SDL2-CS/src/SDL2.cs

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#region License
/* SDL2# - C# Wrapper for SDL2
*
* Copyright (c) 2013 Ethan Lee.
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software in a
* product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
* Ethan "flibitijibibo" Lee <flibitijibibo@flibitijibibo.com>
*
*/
#endregion
#region Using Statements
using System;
using System.Runtime.InteropServices;
#endregion
namespace SDL2
{
public static class SDL2
{
#region SDL2# Variables
/* Used by DllImport to load the native library. */
internal const String nativeLibName = "SDL2.dll";
#endregion
#region SDL_stdinc.h
public enum SDL_bool
{
SDL_FALSE = 0,
SDL_TRUE = 1
}
#endregion
#region SDL.h
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public const uint SDL_INIT_TIMER = 0x00000001;
public const uint SDL_INIT_AUDIO = 0x00000010;
public const uint SDL_INIT_VIDEO = 0x00000020;
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public const uint SDL_INIT_JOYSTICK = 0x00000200;
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public const uint SDL_INIT_HAPTIC = 0x00001000;
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public const uint SDL_INIT_GAMECONTROLLER = 0x00002000;
public const uint SDL_INIT_NOPARACHUTE = 0x00100000;
public const uint SDL_INIT_EVERYTHING = (
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO |
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SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC |
SDL_INIT_GAMECONTROLLER
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);
[DllImport(nativeLibName)]
public static extern int SDL_Init(uint flags);
[DllImport(nativeLibName)]
public static extern int SDL_InitSubSystem(uint flags);
[DllImport(nativeLibName)]
public static extern void SDL_Quit();
[DllImport(nativeLibName)]
public static extern void SDL_QuitSubSystem(uint flags);
[DllImport(nativeLibName)]
public static extern uint SDL_WasInit(uint flags);
#endregion
#region SDL_hints.h
public const string SDL_HINT_FRAMEBUFFER_ACCELERATION =
"SDL_FRAMEBUFFER_ACCELERATION";
public const string SDL_HINT_RENDER_DRIVER =
"SDL_RENDER_DRIVER";
public const string SDL_HINT_RENDER_OPENGL_SHADERS =
"SDL_RENDER_OPENGL_SHADERS";
public const string SDL_HINT_RENDER_VSYNC =
"SDL_RENDER_VSYNC";
public const string SDL_HINT_VIDEO_X11_XVIDMODE =
"SDL_VIDEO_X11_XVIDMODE";
public const string SDL_HINT_VIDEO_X11_XINERAMA =
"SDL_VIDEO_X11_XINERAMA";
public const string SDL_HINT_VIDEO_X11_XRANDR =
"SDL_VIDEO_X11_XRANDR";
public const string SDL_HINT_GRAB_KEYBOARD =
"SDL_GRAB_KEYBOARD";
public const string SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS =
"SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS";
public const string SDL_HINT_IDLE_TIMER_DISABLED =
"SDL_IOS_DLE_TIMER_DISABLED";
public const string SDL_HINT_ORIENTATIONS =
"SDL_IOS_ORIENTATIONS";
public const string SDL_HINT_XINPUT_ENABLED =
"SDL_XINPUT_ENABLED";
public const string SDL_HINT_GAMECONTROLLERCONFIG =
"SDL_GAMECONTROLLERCONFIG";
public const string SDL_HINT_ALLOW_TOPMOST =
"SDL_ALLOW_TOPMOST";
public enum SDL_HintPriority
{
SDL_HINT_DEFAULT,
SDL_HINT_NORMAL,
SDL_HINT_OVERRIDE
}
[DllImport(nativeLibName)]
public static extern void SDL_ClearHints();
[DllImport(nativeLibName, EntryPoint = "SDL_GetHint")]
private static extern IntPtr INTERNAL_SDL_GetHint(
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string name
);
public static string SDL_GetHint(string name)
{
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return Marshal.PtrToStringAnsi(
INTERNAL_SDL_GetHint(name)
);
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}
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_SetHint(
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string name,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string value
);
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_SetHintWithPriority(
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string name,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string value,
SDL_HintPriority priority
);
#endregion
#region SDL_error.h
[DllImport(nativeLibName)]
public static extern void SDL_ClearError();
[DllImport(nativeLibName, EntryPoint = "SDL_GetError")]
private static extern IntPtr INTERNAL_SDL_GetError();
public static string SDL_GetError()
{
return Marshal.PtrToStringAnsi(INTERNAL_SDL_GetError());
}
[DllImport(nativeLibName)]
public static extern void SDL_SetError(
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string fmt,
__arglist
);
#endregion
#region SDL_log.h
/* Begin nameless enum SDL_LOG_CATEGORY */
public const int SDL_LOG_CATEGORY_APPLICATION = 0;
public const int SDL_LOG_CATEGORY_ERROR = 1;
public const int SDL_LOG_CATEGORY_ASSERT = 2;
public const int SDL_LOG_CATEGORY_SYSTEM = 3;
public const int SDL_LOG_CATEGORY_AUDIO = 4;
public const int SDL_LOG_CATEGORY_VIDEO = 5;
public const int SDL_LOG_CATEGORY_RENDER = 6;
public const int SDL_LOG_CATEGORY_INPUT = 7;
public const int SDL_LOG_CATEGORY_TEST = 8;
/* Reserved for future SDL library use */
public const int SDL_LOG_CATEGORY_RESERVED1 = 9;
public const int SDL_LOG_CATEGORY_RESERVED2 = 10;
public const int SDL_LOG_CATEGORY_RESERVED3 = 11;
public const int SDL_LOG_CATEGORY_RESERVED4 = 12;
public const int SDL_LOG_CATEGORY_RESERVED5 = 13;
public const int SDL_LOG_CATEGORY_RESERVED6 = 14;
public const int SDL_LOG_CATEGORY_RESERVED7 = 15;
public const int SDL_LOG_CATEGORY_RESERVED8 = 16;
public const int SDL_LOG_CATEGORY_RESERVED9 = 17;
public const int SDL_LOG_CATEGORY_RESERVED10 = 18;
/* Beyond this point is reserved for application use, e.g.
enum {
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LOG_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM,
LOG_CATEGORY_AWESOME2,
LOG_CATEGORY_AWESOME3,
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...
};
*/
public const int SDL_LOG_CATEGORY_CUSTOM = 19;
/* End nameless enum SDL_LOG_CATEGORY */
public enum SDL_LogPriority
{
SDL_LOG_PRIORITY_VERBOSE = 1,
SDL_LOG_PRIORITY_DEBUG,
SDL_LOG_PRIORITY_INFO,
SDL_LOG_PRIORITY_WARN,
SDL_LOG_PRIORITY_ERROR,
SDL_LOG_PRIORITY_CRITICAL,
SDL_NUM_LOG_PRIORITIES
}
[DllImport(nativeLibName)]
public static extern void SDL_Log(
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string fmt,
__arglist
);
[DllImport(nativeLibName)]
public static extern void SDL_LogVerbose(
int category,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string fmt,
__arglist
);
[DllImport(nativeLibName)]
public static extern void SDL_LogDebug(
int category,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string fmt,
__arglist
);
[DllImport(nativeLibName)]
public static extern void SDL_LogInfo(
int category,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string fmt,
__arglist
);
[DllImport(nativeLibName)]
public static extern void SDL_LogWarn(
int category,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string fmt,
__arglist
);
[DllImport(nativeLibName)]
public static extern void SDL_LogError(
int category,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string fmt,
__arglist
);
[DllImport(nativeLibName)]
public static extern void SDL_LogCritical(
int category,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string fmt,
__arglist
);
[DllImport(nativeLibName)]
public static extern void SDL_LogMessage(
int category,
SDL_LogPriority priority,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string fmt,
__arglist
);
[DllImport(nativeLibName)]
public static extern void SDL_LogMessageV(
int category,
SDL_LogPriority priority,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string fmt,
__arglist
);
[DllImport(nativeLibName)]
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public static extern SDL_LogPriority SDL_LogGetPriority(
int category
);
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[DllImport(nativeLibName)]
public static extern void SDL_LogSetPriority(
int category,
SDL_LogPriority priority
);
[DllImport(nativeLibName)]
public static extern void SDL_LogSetAllPriority(
SDL_LogPriority priority
);
[DllImport(nativeLibName)]
public static extern void SDL_LogResetPriorities();
// TODO: SDL_LogGetOutputFunction
// TODO: SDL_LogSetOutputFunction
#endregion
#region SDL_version.h, SDL_revision.h
[StructLayout(LayoutKind.Sequential)]
public struct SDL_version
{
public byte major;
public byte minor;
public byte patch;
}
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[DllImport(nativeLibName)]
private static extern void SDL_GetVersion(ref SDL_version ver);
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[DllImport(nativeLibName, EntryPoint = "SDL_GetRevision")]
private static extern IntPtr INTERNAL_SDL_GetRevision();
public static string SDL_GetRevision()
{
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return Marshal.PtrToStringAnsi(
INTERNAL_SDL_GetRevision()
);
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}
[DllImport(nativeLibName)]
public static extern int SDL_GetRevisionNumber();
#endregion
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#region SDL_video.h
/* Actually, this is from SDL_blendmode.h */
public enum SDL_BlendMode
{
SDL_BLENDMODE_NONE = 0x00000000,
SDL_BLENDMODE_BLEND = 0x00000001,
SDL_BLENDMODE_ADD = 0x00000002,
SDL_BLENDMODE_MOD = 0x00000004
}
public enum SDL_GLattr
{
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_RETAINED_BACKING,
SDL_GL_CONTEXT_MAJOR_VERSION,
SDL_GL_CONTEXT_MINOR_VERSION,
SDL_GL_CONTEXT_EGL,
SDL_GL_CONTEXT_FLAGS,
SDL_GL_PROFILE_MASK,
SDL_GL_SHARE_WITH_CURRENT_CONTEXT
}
public enum SDL_WindowEventID
{
SDL_WINDOWEVENT_NONE,
SDL_WINDOWEVENT_SHOWN,
SDL_WINDOWEVENT_HIDDEN,
SDL_WINDOWEVENT_EXPOSED,
SDL_WINDOWEVENT_MOVED,
SDL_WINDOWEVENT_RESIZED,
SDL_WINDOWEVENT_SIZE_CHANGED,
SDL_WINDOWEVENT_MINIMIZED,
SDL_WINDOWEVENT_MAXIMIZED,
SDL_WINDOWEVENT_RESTORED,
SDL_WINDOWEVENT_ENTER,
SDL_WINDOWEVENT_LEAVE,
SDL_WINDOWEVENT_FOCUS_GAINED,
SDL_WINDOWEVENT_FOCUS_LOST,
SDL_WINDOWEVENT_CLOSE,
}
public enum SDL_WindowFlags
{
SDL_WINDOW_FULLSCREEN = 0x00000001,
SDL_WINDOW_OPENGL = 0x00000002,
SDL_WINDOW_SHOWN = 0x00000004,
SDL_WINDOW_HIDDEN = 0x00000008,
SDL_WINDOW_BORDERLESS = 0x00000010,
SDL_WINDOW_RESIZABLE = 0x00000020,
SDL_WINDOW_MINIMIZED = 0x00000040,
SDL_WINDOW_MAXIMIZED = 0x00000080,
SDL_WINDOW_INPUT_GRABBED = 0x00000100,
SDL_WINDOW_INPUT_FOCUS = 0x00000200,
SDL_WINDOW_MOUSE_FOCUS = 0x00000400,
SDL_WINDOW_FULLSCREEN_DESKTOP =
(SDL_WINDOW_FULLSCREEN | 0x00001000),
SDL_WINDOW_FOREIGN = 0x00000800,
}
[StructLayout(LayoutKind.Sequential)]
public struct SDL_DisplayMode
{
public uint format;
public int w;
public int h;
public int refresh_rate;
public IntPtr driverdata; // void*
}
[StructLayout(LayoutKind.Sequential)]
public struct SDL_WindowEvent
{
public uint type;
public uint windowID;
public byte windowEvent; // event, lolC#
public int data1;
public int data2;
}
/* IntPtr refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_CreateWindow(
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string title,
int x,
int y,
int w,
int h,
uint flags
);
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/* window and renderer refer to an SDL_Window* and SDL_Renderer* */
[DllImport(nativeLibName)]
public static extern int SDL_CreateWindowAndRenderer(
int width,
int height,
uint window_flags,
ref IntPtr window,
ref IntPtr renderer
);
/* IntPtr refers to an SDL_Window*. data is a void* pointer. */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_CreateWindowFrom(IntPtr data);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_DestroyWindow(IntPtr window);
[DllImport(nativeLibName)]
public static extern void SDL_DisableScreenSaver();
[DllImport(nativeLibName)]
public static extern void SDL_EnableScreenSaver();
/* IntPtr refers to an SDL_DisplayMode. Just use closest. */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_GetClosestDisplayMode(
int displayIndex,
ref SDL_DisplayMode mode,
ref SDL_DisplayMode closest
);
[DllImport(nativeLibName)]
public static extern int SDL_GetCurrentDisplayMode(
int displayIndex,
ref SDL_DisplayMode mode
);
[DllImport(nativeLibName, EntryPoint = "SDL_GetCurrentVideoDriver")]
private static extern IntPtr INTERNAL_SDL_GetCurrentVideoDriver();
public static string SDL_GetCurrentVideoDriver()
{
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return Marshal.PtrToStringAnsi(
INTERNAL_SDL_GetCurrentVideoDriver()
);
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}
[DllImport(nativeLibName)]
public static extern int SDL_GetDesktopDisplayMode(
int displayIndex,
ref SDL_DisplayMode mode
);
[DllImport(nativeLibName)]
public static extern int SDL_GetDisplayBounds(
int displayIndex,
ref SDL_Rect rect
);
[DllImport(nativeLibName)]
public static extern int SDL_GetDisplayMode(
int displayIndex,
int modeIndex,
ref SDL_DisplayMode mode
);
[DllImport(nativeLibName)]
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public static extern int SDL_GetNumDisplayModes(
int displayIndex
);
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[DllImport(nativeLibName)]
public static extern int SDL_GetNumVideoDisplays();
[DllImport(nativeLibName)]
public static extern int SDL_GetNumVideoDrivers();
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[DllImport(nativeLibName, EntryPoint = "SDL_GetVideoDriver")]
private static extern IntPtr INTERNAL_SDL_GetVideoDriver(
int index
);
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public static string SDL_GetVideoDriver(int index)
{
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return Marshal.PtrToStringAnsi(
INTERNAL_SDL_GetVideoDriver(index)
);
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}
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
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public static extern float SDL_GetWindowBrightness(
IntPtr window
);
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/* IntPtr refers to void* data. window refers to an SDL_Window*. */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_GetWindowData(
IntPtr window,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string name
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
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public static extern int SDL_GetWindowDisplayIndex(
IntPtr window
);
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/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern int SDL_GetWindowDisplayMode(
IntPtr window,
ref SDL_DisplayMode mode
);
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/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern uint SDL_GetWindowFlags(IntPtr window);
/* IntPtr refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_GetWindowFromID(uint id);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern int SDL_GetWindowGammaRamp(
IntPtr window,
ref ushort red,
ref ushort green,
ref ushort blue
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_GetWindowGrab(IntPtr window);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern uint SDL_GetWindowID(IntPtr window);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern uint SDL_GetWindowPixelFormat(
IntPtr window
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_GetWindowPosition(
IntPtr window,
ref int x,
ref int y
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_GetWindowSize(
IntPtr window,
ref int w,
ref int h
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName, EntryPoint = "SDL_GetWindowSurface")]
private static extern IntPtr INTERNAL_SDL_GetWindowSurface(
IntPtr window
);
public static SDL_Surface SDL_GetWindowSurface(IntPtr window)
{
SDL_Surface result;
IntPtr result_ptr = INTERNAL_SDL_GetWindowSurface(
window
);
result = (SDL_Surface) Marshal.PtrToStructure(
result_ptr,
result.GetType()
);
return result;
}
/* window refers to an SDL_Window* */
[DllImport(nativeLibName, EntryPoint = "SDL_GetWindowTitle")]
private static extern IntPtr INTERNAL_SDL_GetWindowTitle(
IntPtr window
);
public static string SDL_GetWindowTitle(IntPtr window)
{
return Marshal.PtrToStringAnsi(
INTERNAL_SDL_GetWindowTitle(window)
);
}
/* texture refers to an SDL_Texture* */
[DllImport(nativeLibName)]
public static extern int SDL_GL_BindTexture(
IntPtr texture,
ref float texw,
ref float texh
);
/* IntPtr and window refer to an SDL_GLContext and SDL_Window* */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_GL_CreateContext(IntPtr window);
/* context refers to an SDL_GLContext */
[DllImport(nativeLibName)]
public static extern void SDL_GL_DeleteContext(IntPtr context);
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_GL_ExtensionSupported(
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string extension
);
[DllImport(nativeLibName)]
public static extern int SDL_GL_GetAttribute(
SDL_GLattr attr,
ref int value
);
[DllImport(nativeLibName)]
public static extern int SDL_GL_GetSwapInterval();
/* window and context refer to an SDL_Window* and SDL_GLContext */
[DllImport(nativeLibName)]
public static extern int SDL_GL_MakeCurrent(
IntPtr window,
IntPtr context
);
[DllImport(nativeLibName)]
public static extern int SDL_GL_SetAttribute(
SDL_GLattr attr,
int value
);
[DllImport(nativeLibName)]
public static extern int SDL_GL_SetSwapInterval(int interval);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_GL_SwapWindow(IntPtr window);
/* texture refers to an SDL_Texture* */
[DllImport(nativeLibName)]
public static extern int SDL_GL_UnbindTexture(IntPtr texture);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_HideWindow(IntPtr window);
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_IsScreenSaverEnabled();
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_MaximizeWindow(IntPtr window);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_MinimizeWindow(IntPtr window);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_RaiseWindow(IntPtr window);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_RestoreWindow(IntPtr window);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern int SDL_SetWindowBrightness(
IntPtr window,
float brightness
);
/* IntPtr and userdata are void*, window is an SDL_Window* */
[DllImport(nativeLibName)]
public static extern IntPtr SDL_SetWindowData(
IntPtr window,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string name,
IntPtr userdata
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern int SDL_SetWindowDisplayMode(
IntPtr window,
ref SDL_DisplayMode mode
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern int SDL_SetWindowFullscreen(
IntPtr window,
SDL_bool fullscreen
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern int SDL_SetWindowGammaRamp(
IntPtr window,
ref ushort red,
ref ushort green,
ref ushort blue
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_SetWindowGrab(
IntPtr window,
SDL_bool grabbed
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_SetWindowIcon(
IntPtr window,
ref SDL_Surface icon
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_SetWindowPosition(
IntPtr window,
int x,
int y
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_SetWindowSize(
IntPtr window,
int w,
int h
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_SetWindowTitle(
IntPtr window,
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string title
);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern void SDL_ShowWindow(IntPtr window);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern int SDL_UpdateWindowSurface(IntPtr window);
/* window refers to an SDL_Window* */
[DllImport(nativeLibName)]
public static extern int SDL_UpdateWindowSurfaceRects(
IntPtr window,
SDL_Rect[] rects,
int numrects
);
[DllImport(nativeLibName)]
public static extern int SDL_VideoInit(
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string driver_name
);
[DllImport(nativeLibName)]
public static extern void SDL_VideoQuit();
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#endregion
#region SDL_render.h
/* TODO: SDL_render.h:
* http://wiki.libsdl.org/moin.fcg/CategoryRender
* http://hg.libsdl.org/SDL/file/default/include/SDL_render.h
*/
#endregion
#region SDL_pixels.h
/* TODO: SDL_pixels.h:
* http://wiki.libsdl.org/moin.fcg/CategoryPixels
* http://hg.libsdl.org/SDL/file/default/include/SDL_pixels.h
*/
#endregion
#region SDL_rect.h
public struct SDL_Point
{
public int x;
public int y;
}
public struct SDL_Rect
{
public int x;
public int y;
public int w;
public int h;
}
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_EnclosePoints(
SDL_Point[] points,
int count,
ref SDL_Rect clip,
ref SDL_Rect result
);
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_HasIntersection(
ref SDL_Rect A,
ref SDL_Rect B
);
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_IntersectRect(
ref SDL_Rect A,
ref SDL_Rect B,
ref SDL_Rect result
);
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_IntersectRectAndLine(
ref SDL_Rect rect,
ref int X1,
ref int Y1,
ref int X2,
ref int Y2
);
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_RectEmpty(ref SDL_Rect rect);
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_RectEquals(
ref SDL_Rect A,
ref SDL_Rect B
);
[DllImport(nativeLibName)]
public static extern void SDL_UnionRect(
ref SDL_Rect A,
ref SDL_Rect B,
ref SDL_Rect result
);
#endregion
#region SDL_surface.h
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public struct SDL_Surface
{
// TODO...
}
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/* TODO: SDL_surface.h:
* http://wiki.libsdl.org/moin.fcg/CategorySurface
* http://hg.libsdl.org/SDL/file/default/include/SDL_surface.h
*/
#endregion
#region SDL_clipboard.h
[DllImport(nativeLibName)]
public static extern SDL_bool SDL_HasClipboardText();
[DllImport(nativeLibName, EntryPoint = "SDL_GetClipboardText")]
private static extern IntPtr INTERNAL_SDL_GetClipboardText();
public static string SDL_GetClipboardText(string name)
{
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return Marshal.PtrToStringAnsi(
INTERNAL_SDL_GetClipboardText()
);
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}
[DllImport(nativeLibName)]
public static extern int SDL_SetClipboardText(
[InAttribute()] [MarshalAsAttribute(UnmanagedType.LPStr)]
string text
);
#endregion
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}
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}