summary refs log blame commit diff stats
path: root/lib/wrappers/sdl/sdl.nim
blob: 7d2b6ba267b4866af2f1e01bd163077a2b9e3491 (plain) (tree)
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522















































































































































































































































































                                                                                                                                                                                                                 

                    







































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































                                                                                                                                            
#******************************************************************************
#
#          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 UInt8;
#                           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.}

when defined(windows):
  const SDLLibName = "SDL.dll"
elif defined(macosx):
  const SDLLibName = "libSDL-1.2.0.dylib"
else:
  const SDLLibName = "libSDL.so"

const
  SDL_MAJOR_VERSION* = 1'i8
  SDL_MINOR_VERSION* = 2'i8
  SDL_PATCHLEVEL* = 11'i8        # SDL.h constants
  SDL_INIT_TIMER* = 0x00000001
  SDL_INIT_AUDIO* = 0x00000010
  SDL_INIT_VIDEO* = 0x00000020
  SDL_INIT_CDROM* = 0x00000100
  SDL_INIT_JOYSTICK* = 0x00000200
  SDL_INIT_NOPARACHUTE* = 0x00100000 # Don't catch fatal signals
  SDL_INIT_EVENTTHREAD* = 0x01000000 # Not supported on all OS's
  SDL_INIT_EVERYTHING* = 0x0000FFFF # SDL_error.h constants
  ERR_MAX_STRLEN* = 128
  ERR_MAX_ARGS* = 5           # SDL_types.h constants
  SDL_PRESSED* = 0x00000001
  SDL_RELEASED* = 0x00000000  # SDL_timer.h constants
                              # This is the OS scheduler timeslice, in milliseconds
  SDL_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
  SDL_MAX_TRACKS* = 99        # The types of CD-ROM track possible
  SDL_AUDIO_TRACK* = 0x00000000
  SDL_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
  SDL_LIL_ENDIAN* = 1234
  SDL_BIG_ENDIAN* = 4321

when cpuEndian == littleEndian:
  const
    SDL_BYTEORDER* = SDL_LIL_ENDIAN # Native audio byte ordering
    AUDIO_U16SYS* = AUDIO_U16LSB
    AUDIO_S16SYS* = AUDIO_S16LSB
else:
  const
    SDL_BYTEORDER* = SDL_BIG_ENDIAN # Native audio byte ordering
    AUDIO_U16SYS* = AUDIO_U16MSB
    AUDIO_S16SYS* = AUDIO_S16MSB
const
  SDL_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)) / 100.0) # 1% motion
  SDL_HAT_CENTERED* = 0x00000000
  SDL_HAT_UP* = 0x00000001
  SDL_HAT_RIGHT* = 0x00000002
  SDL_HAT_DOWN* = 0x00000004
  SDL_HAT_LEFT* = 0x00000008
  SDL_HAT_RIGHTUP* = SDL_HAT_RIGHT or SDL_HAT_UP
  SDL_HAT_RIGHTDOWN* = SDL_HAT_RIGHT or SDL_HAT_DOWN
  SDL_HAT_LEFTUP* = SDL_HAT_LEFT or SDL_HAT_UP
  SDL_HAT_LEFTDOWN* = SDL_HAT_LEFT or SDL_HAT_DOWN # SDL_events.h constants

type
  TSDL_EventKind* = enum        # kind of an SDL event
    SDL_NOEVENT = 0,            # Unused (do not remove)
    SDL_ACTIVEEVENT = 1,        # Application loses/gains visibility
    SDL_KEYDOWN = 2,            # Keys pressed
    SDL_KEYUP = 3,              # Keys released
    SDL_MOUSEMOTION = 4,        # Mouse moved
    SDL_MOUSEBUTTONDOWN = 5,    # Mouse button pressed
    SDL_MOUSEBUTTONUP = 6,      # Mouse button released
    SDL_JOYAXISMOTION = 7,      # Joystick axis motion
    SDL_JOYBALLMOTION = 8,      # Joystick trackball motion
    SDL_JOYHATMOTION = 9,       # Joystick hat position change
    SDL_JOYBUTTONDOWN = 10,     # Joystick button pressed
    SDL_JOYBUTTONUP = 11,       # Joystick button released
    SDL_QUITEV = 12,            # User-requested quit ( Changed due to procedure conflict )
    SDL_SYSWMEVENT = 13,        # System specific event
    SDL_EVENT_RESERVEDA = 14,   # Reserved for future use..
    SDL_EVENT_RESERVED = 15,    # Reserved for future use..
    SDL_VIDEORESIZE = 16,       # User resized video mode
    SDL_VIDEOEXPOSE = 17,       # Screen needs to be redrawn
    SDL_EVENT_RESERVED2 = 18,   # Reserved for future use..
    SDL_EVENT_RESERVED3 = 19,   # Reserved for future use..
    SDL_EVENT_RESERVED4 = 20,   # Reserved for future use..
    SDL_EVENT_RESERVED5 = 21,   # Reserved for future use..
    SDL_EVENT_RESERVED6 = 22,   # Reserved for future use..
    SDL_EVENT_RESERVED7 = 23,   # Reserved for future use..
                                # Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use
    SDL_USEREVENT = 24 # This last event is only for bounding internal arrays
                       # It is the number of bits in the event mask datatype -- UInt32

const
  SDL_NUMEVENTS* = 32
  SDL_ALLEVENTS* = 0xFFFFFFFF
  SDL_ACTIVEEVENTMASK* = 1 shl ord(SDL_ACTIVEEVENT)
  SDL_KEYDOWNMASK* = 1 shl ord(SDL_KEYDOWN)
  SDL_KEYUPMASK* = 1 shl ord(SDL_KEYUP)
  SDL_MOUSEMOTIONMASK* = 1 shl ord(SDL_MOUSEMOTION)
  SDL_MOUSEBUTTONDOWNMASK* = 1 shl ord(SDL_MOUSEBUTTONDOWN)
  SDL_MOUSEBUTTONUPMASK* = 1 shl ord(SDL_MOUSEBUTTONUP)
  SDL_MOUSEEVENTMASK* = 1 shl ord(SDL_MOUSEMOTION) or 1 shl ord(SDL_MOUSEBUTTONDOWN) or
      1 shl ord(SDL_MOUSEBUTTONUP)
  SDL_JOYAXISMOTIONMASK* = 1 shl ord(SDL_JOYAXISMOTION)
  SDL_JOYBALLMOTIONMASK* = 1 shl ord(SDL_JOYBALLMOTION)
  SDL_JOYHATMOTIONMASK* = 1 shl ord(SDL_JOYHATMOTION)
  SDL_JOYBUTTONDOWNMASK* = 1 shl ord(SDL_JOYBUTTONDOWN)
  SDL_JOYBUTTONUPMASK* = 1 shl ord(SDL_JOYBUTTONUP)
  SDL_JOYEVENTMASK* = 1 shl ord(SDL_JOYAXISMOTION) or 1 shl ord(SDL_JOYBALLMOTION) or
      1 shl ord(SDL_JOYHATMOTION) or 1 shl ord(SDL_JOYBUTTONDOWN) or
      1 shl ord(SDL_JOYBUTTONUP)
  SDL_VIDEORESIZEMASK* = 1 shl ord(SDL_VIDEORESIZE)
  SDL_QUITMASK* = 1 shl ord(SDL_QUITEV)
  SDL_SYSWMEVENTMASK* = 1 shl ord(SDL_SYSWMEVENT)
  SDL_QUERY* = - 1
  SDL_IGNORE* = 0
  SDL_DISABLE* = 0
  SDL_ENABLE* = 1             #SDL_keyboard.h constants
                              # This is the mask which refers to all hotkey bindings
  SDL_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.
  SDL_DEFAULT_REPEAT_DELAY* = 500
  SDL_DEFAULT_REPEAT_INTERVAL* = 30 # The keyboard syms have been cleverly chosen to map to ASCII
  SDLK_UNKNOWN* = 0
  SDLK_FIRST* = 0
  SDLK_BACKSPACE* = 8
  SDLK_TAB* = 9
  SDLK_CLEAR* = 12
  SDLK_RETURN* = 13
  SDLK_PAUSE* = 19
  SDLK_ESCAPE* = 27
  SDLK_SPACE* = 32
  SDLK_EXCLAIM* = 33
  SDLK_QUOTEDBL* = 34
  SDLK_HASH* = 35
  SDLK_DOLLAR* = 36
  SDLK_AMPERSAND* = 38
  SDLK_QUOTE* = 39
  SDLK_LEFTPAREN* = 40
  SDLK_RIGHTPAREN* = 41
  SDLK_ASTERISK* = 42
  SDLK_PLUS* = 43
  SDLK_COMMA* = 44
  SDLK_MINUS* = 45
  SDLK_PERIOD* = 46
  SDLK_SLASH* = 47
  SDLK_0* = 48
  SDLK_1* = 49
  SDLK_2* = 50
  SDLK_3* = 51
  SDLK_4* = 52
  SDLK_5* = 53
  SDLK_6* = 54
  SDLK_7* = 55
  SDLK_8* = 56
  SDLK_9* = 57
  SDLK_COLON* = 58
  SDLK_SEMICOLON* = 59
  SDLK_LESS* = 60
  SDLK_EQUALS* = 61
  SDLK_GREATER* = 62
  SDLK_QUESTION* = 63
  SDLK_AT* = 64               # Skip uppercase letters
  SDLK_LEFTBRACKET* = 91
  SDLK_BACKSLASH* = 92
  SDLK_RIGHTBRACKET* = 93
  SDLK_CARET* = 94
  SDLK_UNDERSCORE* = 95
  SDLK_BACKQUOTE* = 96
  SDLK_a* = 97
  SDLK_b* = 98
  SDLK_c* = 99
  SDLK_d* = 100
  SDLK_e* = 101
  SDLK_f* = 102
  SDLK_g* = 103
  SDLK_h* = 104
  SDLK_i* = 105
  SDLK_j* = 106
  SDLK_k* = 107
  SDLK_l* = 108
  SDLK_m* = 109
  SDLK_n* = 110
  SDLK_o* = 111
  SDLK_p* = 112
  SDLK_q* = 113
  SDLK_r* = 114
  SDLK_s* = 115
  SDLK_t* = 116
  SDLK_u* = 117
  SDLK_v* = 118
  SDLK_w* = 119
  SDLK_x* = 120
  SDLK_y* = 121
  SDLK_z* = 122
  SDLK_DELETE* = 127          # End of ASCII mapped keysyms
                              # International keyboard syms
  SDLK_WORLD_0* = 160         # 0xA0
  SDLK_WORLD_1* = 161
  SDLK_WORLD_2* = 162
  SDLK_WORLD_3* = 163
  SDLK_WORLD_4* = 164
  SDLK_WORLD_5* = 165
  SDLK_WORLD_6* = 166
  SDLK_WORLD_7* = 167
  SDLK_WORLD_8* = 168
  SDLK_WORLD_9* = 169
  SDLK_WORLD_10* = 170
  SDLK_WORLD_11* = 171
  SDLK_WORLD_12* = 172
  SDLK_WORLD_13* = 173
  SDLK_WORLD_14* = 174
  SDLK_WORLD_15* = 175
  SDLK_WORLD_16* = 176
  SDLK_WORLD_17* = 177
  SDLK_WORLD_18* = 178
  SDLK_WORLD_19* = 179
  SDLK_WORLD_20* = 180
  SDLK_WORLD_21* = 181
  SDLK_WORLD_22* = 182
  SDLK_WORLD_23* = 183
  SDLK_WORLD_24* = 184
  SDLK_WORLD_25* = 185
  SDLK_WORLD_26* = 186
  SDLK_WORLD_27* = 187
  SDLK_WORLD_28* = 188
  SDLK_WORLD_29* = 189
  SDLK_WORLD_30* = 190
  SDLK_WORLD_31* = 191
  SDLK_WORLD_32* = 192
  SDLK_WORLD_33* = 193
  SDLK_WORLD_34* = 194
  SDLK_WORLD_35* = 195
  SDLK_WORLD_36* = 196
  SDLK_WORLD_37* = 197
  SDLK_WORLD_38* = 198
  SDLK_WORLD_39* = 199
  SDLK_WORLD_40* = 200
  SDLK_WORLD_41* = 201
  SDLK_WORLD_42* = 202
  SDLK_WORLD_43* = 203
  SDLK_WORLD_44* = 204
  SDLK_WORLD_45* = 205
  SDLK_WORLD_46* = 206
  SDLK_WORLD_47* = 207
  SDLK_WORLD_48* = 208
  SDLK_WORLD_49* = 209
  SDLK_WORLD_50* = 210
  SDLK_WORLD_51* = 211
  SDLK_WORLD_52* = 212
  SDLK_WORLD_53* = 213
  SDLK_WORLD_54* = 214
  SDLK_WORLD_55* = 215
  SDLK_WORLD_56* = 216
  SDLK_WORLD_57* = 217
  SDLK_WORLD_58* = 218
  SDLK_WORLD_59* = 219
  SDLK_WORLD_60* = 220
  SDLK_WORLD_61* = 221
  SDLK_WORLD_62* = 222
  SDLK_WORLD_63* = 223
  SDLK_WORLD_64* = 224
  SDLK_WORLD_65* = 225
  SDLK_WORLD_66* = 226
  SDLK_WORLD_67* = 227
  SDLK_WORLD_68* = 228
  SDLK_WORLD_69* = 229
  SDLK_WORLD_70* = 230
  SDLK_WORLD_71* = 231
  SDLK_WORLD_72* = 232
  SDLK_WORLD_73* = 233
  SDLK_WORLD_74* = 234
  SDLK_WORLD_75* = 235
  SDLK_WORLD_76* = 236
  SDLK_WORLD_77* = 237
  SDLK_WORLD_78* = 238
  SDLK_WORLD_79* = 239
  SDLK_WORLD_80* = 240
  SDLK_WORLD_81* = 241
  SDLK_WORLD_82* = 242
  SDLK_WORLD_83* = 243
  SDLK_WORLD_84* = 244
  SDLK_WORLD_85* = 245
  SDLK_WORLD_86* = 246
  SDLK_WORLD_87* = 247
  SDLK_WORLD_88* = 248
  SDLK_WORLD_89* = 249
  SDLK_WORLD_90* = 250
  SDLK_WORLD_91* = 251
  SDLK_WORLD_92* = 252
  SDLK_WORLD_93* = 253
  SDLK_WORLD_94* = 254
  SDLK_WORLD_95* = 255        # 0xFF
                              # Numeric keypad
  SDLK_KP0* = 256
  SDLK_KP1* = 257
  SDLK_KP2* = 258
  SDLK_KP3* = 259
  SDLK_KP4* = 260
  SDLK_KP5* = 261
  SDLK_KP6* = 262
  SDLK_KP7* = 263
  SDLK_KP8* = 264
  SDLK_KP9* = 265
  SDLK_KP_PERIOD* = 266
  SDLK_KP_DIVIDE* = 267
  SDLK_KP_MULTIPLY* = 268
  SDLK_KP_MINUS* = 269
  SDLK_KP_PLUS* = 270
  SDLK_KP_ENTER* = 271
  SDLK_KP_EQUALS* = 272       # Arrows + Home/End pad
  SDLK_UP* = 273
  SDLK_DOWN* = 274
  SDLK_RIGHT* = 275
  SDLK_LEFT* = 276
  SDLK_INSERT* = 277
  SDLK_HOME* = 278
  SDLK_END* = 279
  SDLK_PAGEUP* = 280
  SDLK_PAGEDOWN* = 281        # Function keys
  SDLK_F1* = 282
  SDLK_F2* = 283
  SDLK_F3* = 284
  SDLK_F4* = 285
  SDLK_F5* = 286
  SDLK_F6* = 287
  SDLK_F7* = 288
  SDLK_F8* = 289
  SDLK_F9* = 290
  SDLK_F10* = 291
  SDLK_F11* = 292
  SDLK_F12* = 293
  SDLK_F13* = 294
  SDLK_F14* = 295
  SDLK_F15* = 296             # Key state modifier keys
  SDLK_NUMLOCK* = 300
  SDLK_CAPSLOCK* = 301
  SDLK_SCROLLOCK* = 302
  SDLK_RSHIFT* = 303
  SDLK_LSHIFT* = 304
  SDLK_RCTRL* = 305
  SDLK_LCTRL* = 306
  SDLK_RALT* = 307
  SDLK_LALT* = 308
  SDLK_RMETA* = 309
  SDLK_LMETA* = 310
  SDLK_LSUPER* = 311          # Left "Windows" key
  SDLK_RSUPER* = 312          # Right "Windows" key
  SDLK_MODE* = 313            # "Alt Gr" key
  SDLK_COMPOSE* = 314         # Multi-key compose key
                              # Miscellaneous function keys
  SDLK_HELP* = 315
  SDLK_PRINT* = 316
  SDLK_SYSREQ* = 317
  SDLK_BREAK* = 318
  SDLK_MENU* = 319
  SDLK_POWER* = 320           # Power Macintosh power key
  SDLK_EURO* = 321            # Some european keyboards
  SDLK_GP2X_UP* = 0
  SDLK_GP2X_UPLEFT* = 1
  SDLK_GP2X_LEFT* = 2
  SDLK_GP2X_DOWNLEFT* = 3
  SDLK_GP2X_DOWN* = 4
  SDLK_GP2X_DOWNRIGHT* = 5
  SDLK_GP2X_RIGHT* = 6
  SDLK_GP2X_UPRIGHT* = 7
  SDLK_GP2X_START* = 8
  SDLK_GP2X_SELECT* = 9
  SDLK_GP2X_L* = 10
  SDLK_GP2X_R* = 11
  SDLK_GP2X_A* = 12
  SDLK_GP2X_B* = 13
  SDLK_GP2X_Y* = 14
  SDLK_GP2X_X* = 15
  SDLK_GP2X_VOLUP* = 16
  SDLK_GP2X_VOLDOWN* = 17
  SDLK_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 */
  SDL_ALPHA_OPAQUE* = 255
  SDL_ALPHA_TRANSPARENT* = 0 # These are the currently supported flags for the SDL_surface
                             # Available for SDL_CreateRGBSurface() or SDL_SetVideoMode()
  SDL_SWSURFACE* = 0x00000000 # Surface is in system memory
  SDL_HWSURFACE* = 0x00000001 # Surface is in video memory
  SDL_ASYNCBLIT* = 0x00000004 # Use asynchronous blits if possible
                              # Available for SDL_SetVideoMode()
  SDL_ANYFORMAT* = 0x10000000 # Allow any video depth/pixel-format
  SDL_HWPALETTE* = 0x20000000 # Surface has exclusive palette
  SDL_DOUBLEBUF* = 0x40000000 # Set up double-buffered video mode
  SDL_FULLSCREEN* = 0x80000000 # Surface is a full screen display
  SDL_OPENGL* = 0x00000002    # Create an OpenGL rendering context
  SDL_OPENGLBLIT* = 0x00000002 # Create an OpenGL rendering context
  SDL_RESIZABLE* = 0x00000010 # This video mode may be resized
  SDL_NOFRAME* = 0x00000020   # No window caption or edge frame
                              # Used internally (read-only)
  SDL_HWACCEL* = 0x00000100   # Blit uses hardware acceleration
  SDL_SRCCOLORKEY* = 0x00001000 # Blit uses a source color key
  SDL_RLEACCELOK* = 0x00002000 # Private flag
  SDL_RLEACCEL* = 0x00004000  # Colorkey blit is RLE accelerated
  SDL_SRCALPHA* = 0x00010000  # Blit uses source alpha blending
  SDL_SRCCLIPPING* = 0x00100000 # Blit uses source clipping
  SDL_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
  SDL_YV12_OVERLAY* = 0x32315659 # Planar mode: Y + V + U  (3 planes)
  SDL_IYUV_OVERLAY* = 0x56555949 # Planar mode: Y + U + V  (3 planes)
  SDL_YUY2_OVERLAY* = 0x32595559 # Packed mode: Y0+U0+Y1+V0 (1 plane)
  SDL_UYVY_OVERLAY* = 0x59565955 # Packed mode: U0+Y0+V0+Y1 (1 plane)
  SDL_YVYU_OVERLAY* = 0x55595659 # Packed mode: Y0+V0+Y1+U0 (1 plane)
                                 # flags for SDL_SetPalette()
  SDL_LOGPAL* = 0x00000001
  SDL_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
                            #
  SDL_BUTTON_LEFT* = 1
  SDL_BUTTON_MIDDLE* = 2
  SDL_BUTTON_RIGHT* = 3
  SDL_BUTTON_WHEELUP* = 4
  SDL_BUTTON_WHEELDOWN* = 5
  SDL_BUTTON_LMASK* = SDL_PRESSED shl (SDL_BUTTON_LEFT - 1)
  SDL_BUTTON_MMASK* = SDL_PRESSED shl (SDL_BUTTON_MIDDLE - 1)
  SDL_BUTTON_RMask* = SDL_PRESSED shl (SDL_BUTTON_RIGHT - 1) # SDL_active.h constants
                                                             # The available application states
  SDL_APPMOUSEFOCUS* = 0x00000001 # The app has mouse coverage
  SDL_APPINPUTFOCUS* = 0x00000002 # The app has input focus
  SDL_APPACTIVE* = 0x00000004 # The application is active
                              # SDL_mutex.h constants
                              # Synchronization functions which can time out return this value
                              #  they time out.
  SDL_MUTEX_TIMEDOUT* = 1     # This is the timeout value which corresponds to never time out
  SDL_MUTEX_MAXWAIT* = not int(0)
  SDL_GRAB_QUERY* = - 1
  SDL_GRAB_OFF* = 0
  SDL_GRAB_ON* = 1            #SDL_GRAB_FULLSCREEN // Used internally

type
  THandle* = int              #SDL_types.h types
                              # Basic data types
  TSDL_Bool* = enum
    SDL_FALSE, SDL_TRUE
  PUInt8Array* = ptr TUInt8Array
  PUInt8* = ptr UInt8
  PPUInt8* = ptr PUInt8
  UInt8* = int8
  TUInt8Array* = array[0..high(int) shr 1, UInt8]
  PUInt16* = ptr UInt16
  UInt16* = int16
  PSInt8* = ptr SInt8
  SInt8* = int8
  PSInt16* = ptr SInt16
  SInt16* = int16
  PUInt32* = ptr UInt32
  UInt32* = int
  SInt32* = int
  PInt* = ptr int
  PShortInt* = ptr int8
  PUInt64* = ptr UInt64
  UInt64*{.final.} = object
    hi*: UInt32
    lo*: UInt32

  PSInt64* = ptr SInt64
  SInt64*{.final.} = object
    hi*: UInt32
    lo*: UInt32

  TSDL_GrabMode* = int        # SDL_error.h types
  TSDL_errorcode* = enum
    SDL_ENOMEM, SDL_EFREAD, SDL_EFWRITE, SDL_EFSEEK, SDL_LASTERROR
  SDL_errorcode* = TSDL_errorcode
  TArg*{.final.} = object
    buf*: array[0..ERR_MAX_STRLEN - 1, int8]

  PSDL_error* = ptr TSDL_error
  TSDL_error*{.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*: PUInt8
    here*: PUInt8
    stop*: PUInt8

  TUnknown*{.final.} = object  # first declare the pointer type
    data1*: Pointer

  PSDL_RWops* = ptr TSDL_RWops # now the pointer to function types
  TSeek* = proc (context: PSDL_RWops, offset: int, whence: int): int{.cdecl.}
  TRead* = proc (context: PSDL_RWops, thePtr: Pointer, size: int, maxnum: int): int{.
      cdecl.}
  TWrite* = proc (context: PSDL_RWops, thePtr: Pointer, size: int, num: int): int{.
      cdecl.}
  TClose* = proc (context: PSDL_RWops): int{.cdecl.} # the variant record itself
  trange010 = range[0..2]
  TSDL_RWops*{.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
    case theType*: trange010
    of trange010(0):
      stdio*: TStdio
    of trange010(1):
      mem*: TMem
    of trange010(2):
      unknown*: TUnknown


  SDL_RWops* = TSDL_RWops     # SDL_timer.h types
                              # Function prototype for the timer callback function
  TSDL_TimerCallback* = proc (interval: UInt32): UInt32{.cdecl.} # New timer API, supports multiple timers
                                                                 #   Written by Stephane Peter
                                                                 #   <megastep@lokigames.com>
                                                                 # Function prototype for the new timer callback function.
                                                                 #   The callback function is passed the current timer interval and returns
                                                                 #   the next timer interval.  If the returned value is the same as the one
                                                                 #   passed in, the periodic alarm continues, otherwise a new alarm is
                                                                 #   scheduled.  If the callback returns 0, the periodic alarm is cancelled.
  TSDL_NewTimerCallback* = proc (interval: UInt32, param: Pointer): UInt32{.
      cdecl.}                 # Definition of the timer ID type
  PSDL_TimerID* = ptr TSDL_TimerID
  TSDL_TimerID*{.final.} = object
    interval*: UInt32
    callback*: TSDL_NewTimerCallback
    param*: Pointer
    last_alarm*: UInt32
    next*: PSDL_TimerID

  TSDL_AudioSpecCallback* = proc (userdata: Pointer, stream: PUInt8, length: int){.
      cdecl.}                 # SDL_audio.h types
                              # The calculated values in this structure are calculated by SDL_OpenAudio()
  PSDL_AudioSpec* = ptr TSDL_AudioSpec
  TSDL_AudioSpec*{.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*: UInt8          # Number of channels: 1 mono, 2 stereo
    silence*: UInt8           # Audio buffer silence value (calculated)
    samples*: UInt16          # Audio buffer size in samples
    padding*: UInt16          # Necessary for some compile environments
    size*: UInt32 # 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*: TSDL_AudioSpecCallback
    userdata*: Pointer

  PSDL_AudioCVT* = ptr TSDL_AudioCVT
  PSDL_AudioCVTFilter* = ptr TSDL_AudioCVTFilter
  TSDL_AudioCVTFilter*{.final.} = object
    cvt*: PSDL_AudioCVT
    format*: UInt16

  PSDL_AudioCVTFilterArray* = ptr TSDL_AudioCVTFilterArray
  TSDL_AudioCVTFilterArray* = array[0..9, PSDL_AudioCVTFilter]
  TSDL_AudioCVT*{.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*: PUInt8              # 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*: TSDL_AudioCVTFilterArray
    filter_index*: int        # Current audio conversion function

  TSDL_Audiostatus* = enum    # SDL_cdrom.h types
    SDL_AUDIO_STOPPED, SDL_AUDIO_PLAYING, SDL_AUDIO_PAUSED
  TSDL_CDStatus* = enum
    CD_ERROR, CD_TRAYEMPTY, CD_STOPPED, CD_PLAYING, CD_PAUSED
  PSDL_CDTrack* = ptr TSDL_CDTrack
  TSDL_CDTrack*{.final.} = object  # This structure is only current as of the last call to SDL_CDStatus()
    id*: UInt8                # Track number
    theType*: UInt8           # Data or audio track
    unused*: UInt16
    len*: UInt32              # Length, in frames, of this track
    offset*: UInt32           # Offset, in frames, from start of disk

  PSDL_CD* = ptr TSDL_CD
  TSDL_CD*{.final.} = object  #SDL_joystick.h types
    id*: int                  # Private drive identifier
    status*: TSDL_CDStatus    # 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..SDL_MAX_TRACKS, TSDL_CDTrack]

  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

  PSDL_Joystick* = ptr TSDL_Joystick
  TSDL_Joystick*{.final.} = object  # SDL_verion.h types
    index*: UInt8             # 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*: PUInt8             # 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*: PUInt8          # Current button states
    hwdata*: PJoystick_hwdata # Driver dependent information
    ref_count*: int           # Reference count for multiple opens

  PSDL_version* = ptr TSDL_version
  TSDL_version*{.final.} = object  # SDL_keyboard.h types
    major*: UInt8
    minor*: UInt8
    patch*: UInt8

  TSDLKey* = int32
  TSDLMod* = int32
  PSDL_KeySym* = ptr TSDL_KeySym
  TSDL_KeySym*{.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*: UInt8          # hardware specific scancode
    sym*: TSDLKey             # SDL virtual keysym
    modifier*: TSDLMod        # current key modifiers
    unicode*: UInt16          # translated character

  TSDL_EventAction* = enum    # Application visibility event structure
    SDL_ADDEVENT, SDL_PEEKEVENT, SDL_GETEVENT
  TSDL_ActiveEvent*{.final.} = object  # SDL_ACTIVEEVENT
                                       # Keyboard event structure
    gain*: UInt8              # Whether given states were gained or lost (1/0)
    state*: UInt8             # A mask of the focus states

  TSDL_KeyboardEvent*{.final.} = object  # SDL_KEYDOWN or SDL_KEYUP
                                         # Mouse motion event structure
    which*: UInt8             # The keyboard device index
    state*: UInt8             # SDL_PRESSED or SDL_RELEASED
    keysym*: TSDL_KeySym

  TSDL_MouseMotionEvent*{.final.} = object  # SDL_MOUSEMOTION
                                            # Mouse button event structure
    which*: UInt8             # The mouse device index
    state*: UInt8             # The current button state
    x*, y*: UInt16            # The X/Y coordinates of the mouse
    xrel*: SInt16             # The relative motion in the X direction
    yrel*: SInt16             # The relative motion in the Y direction

  TSDL_MouseButtonEvent*{.final.} = object  # SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP
                                            # Joystick axis motion event structure
    which*: UInt8             # The mouse device index
    button*: UInt8            # The mouse button index
    state*: UInt8             # 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

  TSDL_JoyAxisEvent*{.final.} = object  # SDL_JOYAXISMOTION
                                        # Joystick trackball motion event structure
    which*: UInt8             # The joystick device index
    axis*: UInt8              # The joystick axis index
    value*: SInt16            # The axis value (range: -32768 to 32767)

  TSDL_JoyBallEvent*{.final.} = object  # SDL_JOYAVBALLMOTION
                                        # Joystick hat position change event structure
    which*: UInt8             # The joystick device index
    ball*: UInt8              # The joystick trackball index
    xrel*: SInt16             # The relative motion in the X direction
    yrel*: SInt16             # The relative motion in the Y direction

  TSDL_JoyHatEvent*{.final.} = object  # SDL_JOYHATMOTION */
                                       # Joystick button event structure
    which*: UInt8             # The joystick device index */
    hat*: UInt8               # The joystick hat index */
    value*: UInt8             # The hat position value:
                              #                    8   1   2
                              #                    7   0   3
                              #                    6   5   4
                              #                    Note that zero means the POV is centered.

  TSDL_JoyButtonEvent*{.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.
    which*: UInt8             # The joystick device index
    button*: UInt8            # The joystick button index
    state*: UInt8             # SDL_PRESSED or SDL_RELEASED

  TSDL_ResizeEvent*{.final.} = object  # SDL_VIDEORESIZE
                                       # A user-defined event type
    w*: int                   # New width
    h*: int                   # New height

  PSDL_UserEvent* = ptr TSDL_UserEvent
  TSDL_UserEvent*{.final.} = object  # SDL_USEREVENT through SDL_NUMEVENTS-1
    code*: int                # 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
    TSDL_SysWm* = enum
      SDL_SYSWM_X11
# The windows custom event structure

when defined(WINDOWS):
  type
    PSDL_SysWMmsg* = ptr TSDL_SysWMmsg
    TSDL_SysWMmsg*{.final.} = object
      version*: TSDL_version
      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
    PSDL_SysWMmsg* = ptr TSDL_SysWMmsg
    TSDL_SysWMmsg*{.final.} = object
      version*: TSDL_version
      subsystem*: TSDL_SysWm
      when false:
        event*: TXEvent
else:
  type                      # The generic custom event structure
    PSDL_SysWMmsg* = ptr TSDL_SysWMmsg
    TSDL_SysWMmsg*{.final.} = object
      version*: TSDL_version
      data*: int

# The Windows custom window manager information structure

when defined(WINDOWS):
  type
    PSDL_SysWMinfo* = ptr TSDL_SysWMinfo
    TSDL_SysWMinfo*{.final.} = object
      version*: TSDL_version
      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
    PSDL_SysWMinfo* = ptr TSDL_SysWMinfo
    TSDL_SysWMinfo*{.final.} = object
      version*: TSDL_version
      subsystem*: TSDL_SysWm
      X11*: TX11
else:
  type  # The generic custom window manager information structure
    PSDL_SysWMinfo* = ptr TSDL_SysWMinfo
    TSDL_SysWMinfo*{.final.} = object
      version*: TSDL_version
      data*: int

type
  PSDL_SysWMEvent* = ptr TSDL_SysWMEvent
  TSDL_SysWMEvent*{.final.} = object
    msg*: PSDL_SysWMmsg

  PSDL_Event* = ptr TSDL_Event
  TSDL_Event*{.final.} = object  # This function sets up a filter to process all events before they
                                 #  change internal state and are posted to the internal event queue.
                                 #
                                 #  The filter is protypted as:
    case theType*: TSDL_EventKind      # SDL_NOEVENT, SDL_QUITEV: ();
    of SDL_ACTIVEEVENT:
      active*: TSDL_ActiveEvent
    of SDL_KEYDOWN, SDL_KEYUP:
      key*: TSDL_KeyboardEvent
    of SDL_MOUSEMOTION:
      motion*: TSDL_MouseMotionEvent
    of SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP:
      button*: TSDL_MouseButtonEvent
    of SDL_JOYAXISMOTION:
      jaxis*: TSDL_JoyAxisEvent
    of SDL_JOYBALLMOTION:
      jball*: TSDL_JoyBallEvent
    of SDL_JOYHATMOTION:
      jhat*: TSDL_JoyHatEvent
    of SDL_JOYBUTTONDOWN, SDL_JOYBUTTONUP:
      jbutton*: TSDL_JoyButtonEvent
    of SDL_VIDEORESIZE:
      resize*: TSDL_ResizeEvent
    of SDL_USEREVENT:
      user*: TSDL_UserEvent
    of SDL_SYSWMEVENT:
      syswm*: TSDL_SysWMEvent
    else:
      nil

  TSDL_EventFilter* = proc (event: PSDL_Event): int{.cdecl.} # SDL_video.h types
                                                             # Useful data types
  PPSDL_Rect* = ptr PSDL_Rect
  PSDL_Rect* = ptr TSDL_Rect
  TSDL_Rect*{.final.} = object
    x*, y*: SInt16
    w*, h*: UInt16

  SDL_Rect* = TSDL_Rect
  PSDL_Color* = ptr TSDL_Color
  TSDL_Color*{.final.} = object
    r*: UInt8
    g*: UInt8
    b*: UInt8
    unused*: UInt8

  PSDL_ColorArray* = ptr TSDL_ColorArray
  TSDL_ColorArray* = array[0..65000, TSDL_Color]
  PSDL_Palette* = ptr TSDL_Palette
  TSDL_Palette*{.final.} = object  # Everything in the pixel format structure is read-only
    ncolors*: int
    colors*: PSDL_ColorArray

  PSDL_PixelFormat* = ptr TSDL_PixelFormat
  TSDL_PixelFormat*{.final.} = object  # The structure passed to the low level blit functions
    palette*: PSDL_Palette
    BitsPerPixel*: UInt8
    BytesPerPixel*: UInt8
    Rloss*: UInt8
    Gloss*: UInt8
    Bloss*: UInt8
    Aloss*: UInt8
    Rshift*: UInt8
    Gshift*: UInt8
    Bshift*: UInt8
    Ashift*: UInt8
    RMask*: UInt32
    GMask*: UInt32
    BMask*: UInt32
    AMask*: UInt32
    colorkey*: UInt32         # RGB color key information
    alpha*: UInt8             # Alpha value information (per-surface alpha)

  PSDL_BlitInfo* = ptr TSDL_BlitInfo
  TSDL_BlitInfo*{.final.} = object  # typedef for private surface blitting functions
    s_pixels*: PUInt8
    s_width*: int
    s_height*: int
    s_skip*: int
    d_pixels*: PUInt8
    d_width*: int
    d_height*: int
    d_skip*: int
    aux_data*: Pointer
    src*: PSDL_PixelFormat
    table*: PUInt8
    dst*: PSDL_PixelFormat

  PSDL_Surface* = ptr TSDL_Surface
  TSDL_Blit* = proc (src: PSDL_Surface, srcrect: PSDL_Rect, dst: PSDL_Surface,
                     dstrect: PSDL_Rect): int{.cdecl.}
  TSDL_Surface*{.final.} = object  # Useful for determining the video hardware capabilities
    flags*: UInt32            # Read-only
    format*: PSDL_PixelFormat # Read-only
    w*, h*: int               # Read-only
    pitch*: UInt16            # Read-only
    pixels*: Pointer          # Read-write
    offset*: int              # Private
    hwdata*: Pointer          #TPrivate_hwdata;  Hardware-specific surface info
                              # clipping information:
    clip_rect*: TSDL_Rect     # Read-only
    unused1*: UInt32          # for binary compatibility
                              # Allow recursive locks
    locked*: UInt32           # 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*: int      # Private
    refcount*: int

  PSDL_VideoInfo* = ptr TSDL_VideoInfo
  TSDL_VideoInfo*{.final.} = object  # The YUV hardware video overlay
    hw_available*: UInt8 # Hardware and WindowManager flags in first 2 bits ( see below )
                         #hw_available: 1; // Can you create hardware surfaces
                         #    wm_available: 1; // Can you talk to a window manager?
                         #    UnusedBits1: 6;
    blit_hw*: UInt8 # Blit Hardware flags. See below for which bits do what
                    #UnusedBits2: 1;
                    #    blit_hw: 1; // Flag:UInt32  Accelerated blits HW --> HW
                    #    blit_hw_CC: 1; // Flag:UInt32  Accelerated blits with Colorkey
                    #    blit_hw_A: 1; // Flag:UInt32  Accelerated blits with Alpha
                    #    blit_sw: 1; // Flag:UInt32  Accelerated blits SW --> HW
                    #    blit_sw_CC: 1; // Flag:UInt32  Accelerated blits with Colorkey
                    #    blit_sw_A: 1; // Flag:UInt32  Accelerated blits with Alpha
                    #    blit_fill: 1; // Flag:UInt32  Accelerated color fill
    UnusedBits3*: UInt8       # Unused at this point
    video_mem*: UInt32        # The total amount of video memory (in K)
    vfmt*: PSDL_PixelFormat   # Value: The format of the video surface
    current_w*: SInt32        # Value: The current video mode width
    current_h*: SInt32        # Value: The current video mode height

  PSDL_Overlay* = ptr TSDL_Overlay
  TSDL_Overlay*{.final.} = object  # Public enumeration for setting the OpenGL window attributes.
    format*: UInt32           # 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*: PPUInt8          # An array of pointers to the data of each plane. The overlay should be locked before these pointers are used.
    hw_overlay*: UInt32       # This will be set to 1 if the overlay is hardware accelerated.

  TSDL_GLAttr* = enum
    SDL_GL_RED_SIZE, SDL_GL_GREEN_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_ALPHA_SIZE,
    SDL_GL_BUFFER_SIZE, SDL_GL_DOUBLEBUFFER, SDL_GL_DEPTH_SIZE,
    SDL_GL_STENCIL_SIZE, SDL_GL_ACCUM_RED_SIZE, SDL_GL_ACCUM_GREEN_SIZE,
    SDL_GL_ACCUM_BLUE_SIZE, SDL_GL_ACCUM_ALPHA_SIZE, SDL_GL_STEREO,
    SDL_GL_MULTISAMPLEBUFFERS, SDL_GL_MULTISAMPLESAMPLES,
    SDL_GL_ACCELERATED_VISUAL, SDL_GL_SWAP_CONTROL
  PSDL_Cursor* = ptr TSDL_Cursor
  TSDL_Cursor*{.final.} = object  # SDL_mutex.h types
    area*: TSDL_Rect          # The area of the mouse cursor
    hot_x*, hot_y*: SInt16    # The "tip" of the cursor
    data*: PUInt8             # B/W cursor data
    mask*: PUInt8             # B/W cursor mask
    save*: array[1..2, PUInt8] # Place to save cursor area
    wm_cursor*: Pointer       # Window-manager cursor


type
  PSDL_Mutex* = ptr TSDL_Mutex
  TSDL_Mutex*{.final.} = object
  PSDL_semaphore* = ptr TSDL_semaphore
  TSDL_semaphore*{.final.} = object
  PSDL_Sem* = ptr TSDL_Sem
  TSDL_Sem* = TSDL_Semaphore
  PSDL_Cond* = ptr TSDL_Cond
  TSDL_Cond*{.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
  PSDL_Thread* = ptr TSDL_Thread
  TSDL_Thread*{.final.} = object  # Helper Types
                                  # Keyboard  State Array ( See demos for how to use )
    threadid*: UInt32
    handle*: TSYS_ThreadHandle
    status*: int
    errbuf*: TSDL_Error
    data*: Pointer

  PKeyStateArr* = ptr TKeyStateArr
  TKeyStateArr* = array[0..65000, UInt8] # 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
  TProcedure* = proc () #------------------------------------------------------------------------------
                        # 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 SDL_Init*(flags: UInt32): int{.cdecl, importc, dynlib: SDLLibName.}
  # This function initializes specific SDL subsystems
proc SDL_InitSubSystem*(flags: UInt32): int{.cdecl, importc, dynlib: SDLLibName.}
  # This function cleans up specific SDL subsystems
proc SDL_QuitSubSystem*(flags: UInt32){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_WasInit*(flags: UInt32): UInt32{.cdecl, importc, dynlib: SDLLibName.}
  # This function cleans up all initialized subsystems and unloads the
  #  dynamically linked library.  You should call it upon all exit conditions.
proc SDL_Quit*(){.cdecl, importc, dynlib: SDLLibName.}
when defined(WINDOWS):
  # This should be called from your WinMain() function, if any
  proc SDL_RegisterApp*(name: cstring, style: UInt32, h_Inst: Pointer): int{.
      cdecl, importc, dynlib: SDLLibName.}
#------------------------------------------------------------------------------
# types
#------------------------------------------------------------------------------
# The number of elements in a table

proc SDL_TableSize*(table: cstring): int
  #------------------------------------------------------------------------------
  # error-handling
  #------------------------------------------------------------------------------
  # Public functions
proc SDL_GetError*(): cstring{.cdecl, importc, dynlib: SDLLibName.}
proc SDL_SetError*(fmt: cstring){.cdecl, importc, dynlib: SDLLibName.}
proc SDL_ClearError*(){.cdecl, importc, dynlib: SDLLibName.}
when not(defined(WINDOWS)):
  proc SDL_Error*(Code: TSDL_errorcode){.cdecl, importc, dynlib: SDLLibName.}
# Private error message function - used internally

proc SDL_OutOfMemory*()
  #------------------------------------------------------------------------------
  # io handling
  #------------------------------------------------------------------------------
  # Functions to create SDL_RWops structures from various data sources
proc SDL_RWFromFile*(filename, mode: cstring): PSDL_RWops{.cdecl,
    importc, dynlib: SDLLibName.}
proc SDL_FreeRW*(area: PSDL_RWops){.cdecl, importc, dynlib: SDLLibName.}
  #fp is FILE *fp ???
proc SDL_RWFromFP*(fp: Pointer, autoclose: int): PSDL_RWops{.cdecl,
    importc, dynlib: SDLLibName.}
proc SDL_RWFromMem*(mem: Pointer, size: int): PSDL_RWops{.cdecl,
    importc, dynlib: SDLLibName.}
proc SDL_RWFromConstMem*(mem: Pointer, size: int): PSDL_RWops{.cdecl,
    importc, dynlib: SDLLibName.}
proc SDL_AllocRW*(): PSDL_RWops{.cdecl, importc, dynlib: SDLLibName.}
proc SDL_RWSeek*(context: PSDL_RWops, offset: int, whence: int): int
proc SDL_RWTell*(context: PSDL_RWops): int
proc SDL_RWRead*(context: PSDL_RWops, theptr: Pointer, size: int, n: int): int
proc SDL_RWWrite*(context: PSDL_RWops, theptr: Pointer, size: int, n: int): int
proc SDL_RWClose*(context: PSDL_RWops): 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 SDL_GetTicks*(): UInt32{.cdecl, importc, dynlib: SDLLibName.}
  # Wait a specified number of milliseconds before returning
proc SDL_Delay*(msec: UInt32){.cdecl, importc, dynlib: SDLLibName.}
  # Add a new timer to the pool of timers already running.
  # Returns a timer ID, or NULL when an error occurs.
proc SDL_AddTimer*(interval: UInt32, callback: TSDL_NewTimerCallback,
                   param: Pointer): PSDL_TimerID{.cdecl, importc, dynlib: SDLLibName.}
  # Remove one of the multiple timers knowing its ID.
  # Returns a boolean value indicating success.
proc SDL_RemoveTimer*(t: PSDL_TimerID): TSDL_Bool{.cdecl, importc, dynlib: SDLLibName.}
proc SDL_SetTimer*(interval: UInt32, callback: TSDL_TimerCallback): int{.cdecl,
    importc, dynlib: SDLLibName.}
  #------------------------------------------------------------------------------
  # 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 SDL_AudioInit*(driver_name: cstring): int{.cdecl, importc, dynlib: SDLLibName.}
proc SDL_AudioQuit*(){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_AudioDriverName*(namebuf: cstring, maxlen: int): cstring{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_OpenAudio*(desired, obtained: PSDL_AudioSpec): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # Get the current audio state:
proc SDL_GetAudioStatus*(): TSDL_Audiostatus{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_PauseAudio*(pause_on: int){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_LoadWAV_RW*(src: PSDL_RWops, freesrc: int, spec: PSDL_AudioSpec,
                     audio_buf: PUInt8, audiolen: PUInt32): PSDL_AudioSpec{.
    cdecl, importc, dynlib: SDLLibName.}
  # Compatibility convenience function -- loads a WAV from a file
proc SDL_LoadWAV*(filename: cstring, spec: PSDL_AudioSpec, audio_buf: PUInt8,
                  audiolen: PUInt32): PSDL_AudioSpec
  # This function frees data previously allocated with SDL_LoadWAV_RW()
proc SDL_FreeWAV*(audio_buf: PUInt8){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_BuildAudioCVT*(cvt: PSDL_AudioCVT, src_format: UInt16,
                        src_channels: UInt8, src_rate: int, dst_format: UInt16,
                        dst_channels: UInt8, dst_rate: int): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_ConvertAudio*(cvt: PSDL_AudioCVT): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_MixAudio*(dst, src: PUInt8, length: UInt32, volume: int){.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_LockAudio*(){.cdecl, importc, dynlib: SDLLibName.}
proc SDL_UnlockAudio*(){.cdecl, importc, dynlib: SDLLibName.}
  # This function shuts down audio processing and closes the audio device.
proc SDL_CloseAudio*(){.cdecl, importc, dynlib: SDLLibName.}
  #------------------------------------------------------------------------------
  # 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 SDL_CDNumDrives*(): int{.cdecl, importc, dynlib: SDLLibName.}
  # Returns a human-readable, system-dependent identifier for the CD-ROM.
  #   Example:
  #   "/dev/cdrom"
  #   "E:"
  #   "/dev/disk/ide/1/master"
proc SDL_CDName*(drive: int): cstring{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_CDOpen*(drive: int): PSDL_CD{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_CDStatus*(cdrom: PSDL_CD): TSDL_CDStatus{.cdecl, importc, dynlib: SDLLibName.}
  #  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 SDL_CDPlayTracks*(cdrom: PSDL_CD, start_track: int, start_frame: int,
                       ntracks: int, nframes: int): int{.cdecl,
    importc, dynlib: SDLLibName.}
  #  Play the given CD starting at 'start' frame for 'length' frames.
  #   It returns 0, or -1 if there was an error.
proc SDL_CDPlay*(cdrom: PSDL_CD, start: int, len: int): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # Pause play -- returns 0, or -1 on error
proc SDL_CDPause*(cdrom: PSDL_CD): int{.cdecl, importc, dynlib: SDLLibName.}
  # Resume play -- returns 0, or -1 on error
proc SDL_CDResume*(cdrom: PSDL_CD): int{.cdecl, importc, dynlib: SDLLibName.}
  # Stop play -- returns 0, or -1 on error
proc SDL_CDStop*(cdrom: PSDL_CD): int{.cdecl, importc, dynlib: SDLLibName.}
  # Eject CD-ROM -- returns 0, or -1 on error
proc SDL_CDEject*(cdrom: PSDL_CD): int{.cdecl, importc, dynlib: SDLLibName.}
  # Closes the handle for the CD-ROM drive
proc SDL_CDClose*(cdrom: PSDL_CD){.cdecl, importc, dynlib: SDLLibName.}
  # Given a status, returns true if there's a disk in the drive
proc SDL_CDInDrive*(status: TSDL_CDStatus): 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 SDL_NumJoysticks*(): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_JoystickName*(index: int): cstring{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_JoystickOpen*(index: int): PSDL_Joystick{.cdecl, importc, dynlib: SDLLibName.}
  # Returns 1 if the joystick has been opened, or 0 if it has not.
proc SDL_JoystickOpened*(index: int): int{.cdecl, importc, dynlib: SDLLibName.}
  # Get the device index of an opened joystick.
proc SDL_JoystickIndex*(joystick: PSDL_Joystick): int{.cdecl, importc, dynlib: SDLLibName.}
  # Get the number of general axis controls on a joystick
proc SDL_JoystickNumAxes*(joystick: PSDL_Joystick): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_JoystickNumBalls*(joystick: PSDL_Joystick): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # Get the number of POV hats on a joystick
proc SDL_JoystickNumHats*(joystick: PSDL_Joystick): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # Get the number of buttons on a joystick
proc SDL_JoystickNumButtons*(joystick: PSDL_Joystick): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # Update the current state of the open joysticks.
  #  This is called automatically by the event loop if any joystick
  #  events are enabled.
proc SDL_JoystickUpdate*(){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_JoystickEventState*(state: int): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_JoystickGetAxis*(joystick: PSDL_Joystick, axis: int): SInt16{.cdecl,
    importc, dynlib: SDLLibName.}
  # The hat indices start at index 0.
proc SDL_JoystickGetHat*(joystick: PSDL_Joystick, hat: int): UInt8{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_JoystickGetBall*(joystick: PSDL_Joystick, ball: int, dx: var int,
                          dy: var int): int{.cdecl, importc, dynlib: SDLLibName.}
  # Get the current state of a button on a joystick
  #  The button indices start at index 0.
proc SDL_JoystickGetButton*(joystick: PSDL_Joystick, Button: int): UInt8{.cdecl,
    importc, dynlib: SDLLibName.}
  # Close a joystick previously opened with SDL_JoystickOpen()
proc SDL_JoystickClose*(joystick: PSDL_Joystick){.cdecl, importc, dynlib: SDLLibName.}
  #------------------------------------------------------------------------------
  # 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 SDL_PumpEvents*(){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_PeepEvents*(events: PSDL_Event, numevents: int,
                     action: TSDL_eventaction, mask: UInt32): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_PollEvent*(event: PSDL_Event): int{.cdecl, importc, dynlib: SDLLibName.}
  #  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 SDL_WaitEvent*(event: PSDL_Event): int{.cdecl, importc, dynlib: SDLLibName.}
proc SDL_PushEvent*(event: PSDL_Event): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_SetEventFilter*(filter: TSDL_EventFilter){.cdecl, importc, dynlib: SDLLibName.}
  # Return the current event filter - can be used to "chain" filters.
  #  If there is no event filter set, this function returns NULL.
proc SDL_GetEventFilter*(): TSDL_EventFilter{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_EventState*(theType: UInt8, state: int): UInt8{.cdecl,
    importc, dynlib: SDLLibName.}
  #------------------------------------------------------------------------------
  # Version Routines
  #------------------------------------------------------------------------------
  # This macro can be used to fill a version structure with the compile-time
  #  version of the SDL library.
proc SDL_VERSION*(X: var TSDL_Version)
  # 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 SDL_VERSIONNUM*(X, Y, Z: int): int
  # This is the version number macro for the current SDL version
proc SDL_COMPILEDVERSION*(): int
  # This macro will evaluate to true if compiled with SDL at least X.Y.Z
proc SDL_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 SDL_Linked_Version*(): PSDL_version{.cdecl, importc, dynlib: SDLLibName.}
  #------------------------------------------------------------------------------
  # 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 SDL_VideoInit*(driver_name: cstring, flags: UInt32): int{.cdecl,
    importc, dynlib: SDLLibName.}
proc SDL_VideoQuit*(){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_VideoDriverName*(namebuf: cstring, maxlen: int): cstring{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_GetVideoSurface*(): PSDL_Surface{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_GetVideoInfo*(): PSDL_VideoInfo{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_VideoModeOK*(width, height, bpp: int, flags: UInt32): int{.cdecl,
    importc, importc, dynlib: SDLLibName.}
  # 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 SDL_ListModes*(format: PSDL_PixelFormat, flags: UInt32): PPSDL_Rect{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_SetVideoMode*(width, height, bpp: int, flags: UInt32): PSDL_Surface{.
    cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_UpdateRects*(screen: PSDL_Surface, numrects: int, rects: PSDL_Rect){.
    cdecl, importc, dynlib: SDLLibName.}
proc SDL_UpdateRect*(screen: PSDL_Surface, x, y: SInt32, w, h: UInt32){.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_Flip*(screen: PSDL_Surface): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_SetGamma*(redgamma: float32, greengamma: float32, bluegamma: float32): int{.
    cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_SetGammaRamp*(redtable: PUInt16, greentable: PUInt16,
                       bluetable: PUInt16): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_GetGammaRamp*(redtable: PUInt16, greentable: PUInt16,
                       bluetable: PUInt16): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_SetColors*(surface: PSDL_Surface, colors: PSDL_Color, firstcolor: int,
                    ncolors: int): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_SetPalette*(surface: PSDL_Surface, flags: int, colors: PSDL_Color,
                     firstcolor: int, ncolors: int): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # Maps an RGB triple to an opaque pixel value for a given pixel format
proc SDL_MapRGB*(format: PSDL_PixelFormat, r: UInt8, g: UInt8, b: UInt8): UInt32{.
    cdecl, importc, dynlib: SDLLibName.}
  # Maps an RGBA quadruple to a pixel value for a given pixel format
proc SDL_MapRGBA*(format: PSDL_PixelFormat, r: UInt8, g: UInt8, b: UInt8,
                  a: UInt8): UInt32{.cdecl, importc, dynlib: SDLLibName.}
  # Maps a pixel value into the RGB components for a given pixel format
proc SDL_GetRGB*(pixel: UInt32, fmt: PSDL_PixelFormat, r: PUInt8, g: PUInt8,
                 b: PUInt8){.cdecl, importc, dynlib: SDLLibName.}
  # Maps a pixel value into the RGBA components for a given pixel format
proc SDL_GetRGBA*(pixel: UInt32, fmt: PSDL_PixelFormat, r: PUInt8, g: PUInt8,
                  b: PUInt8, a: PUInt8){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_AllocSurface*(flags: UInt32, width, height, depth: int,
                       RMask, GMask, BMask, AMask: UInt32): PSDL_Surface
proc SDL_CreateRGBSurface*(flags: UInt32, width, height, depth: int,
                           RMask, GMask, BMask, AMask: UInt32): PSDL_Surface{.
    cdecl, importc, dynlib: SDLLibName.}
proc SDL_CreateRGBSurfaceFrom*(pixels: Pointer,
                               width, height, depth, pitch: int,
                               RMask, GMask, BMask, AMask: UInt32): PSDL_Surface{.
    cdecl, importc, dynlib: SDLLibName.}
proc SDL_FreeSurface*(surface: PSDL_Surface){.cdecl, importc, dynlib: SDLLibName.}
proc SDL_MustLock*(Surface: PSDL_Surface): 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 SDL_LockSurface*(surface: PSDL_Surface): int{.cdecl, importc, dynlib: SDLLibName.}
proc SDL_UnlockSurface*(surface: PSDL_Surface){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_LoadBMP_RW*(src: PSDL_RWops, freesrc: int): PSDL_Surface{.cdecl,
    importc, dynlib: SDLLibName.}
  # Convenience macro -- load a surface from a file
proc SDL_LoadBMP*(filename: cstring): PSDL_Surface
  # 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 SDL_SaveBMP_RW*(surface: PSDL_Surface, dst: PSDL_RWops, freedst: int): int{.
    cdecl, importc, dynlib: SDLLibName.}
  # Convenience macro -- save a surface to a file
proc SDL_SaveBMP*(surface: PSDL_Surface, 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 SDL_SetColorKey*(surface: PSDL_Surface, flag, key: UInt32): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_SetAlpha*(surface: PSDL_Surface, flag: UInt32, alpha: UInt8): int{.
    cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_SetClipRect*(surface: PSDL_Surface, rect: PSDL_Rect){.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_GetClipRect*(surface: PSDL_Surface, rect: PSDL_Rect){.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_ConvertSurface*(src: PSDL_Surface, fmt: PSDL_PixelFormat, flags: UInt32): PSDL_Surface{.
    cdecl, importc, dynlib: SDLLibName.}
  #
  #  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 SDL_BlitSurface*(src: PSDL_Surface, srcrect: PSDL_Rect, dst: PSDL_Surface,
                      dstrect: PSDL_Rect): int
  #  This is the public blit function, SDL_BlitSurface(), and it performs
  #   rectangle validation and clipping before passing it to SDL_LowerBlit()
proc SDL_UpperBlit*(src: PSDL_Surface, srcrect: PSDL_Rect, dst: PSDL_Surface,
                    dstrect: PSDL_Rect): int{.cdecl, importc, dynlib: SDLLibName.}
  # This is a semi-private blit function and it performs low-level surface
  #  blitting only.
proc SDL_LowerBlit*(src: PSDL_Surface, srcrect: PSDL_Rect, dst: PSDL_Surface,
                    dstrect: PSDL_Rect): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_FillRect*(dst: PSDL_Surface, dstrect: PSDL_Rect, color: UInt32): int{.
    cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_DisplayFormat*(surface: PSDL_Surface): PSDL_Surface{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_DisplayFormatAlpha*(surface: PSDL_Surface): PSDL_Surface{.cdecl,
    importc, dynlib: SDLLibName.}
  #* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
  #* 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 SDL_CreateYUVOverlay*(width: int, height: int, format: UInt32,
                           display: PSDL_Surface): PSDL_Overlay{.cdecl,
    importc, dynlib: SDLLibName.}
  # Lock an overlay for direct access, and unlock it when you are done
proc SDL_LockYUVOverlay*(Overlay: PSDL_Overlay): int{.cdecl, importc, dynlib: SDLLibName.}
proc SDL_UnlockYUVOverlay*(Overlay: PSDL_Overlay){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_DisplayYUVOverlay*(Overlay: PSDL_Overlay, dstrect: PSDL_Rect): int{.
    cdecl, importc, dynlib: SDLLibName.}
  # Free a video overlay
proc SDL_FreeYUVOverlay*(Overlay: PSDL_Overlay){.cdecl, importc, dynlib: SDLLibName.}
  #------------------------------------------------------------------------------
  # 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 SDL_GL_LoadLibrary*(filename: cstring): int{.cdecl, importc, dynlib: SDLLibName.}
  # Get the address of a GL function (for extension functions)
proc SDL_GL_GetProcAddress*(procname: cstring): Pointer{.cdecl,
    importc, dynlib: SDLLibName.}
  # Set an attribute of the OpenGL subsystem before intialization.
proc SDL_GL_SetAttribute*(attr: TSDL_GLAttr, value: int): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_GL_GetAttribute*(attr: TSDL_GLAttr, value: var int): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # Swap the OpenGL buffers, if double-buffering is supported.
proc SDL_GL_SwapBuffers*(){.cdecl, importc, dynlib: SDLLibName.}
  # Internal functions that should not be called unless you have read
  #  and understood the source code for these functions.
proc SDL_GL_UpdateRects*(numrects: int, rects: PSDL_Rect){.cdecl,
    importc, dynlib: SDLLibName.}
proc SDL_GL_Lock*(){.cdecl, importc, dynlib: SDLLibName.}
proc SDL_GL_Unlock*(){.cdecl, importc, dynlib: SDLLibName.}
  #* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
  #* These functions allow interaction with the window manager, if any.        *
  #* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
  # Sets/Gets the title and icon text of the display window
proc SDL_WM_GetCaption*(title: var cstring, icon: var cstring){.cdecl,
    importc, dynlib: SDLLibName.}
proc SDL_WM_SetCaption*(title: cstring, icon: cstring){.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_WM_SetIcon*(icon: PSDL_Surface, mask: UInt8){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_WM_IconifyWindow*(): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_WM_ToggleFullScreen*(surface: PSDL_Surface): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_WM_GrabInput*(mode: TSDL_GrabMode): TSDL_GrabMode{.cdecl,
    importc, dynlib: SDLLibName.}
  #------------------------------------------------------------------------------
  # 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 SDL_GetMouseState*(x: var int, y: var int): UInt8{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_GetRelativeMouseState*(x: var int, y: var int): UInt8{.cdecl,
    importc, dynlib: SDLLibName.}
  # Set the position of the mouse cursor (generates a mouse motion event)
proc SDL_WarpMouse*(x, y: UInt16){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_CreateCursor*(data, mask: PUInt8, w, h, hot_x, hot_y: int): PSDL_Cursor{.
    cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_SetCursor*(cursor: PSDL_Cursor){.cdecl, importc, dynlib: SDLLibName.}
  # Returns the currently active cursor.
proc SDL_GetCursor*(): PSDL_Cursor{.cdecl, importc, dynlib: SDLLibName.}
  # Deallocates a cursor created with SDL_CreateCursor().
proc SDL_FreeCursor*(cursor: PSDL_Cursor){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_ShowCursor*(toggle: int): int{.cdecl, importc, dynlib: SDLLibName.}
proc SDL_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 SDL_EnableUNICODE*(enable: int): int{.cdecl, importc, dynlib: SDLLibName.}
  # If 'delay' is set to 0, keyboard repeat is disabled.
proc SDL_EnableKeyRepeat*(delay: int, interval: int): int{.cdecl,
    importc, dynlib: SDLLibName.}
proc SDL_GetKeyRepeat*(delay: PInteger, interval: PInteger){.cdecl,
    importc, dynlib: SDLLibName.}
  # Get a snapshot of the current state of the keyboard.
  #  Returns an array of keystates, indexed by the SDLK_* syms.
  #  Used:
  #
  #  UInt8 *keystate = SDL_GetKeyState(NULL);
  #  if ( keystate[SDLK_RETURN] ) ... <RETURN> is pressed
proc SDL_GetKeyState*(numkeys: PInt): PUInt8{.cdecl, importc, dynlib: SDLLibName.}
  # Get the current key modifier state
proc SDL_GetModState*(): TSDLMod{.cdecl, importc, dynlib: SDLLibName.}
  # Set the current key modifier state
  #  This does not change the keyboard state, only the key modifier flags.
proc SDL_SetModState*(modstate: TSDLMod){.cdecl, importc, dynlib: SDLLibName.}
  # Get the name of an SDL virtual keysym
proc SDL_GetKeyName*(key: TSDLKey): cstring{.cdecl, importc, dynlib: SDLLibName.}
  #------------------------------------------------------------------------------
  # 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 SDL_GetAppState*(): UInt8{.cdecl, importc, dynlib: SDLLibName.}
  # Mutex functions
  # Create a mutex, initialized unlocked
proc SDL_CreateMutex*(): PSDL_Mutex{.cdecl, importc, dynlib: SDLLibName.}
  # Lock the mutex  (Returns 0, or -1 on error)
proc SDL_mutexP*(mutex: PSDL_mutex): int{.cdecl, importc, dynlib: SDLLibName.}
proc SDL_LockMutex*(mutex: PSDL_mutex): int
  # Unlock the mutex  (Returns 0, or -1 on error)
proc SDL_mutexV*(mutex: PSDL_mutex): int{.cdecl, importc, dynlib: SDLLibName.}
proc SDL_UnlockMutex*(mutex: PSDL_mutex): int
  # Destroy a mutex
proc SDL_DestroyMutex*(mutex: PSDL_mutex){.cdecl, importc, dynlib: SDLLibName.}
  # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
  # Semaphore functions
  # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
  # Create a semaphore, initialized with value, returns NULL on failure.
proc SDL_CreateSemaphore*(initial_value: UInt32): PSDL_Sem{.cdecl,
    importc, dynlib: SDLLibName.}
  # Destroy a semaphore
proc SDL_DestroySemaphore*(sem: PSDL_sem){.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_SemWait*(sem: PSDL_sem): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_SemTryWait*(sem: PSDL_sem): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_SemWaitTimeout*(sem: PSDL_sem, ms: UInt32): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # Atomically increases the semaphore's count (not blocking), returns 0,
  #   or -1 on error.
proc SDL_SemPost*(sem: PSDL_sem): int{.cdecl, importc, dynlib: SDLLibName.}
  # Returns the current count of the semaphore
proc SDL_SemValue*(sem: PSDL_sem): UInt32{.cdecl, importc, dynlib: SDLLibName.}
  # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
  # Condition variable functions
  # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
  # Create a condition variable
proc SDL_CreateCond*(): PSDL_Cond{.cdecl, importc, dynlib: SDLLibName.}
  # Destroy a condition variable
proc SDL_DestroyCond*(cond: PSDL_Cond){.cdecl, importc, dynlib: SDLLibName.}
  # Restart one of the threads that are waiting on the condition variable,
  #   returns 0 or -1 on error.
proc SDL_CondSignal*(cond: PSDL_cond): int{.cdecl, importc, dynlib: SDLLibName.}
  # Restart all threads that are waiting on the condition variable,
  #  returns 0 or -1 on error.
proc SDL_CondBroadcast*(cond: PSDL_cond): int{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_CondWait*(cond: PSDL_cond, mut: PSDL_mutex): int{.cdecl,
    importc, dynlib: SDLLibName.}
  # 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 SDL_CondWaitTimeout*(cond: PSDL_cond, mut: PSDL_mutex, ms: UInt32): int{.
    cdecl, importc, dynlib: SDLLibName.}
  # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
  # Condition variable functions
  # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
  # Create a thread
proc SDL_CreateThread*(fn: PInt, data: Pointer): PSDL_Thread{.cdecl,
    importc, dynlib: SDLLibName.}
  # Get the 32-bit thread identifier for the current thread
proc SDL_ThreadID*(): UInt32{.cdecl, importc, dynlib: SDLLibName.}
  # Get the 32-bit thread identifier for the specified thread,
  #  equivalent to SDL_ThreadID() if the specified thread is NULL.
proc SDL_GetThreadID*(thread: PSDL_Thread): UInt32{.cdecl, importc, dynlib: SDLLibName.}
  # 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 SDL_WaitThread*(thread: PSDL_Thread, status: var int){.cdecl,
    importc, dynlib: SDLLibName.}
  # Forcefully kill a thread without worrying about its state
proc SDL_KillThread*(thread: PSDL_Thread){.cdecl, importc, dynlib: SDLLibName.}
  #------------------------------------------------------------------------------
  # 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 SDL_GetWMInfo*(info: PSDL_SysWMinfo): int{.cdecl, importc, dynlib: SDLLibName.}
  #------------------------------------------------------------------------------
  #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 SDL_LoadObject*(sofile: cstring): Pointer{.cdecl, importc, dynlib: SDLLibName.}
  #* 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 SDL_LoadFunction*(handle: Pointer, name: cstring): Pointer{.cdecl,
    importc, dynlib: SDLLibName.}
  #* Unload a shared object from memory *
proc SDL_UnloadObject*(handle: Pointer){.cdecl, importc, dynlib: SDLLibName.}
  #------------------------------------------------------------------------------
proc SDL_Swap32*(D: Uint32): Uint32
  # 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 SDL_TABLESIZE(table: cstring): int =
  Result = SizeOf(table) div SizeOf(table[0])

proc SDL_OutOfMemory() =
  when not(defined(WINDOWS)): SDL_Error(SDL_ENOMEM)

proc SDL_RWSeek(context: PSDL_RWops, offset: int, whence: int): int =
  Result = context.seek(context, offset, whence)

proc SDL_RWTell(context: PSDL_RWops): int =
  Result = context.seek(context, 0, 1)

proc SDL_RWRead(context: PSDL_RWops, theptr: Pointer, size: int, n: int): int =
  Result = context.read(context, theptr, size, n)

proc SDL_RWWrite(context: PSDL_RWops, theptr: Pointer, size: int, n: int): int =
  Result = context.write(context, theptr, size, n)

proc SDL_RWClose(context: PSDL_RWops): int =
  Result = context.closeFile(context)

proc SDL_LoadWAV(filename: cstring, spec: PSDL_AudioSpec, audio_buf: PUInt8,
                 audiolen: PUInt32): PSDL_AudioSpec =
  Result = SDL_LoadWAV_RW(SDL_RWFromFile(filename, "rb"), 1, spec, audio_buf,
                          audiolen)

proc SDL_CDInDrive(status: TSDL_CDStatus): 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 SDL_VERSION(X: var TSDL_Version) =
  X.major = SDL_MAJOR_VERSION
  X.minor = SDL_MINOR_VERSION
  X.patch = SDL_PATCHLEVEL

proc SDL_VERSIONNUM(X, Y, Z: int): int =
  Result = X * 1000 + Y * 100 + Z

proc SDL_COMPILEDVERSION(): int =
  Result = SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL)

proc SDL_VERSION_ATLEAST(X, Y, Z: int): bool =
  Result = (SDL_COMPILEDVERSION() >= SDL_VERSIONNUM(X, Y, Z))

proc SDL_LoadBMP(filename: cstring): PSDL_Surface =
  Result = SDL_LoadBMP_RW(SDL_RWFromFile(filename, "rb"), 1)

proc SDL_SaveBMP(surface: PSDL_Surface, filename: cstring): int =
  Result = SDL_SaveBMP_RW(surface, SDL_RWFromFile(filename, "wb"), 1)

proc SDL_BlitSurface(src: PSDL_Surface, srcrect: PSDL_Rect, dst: PSDL_Surface,
                     dstrect: PSDL_Rect): int =
  Result = SDL_UpperBlit(src, srcrect, dst, dstrect)

proc SDL_AllocSurface(flags: UInt32, width, height, depth: int,
                      RMask, GMask, BMask, AMask: UInt32): PSDL_Surface =
  Result = SDL_CreateRGBSurface(flags, width, height, depth, RMask, GMask,
                                BMask, AMask)

proc SDL_MustLock(Surface: PSDL_Surface): bool =
  Result = ((surface^ .offset != 0) or
      ((surface^ .flags and (SDL_HWSURFACE or SDL_ASYNCBLIT or SDL_RLEACCEL)) !=
      0))

proc SDL_LockMutex(mutex: PSDL_mutex): int =
  Result = SDL_mutexP(mutex)

proc SDL_UnlockMutex(mutex: PSDL_mutex): int =
  Result = SDL_mutexV(mutex)

proc SDL_BUTTON(Button: int): int =
  Result = SDL_PRESSED shl (Button - 1)

proc SDL_Swap32(D: Uint32): Uint32 =
  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)))