlit", dynlib: LibName.}
# This is a semi-private blit function and it performs low-level surface
# blitting only.
proc LowerBlit*(src: PSurface, srcrect: PRect, dst: PSurface, dstrect: PRect): int{.
cdecl, importc: "SDL_LowerBlit", dynlib: LibName.}
# This function performs a fast fill of the given rectangle with 'color'
# The given rectangle is clipped to the destination surface clip area
# and the final fill rectangle is saved in the passed in pointer.
# If 'dstrect' is NULL, the whole surface will be filled with 'color'
# The color should be a pixel of the format used by the surface, and
# can be generated by the SDL_MapRGB() function.
# This function returns 0 on success, or -1 on error.
proc FillRect*(dst: PSurface, dstrect: PRect, color: int32): int{.cdecl,
importc: "SDL_FillRect", dynlib: LibName.}
# This function takes a surface and copies it to a new surface of the
# pixel format and colors of the video framebuffer, suitable for fast
# blitting onto the display surface. It calls SDL_ConvertSurface()
#
# If you want to take advantage of hardware colorkey or alpha blit
# acceleration, you should set the colorkey and alpha value before
# calling this function.
#
# If the conversion fails or runs out of memory, it returns NULL
proc DisplayFormat*(surface: PSurface): PSurface{.cdecl,
importc: "SDL_DisplayFormat", dynlib: LibName.}
# This function takes a surface and copies it to a new surface of the
# pixel format and colors of the video framebuffer (if possible),
# suitable for fast alpha blitting onto the display surface.
# The new surface will always have an alpha channel.
#
# If you want to take advantage of hardware colorkey or alpha blit
# acceleration, you should set the colorkey and alpha value before
# calling this function.
#
# If the conversion fails or runs out of memory, it returns NULL
proc DisplayFormatAlpha*(surface: PSurface): PSurface{.cdecl,
importc: "SDL_DisplayFormatAlpha", dynlib: LibName.}
#* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
#* YUV video surface overlay functions */
#* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# This function creates a video output overlay
# Calling the returned surface an overlay is something of a misnomer because
# the contents of the display surface underneath the area where the overlay
# is shown is undefined - it may be overwritten with the converted YUV data.
proc CreateYUVOverlay*(width: int, height: int, format: int32,
display: PSurface): POverlay{.cdecl,
importc: "SDL_CreateYUVOverlay", dynlib: LibName.}
# Lock an overlay for direct access, and unlock it when you are done
proc LockYUVOverlay*(Overlay: POverlay): int{.cdecl,
importc: "SDL_LockYUVOverlay", dynlib: LibName.}
proc UnlockYUVOverlay*(Overlay: POverlay){.cdecl,
importc: "SDL_UnlockYUVOverlay", dynlib: LibName.}
# Blit a video overlay to the display surface.
# The contents of the video surface underneath the blit destination are
# not defined.
# The width and height of the destination rectangle may be different from
# that of the overlay, but currently only 2x scaling is supported.
proc DisplayYUVOverlay*(Overlay: POverlay, dstrect: PRect): int{.cdecl,
importc: "SDL_DisplayYUVOverlay", dynlib: LibName.}
# Free a video overlay
proc FreeYUVOverlay*(Overlay: POverlay){.cdecl, importc: "SDL_FreeYUVOverlay",
dynlib: LibName.}
#------------------------------------------------------------------------------
# OpenGL Routines
#------------------------------------------------------------------------------
# Dynamically load a GL driver, if SDL is built with dynamic GL.
#
# SDL links normally with the OpenGL library on your system by default,
# but you can compile it to dynamically load the GL driver at runtime.
# If you do this, you need to retrieve all of the GL functions used in
# your program from the dynamic library using SDL_GL_GetProcAddress().
#
# This is disabled in default builds of SDL.
proc GL_LoadLibrary*(filename: cstring): int{.cdecl,
importc: "SDL_GL_LoadLibrary", dynlib: LibName.}
# Get the address of a GL function (for extension functions)
proc GL_GetProcAddress*(procname: cstring): Pointer{.cdecl,
importc: "SDL_GL_GetProcAddress", dynlib: LibName.}
# Set an attribute of the OpenGL subsystem before intialization.
proc GL_SetAttribute*(attr: TGLAttr, value: int): int{.cdecl,
importc: "SDL_GL_SetAttribute", dynlib: LibName.}
# Get an attribute of the OpenGL subsystem from the windowing
# interface, such as glX. This is of course different from getting
# the values from SDL's internal OpenGL subsystem, which only
# stores the values you request before initialization.
#
# Developers should track the values they pass into SDL_GL_SetAttribute
# themselves if they want to retrieve these values.
proc GL_GetAttribute*(attr: TGLAttr, value: var int): int{.cdecl,
importc: "SDL_GL_GetAttribute", dynlib: LibName.}
# Swap the OpenGL buffers, if double-buffering is supported.
proc GL_SwapBuffers*(){.cdecl, importc: "SDL_GL_SwapBuffers", dynlib: LibName.}
# Internal functions that should not be called unless you have read
# and understood the source code for these functions.
proc GL_UpdateRects*(numrects: int, rects: PRect){.cdecl,
importc: "SDL_GL_UpdateRects", dynlib: LibName.}
proc GL_Lock*(){.cdecl, importc: "SDL_GL_Lock", dynlib: LibName.}
proc GL_Unlock*(){.cdecl, importc: "SDL_GL_Unlock", dynlib: LibName.}
#* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
#* These functions allow interaction with the window manager, if any. *
#* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
# Sets/Gets the title and icon text of the display window
proc WM_GetCaption*(title: var cstring, icon: var cstring){.cdecl,
importc: "SDL_WM_GetCaption", dynlib: LibName.}
proc WM_SetCaption*(title: cstring, icon: cstring){.cdecl,
importc: "SDL_WM_SetCaption", dynlib: LibName.}
# Sets the icon for the display window.
# This function must be called before the first call to SDL_SetVideoMode().
# It takes an icon surface, and a mask in MSB format.
# If 'mask' is NULL, the entire icon surface will be used as the icon.
proc WM_SetIcon*(icon: PSurface, mask: byte){.cdecl, importc: "SDL_WM_SetIcon",
dynlib: LibName.}
# This function iconifies the window, and returns 1 if it succeeded.
# If the function succeeds, it generates an SDL_APPACTIVE loss event.
# This function is a noop and returns 0 in non-windowed environments.
proc WM_IconifyWindow*(): int{.cdecl, importc: "SDL_WM_IconifyWindow",
dynlib: LibName.}
# Toggle fullscreen mode without changing the contents of the screen.
# If the display surface does not require locking before accessing
# the pixel information, then the memory pointers will not change.
#
# If this function was able to toggle fullscreen mode (change from
# running in a window to fullscreen, or vice-versa), it will return 1.
# If it is not implemented, or fails, it returns 0.
#
# The next call to SDL_SetVideoMode() will set the mode fullscreen
# attribute based on the flags parameter - if SDL_FULLSCREEN is not
# set, then the display will be windowed by default where supported.
#
# This is currently only implemented in the X11 video driver.
proc WM_ToggleFullScreen*(surface: PSurface): int{.cdecl,
importc: "SDL_WM_ToggleFullScreen", dynlib: LibName.}
# Grabbing means that the mouse is confined to the application window,
# and nearly all keyboard input is passed directly to the application,
# and not interpreted by a window manager, if any.
proc WM_GrabInput*(mode: TGrabMode): TGrabMode{.cdecl,
importc: "SDL_WM_GrabInput", dynlib: LibName.}
#------------------------------------------------------------------------------
# mouse-routines
#------------------------------------------------------------------------------
# Retrieve the current state of the mouse.
# The current button state is returned as a button bitmask, which can
# be tested using the SDL_BUTTON(X) macros, and x and y are set to the
# current mouse cursor position. You can pass NULL for either x or y.
proc GetMouseState*(x: var int, y: var int): byte{.cdecl,
importc: "SDL_GetMouseState", dynlib: LibName.}
# Retrieve the current state of the mouse.
# The current button state is returned as a button bitmask, which can
# be tested using the SDL_BUTTON(X) macros, and x and y are set to the
# mouse deltas since the last call to SDL_GetRelativeMouseState().
proc GetRelativeMouseState*(x: var int, y: var int): byte{.cdecl,
importc: "SDL_GetRelativeMouseState", dynlib: LibName.}
# Set the position of the mouse cursor (generates a mouse motion event)
proc WarpMouse*(x, y: UInt16){.cdecl, importc: "SDL_WarpMouse", dynlib: LibName.}
# Create a cursor using the specified data and mask (in MSB format).
# The cursor width must be a multiple of 8 bits.
#
# The cursor is created in black and white according to the following:
# data mask resulting pixel on screen
# 0 1 White
# 1 1 Black
# 0 0 Transparent
# 1 0 Inverted color if possible, black if not.
#
# Cursors created with this function must be freed with SDL_FreeCursor().
proc CreateCursor*(data, mask: ptr byte, w, h, hot_x, hot_y: int): PCursor{.cdecl,
importc: "SDL_CreateCursor", dynlib: LibName.}
# Set the currently active cursor to the specified one.
# If the cursor is currently visible, the change will be immediately
# represented on the display.
proc SetCursor*(cursor: PCursor){.cdecl, importc: "SDL_SetCursor",
dynlib: LibName.}
# Returns the currently active cursor.
proc GetCursor*(): PCursor{.cdecl, importc: "SDL_GetCursor", dynlib: LibName.}
# Deallocates a cursor created with SDL_CreateCursor().
proc FreeCursor*(cursor: PCursor){.cdecl, importc: "SDL_FreeCursor",
dynlib: LibName.}
# Toggle whether or not the cursor is shown on the screen.
# The cursor start off displayed, but can be turned off.
# SDL_ShowCursor() returns 1 if the cursor was being displayed
# before the call, or 0 if it was not. You can query the current
# state by passing a 'toggle' value of -1.
proc ShowCursor*(toggle: int): int{.cdecl, importc: "SDL_ShowCursor",
dynlib: LibName.}
proc BUTTON*(Button: int): int
#------------------------------------------------------------------------------
# Keyboard-routines
#------------------------------------------------------------------------------
# Enable/Disable UNICODE translation of keyboard input.
# This translation has some overhead, so translation defaults off.
# If 'enable' is 1, translation is enabled.
# If 'enable' is 0, translation is disabled.
# If 'enable' is -1, the translation state is not changed.
# It returns the previous state of keyboard translation.
proc EnableUNICODE*(enable: int): int{.cdecl, importc: "SDL_EnableUNICODE",
dynlib: LibName.}
# If 'delay' is set to 0, keyboard repeat is disabled.
proc EnableKeyRepeat*(delay: int, interval: int): int{.cdecl,
importc: "SDL_EnableKeyRepeat", dynlib: LibName.}
proc GetKeyRepeat*(delay: PInteger, interval: PInteger){.cdecl,
importc: "SDL_GetKeyRepeat", dynlib: LibName.}
# Get a snapshot of the current state of the keyboard.
# Returns an array of keystates, indexed by the SDLK_* syms.
# Used:
#
# byte *keystate = SDL_GetKeyState(NULL);
# if ( keystate[SDLK_RETURN] ) ... <RETURN> is pressed
proc GetKeyState*(numkeys: pointer): ptr byte{.cdecl, importc: "SDL_GetKeyState",
dynlib: LibName.}
# Get the current key modifier state
proc GetModState*(): TMod{.cdecl, importc: "SDL_GetModState", dynlib: LibName.}
# Set the current key modifier state
# This does not change the keyboard state, only the key modifier flags.
proc SetModState*(modstate: TMod){.cdecl, importc: "SDL_SetModState",
dynlib: LibName.}
# Get the name of an SDL virtual keysym
proc GetKeyName*(key: TKey): cstring{.cdecl, importc: "SDL_GetKeyName",
dynlib: LibName.}
#------------------------------------------------------------------------------
# Active Routines
#------------------------------------------------------------------------------
# This function returns the current state of the application, which is a
# bitwise combination of SDL_APPMOUSEFOCUS, SDL_APPINPUTFOCUS, and
# SDL_APPACTIVE. If SDL_APPACTIVE is set, then the user is able to
# see your application, otherwise it has been iconified or disabled.
proc GetAppState*(): byte{.cdecl, importc: "SDL_GetAppState", dynlib: LibName.}
# Mutex functions
# Create a mutex, initialized unlocked
proc CreateMutex*(): PMutex{.cdecl, importc: "SDL_CreateMutex", dynlib: LibName.}
# Lock the mutex (Returns 0, or -1 on error)
proc mutexP*(mutex: Pmutex): int{.cdecl, importc: "SDL_mutexP", dynlib: LibName.}
proc LockMutex*(mutex: Pmutex): int
# Unlock the mutex (Returns 0, or -1 on error)
proc mutexV*(mutex: Pmutex): int{.cdecl, importc: "SDL_mutexV", dynlib: LibName.}
proc UnlockMutex*(mutex: Pmutex): int
# Destroy a mutex
proc DestroyMutex*(mutex: Pmutex){.cdecl, importc: "SDL_DestroyMutex",
dynlib: LibName.}
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
# Semaphore functions
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
# Create a semaphore, initialized with value, returns NULL on failure.
proc CreateSemaphore*(initial_value: int32): PSem{.cdecl,
importc: "SDL_CreateSemaphore", dynlib: LibName.}
# Destroy a semaphore
proc DestroySemaphore*(sem: Psem){.cdecl, importc: "SDL_DestroySemaphore",
dynlib: LibName.}
# This function suspends the calling thread until the semaphore pointed
# to by sem has a positive count. It then atomically decreases the semaphore
# count.
proc SemWait*(sem: Psem): int{.cdecl, importc: "SDL_SemWait", dynlib: LibName.}
# Non-blocking variant of SDL_SemWait(), returns 0 if the wait succeeds,
# SDL_MUTEX_TIMEDOUT if the wait would block, and -1 on error.
proc SemTryWait*(sem: Psem): int{.cdecl, importc: "SDL_SemTryWait",
dynlib: LibName.}
# Variant of SDL_SemWait() with a timeout in milliseconds, returns 0 if
# the wait succeeds, SDL_MUTEX_TIMEDOUT if the wait does not succeed in
# the allotted time, and -1 on error.
# On some platforms this function is implemented by looping with a delay
# of 1 ms, and so should be avoided if possible.
proc SemWaitTimeout*(sem: Psem, ms: int32): int{.cdecl,
importc: "SDL_SemWaitTimeout", dynlib: LibName.}
# Atomically increases the semaphore's count (not blocking), returns 0,
# or -1 on error.
proc SemPost*(sem: Psem): int{.cdecl, importc: "SDL_SemPost", dynlib: LibName.}
# Returns the current count of the semaphore
proc SemValue*(sem: Psem): int32{.cdecl, importc: "SDL_SemValue",
dynlib: LibName.}
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
# Condition variable functions
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
# Create a condition variable
proc CreateCond*(): PCond{.cdecl, importc: "SDL_CreateCond", dynlib: LibName.}
# Destroy a condition variable
proc DestroyCond*(cond: PCond){.cdecl, importc: "SDL_DestroyCond",
dynlib: LibName.}
# Restart one of the threads that are waiting on the condition variable,
# returns 0 or -1 on error.
proc CondSignal*(cond: Pcond): int{.cdecl, importc: "SDL_CondSignal",
dynlib: LibName.}
# Restart all threads that are waiting on the condition variable,
# returns 0 or -1 on error.
proc CondBroadcast*(cond: Pcond): int{.cdecl, importc: "SDL_CondBroadcast",
dynlib: LibName.}
# Wait on the condition variable, unlocking the provided mutex.
# The mutex must be locked before entering this function!
# Returns 0 when it is signaled, or -1 on error.
proc CondWait*(cond: Pcond, mut: Pmutex): int{.cdecl, importc: "SDL_CondWait",
dynlib: LibName.}
# Waits for at most 'ms' milliseconds, and returns 0 if the condition
# variable is signaled, SDL_MUTEX_TIMEDOUT if the condition is not
# signaled in the allotted time, and -1 on error.
# On some platforms this function is implemented by looping with a delay
# of 1 ms, and so should be avoided if possible.
proc CondWaitTimeout*(cond: Pcond, mut: Pmutex, ms: int32): int{.cdecl,
importc: "SDL_CondWaitTimeout", dynlib: LibName.}
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
# Condition variable functions
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
# Create a thread
proc CreateThread*(fn, data: Pointer): PThread{.cdecl,
importc: "SDL_CreateThread", dynlib: LibName.}
# Get the 32-bit thread identifier for the current thread
proc ThreadID*(): int32{.cdecl, importc: "SDL_ThreadID", dynlib: LibName.}
# Get the 32-bit thread identifier for the specified thread,
# equivalent to SDL_ThreadID() if the specified thread is NULL.
proc GetThreadID*(thread: PThread): int32{.cdecl, importc: "SDL_GetThreadID",
dynlib: LibName.}
# Wait for a thread to finish.
# The return code for the thread function is placed in the area
# pointed to by 'status', if 'status' is not NULL.
proc WaitThread*(thread: PThread, status: var int){.cdecl,
importc: "SDL_WaitThread", dynlib: LibName.}
# Forcefully kill a thread without worrying about its state
proc KillThread*(thread: PThread){.cdecl, importc: "SDL_KillThread",
dynlib: LibName.}
#------------------------------------------------------------------------------
# Get Environment Routines
#------------------------------------------------------------------------------
#*
# * This function gives you custom hooks into the window manager information.
# * It fills the structure pointed to by 'info' with custom information and
# * returns 1 if the function is implemented. If it's not implemented, or
# * the version member of the 'info' structure is invalid, it returns 0.
# *
proc GetWMInfo*(info: PSysWMinfo): int{.cdecl, importc: "SDL_GetWMInfo",
dynlib: LibName.}
#------------------------------------------------------------------------------
#SDL_loadso.h
#* This function dynamically loads a shared object and returns a pointer
# * to the object handle (or NULL if there was an error).
# * The 'sofile' parameter is a system dependent name of the object file.
# *
proc LoadObject*(sofile: cstring): Pointer{.cdecl, importc: "SDL_LoadObject",
dynlib: LibName.}
#* Given an object handle, this function looks up the address of the
# * named function in the shared object and returns it. This address
# * is no longer valid after calling SDL_UnloadObject().
# *
proc LoadFunction*(handle: Pointer, name: cstring): Pointer{.cdecl,
importc: "SDL_LoadFunction", dynlib: LibName.}
#* Unload a shared object from memory *
proc UnloadObject*(handle: Pointer){.cdecl, importc: "SDL_UnloadObject",
dynlib: LibName.}
#------------------------------------------------------------------------------
proc Swap32*(D: int32): int32
# Bitwise Checking functions
proc IsBitOn*(value: int, bit: int8): bool
proc TurnBitOn*(value: int, bit: int8): int
proc TurnBitOff*(value: int, bit: int8): int
# implementation
proc TABLESIZE(table: cstring): int =
Result = SizeOf(table) div SizeOf(table[0])
proc OutOfMemory() =
when not (defined(WINDOWS)): Error(ENOMEM)
proc RWSeek(context: PRWops, offset: int, whence: int): int =
Result = context.seek(context, offset, whence)
proc RWTell(context: PRWops): int =
Result = context.seek(context, 0, 1)
proc RWRead(context: PRWops, theptr: Pointer, size: int, n: int): int =
Result = context.read(context, theptr, size, n)
proc RWWrite(context: PRWops, theptr: Pointer, size: int, n: int): int =
Result = context.write(context, theptr, size, n)
proc RWClose(context: PRWops): int =
Result = context.closeFile(context)
proc LoadWAV(filename: cstring, spec: PAudioSpec, audio_buf: ptr byte,
audiolen: PUInt32): PAudioSpec =
Result = LoadWAV_RW(RWFromFile(filename, "rb"), 1, spec, audio_buf, audiolen)
proc CDInDrive(status: TCDStatus): bool =
Result = ord(status) > ord(CD_ERROR)
proc FRAMES_TO_MSF(frames: int, M: var int, S: var int, F: var int) =
var value: int
value = frames
F = value mod CD_FPS
value = value div CD_FPS
S = value mod 60
value = value div 60
M = value
proc MSF_TO_FRAMES(M: int, S: int, F: int): int =
Result = M * 60 * CD_FPS + S * CD_FPS + F
proc VERSION(X: var TVersion) =
X.major = MAJOR_VERSION
X.minor = MINOR_VERSION
X.patch = PATCHLEVEL
proc VERSIONNUM(X, Y, Z: int): int =
Result = X * 1000 + Y * 100 + Z
proc COMPILEDVERSION(): int =
Result = VERSIONNUM(MAJOR_VERSION, MINOR_VERSION, PATCHLEVEL)
proc VERSION_ATLEAST(X, Y, Z: int): bool =
Result = (COMPILEDVERSION() >= VERSIONNUM(X, Y, Z))
proc LoadBMP(filename: cstring): PSurface =
Result = LoadBMP_RW(RWFromFile(filename, "rb"), 1)
proc SaveBMP(surface: PSurface, filename: cstring): int =
Result = SaveBMP_RW(surface, RWFromFile(filename, "wb"), 1)
proc BlitSurface(src: PSurface, srcrect: PRect, dst: PSurface, dstrect: PRect): int =
Result = UpperBlit(src, srcrect, dst, dstrect)
proc AllocSurface(flags: int32, width, height, depth: int,
RMask, GMask, BMask, AMask: int32): PSurface =
Result = CreateRGBSurface(flags, width, height, depth, RMask, GMask, BMask,
AMask)
proc MustLock(Surface: PSurface): bool =
Result = ((surface[].offset != 0) or
((surface[].flags and (HWSURFACE or ASYNCBLIT or RLEACCEL)) != 0))
proc LockMutex(mutex: Pmutex): int =
Result = mutexP(mutex)
proc UnlockMutex(mutex: Pmutex): int =
Result = mutexV(mutex)
proc BUTTON(Button: int): int =
Result = PRESSED shl (Button - 1)
proc Swap32(D: int32): int32 =
Result = ((D shl 24) or ((D shl 8) and 0x00FF0000) or
((D shr 8) and 0x0000FF00) or (D shr 24))
proc IsBitOn(value: int, bit: int8): bool =
result = ((value and (1 shl ze(bit))) != 0)
proc TurnBitOn(value: int, bit: int8): int =
result = (value or (1 shl ze(bit)))
proc TurnBitOff(value: int, bit: int8): int =
result = (value and not (1 shl ze(bit)))