diff options
Diffstat (limited to 'lib/wrappers/sdl/sdl.nim')
-rw-r--r-- | lib/wrappers/sdl/sdl.nim | 2522 |
1 files changed, 2522 insertions, 0 deletions
diff --git a/lib/wrappers/sdl/sdl.nim b/lib/wrappers/sdl/sdl.nim new file mode 100644 index 000000000..7d2b6ba26 --- /dev/null +++ b/lib/wrappers/sdl/sdl.nim @@ -0,0 +1,2522 @@ + +#****************************************************************************** +# +# 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))) |