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video.go
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package sdl
import (
"errors"
"unsafe"
)
// #include <SDL.h>
import "C"
type DisplayMode struct {
Format uint32
W int32
H int32
RefreshRate int32
DriverData uintptr
}
func (dm *DisplayMode) c() *C.SDL_DisplayMode {
return (*C.SDL_DisplayMode)(unsafe.Pointer(dm))
}
type Window struct {
c *C.SDL_Window
}
type WindowFlags uint32
const (
WINDOW_FULLSCREEN WindowFlags = C.SDL_WINDOW_FULLSCREEN
WINDOW_OPENGL WindowFlags = C.SDL_WINDOW_OPENGL
WINDOW_SHOWN WindowFlags = C.SDL_WINDOW_SHOWN
WINDOW_HIDDEN WindowFlags = C.SDL_WINDOW_HIDDEN
WINDOW_BORDERLESS WindowFlags = C.SDL_WINDOW_BORDERLESS
WINDOW_RESIZABLE WindowFlags = C.SDL_WINDOW_RESIZABLE
WINDOW_MINIMIZED WindowFlags = C.SDL_WINDOW_MINIMIZED
WINDOW_MAXIMIZED WindowFlags = C.SDL_WINDOW_MAXIMIZED
WINDOW_INPUT_GRABBED WindowFlags = C.SDL_WINDOW_INPUT_GRABBED
WINDOW_INPUT_FOCUS WindowFlags = C.SDL_WINDOW_INPUT_FOCUS
WINDOW_MOUSE_FOCUS WindowFlags = C.SDL_WINDOW_MOUSE_FOCUS
WINDOW_FOREIGN WindowFlags = C.SDL_WINDOW_FOREIGN
)
const (
WINDOWPOS_UNDEFINED_MASK = C.SDL_WINDOWPOS_UNDEFINED_MASK
WINDOWPOS_UNDEFINED = C.SDL_WINDOWPOS_UNDEFINED
WINDOWPOS_CENTERED_MASK = C.SDL_WINDOWPOS_CENTERED_MASK
WINDOWPOS_CENTERED = C.SDL_WINDOWPOS_CENTERED
)
func WINDOWPOS_UNDEFINED_DISPLAY(x uint32) uint32 {
return WINDOWPOS_UNDEFINED_MASK | x
}
func WINDOWPOS_ISUNDEFINED(x uint32) bool {
return (x & 0xFFFF0000) == WINDOWPOS_UNDEFINED_MASK
}
func WINDOWPOS_CENTERED_DISPLAY(x uint32) uint32 {
return WINDOWPOS_CENTERED_MASK | x
}
func WINDOWPOS_CENTERED_ISCENTERED(x uint32) bool {
return (x & 0xFFFF0000) == WINDOWPOS_CENTERED_MASK
}
type WindowEventID uint32
const (
WINDOWEVENT_NONE WindowEventID = C.SDL_WINDOWEVENT_NONE
WINDOWEVENT_SHOWN WindowEventID = C.SDL_WINDOWEVENT_SHOWN
WINDOWEVENT_HIDDEN WindowEventID = C.SDL_WINDOWEVENT_HIDDEN
WINDOWEVENT_EXPOSED WindowEventID = C.SDL_WINDOWEVENT_EXPOSED
WINDOWEVENT_MOVED WindowEventID = C.SDL_WINDOWEVENT_MOVED
WINDOWEVENT_RESIZED WindowEventID = C.SDL_WINDOWEVENT_RESIZED
WINDOWEVENT_SIZE_CHANGED WindowEventID = C.SDL_WINDOWEVENT_SIZE_CHANGED
WINDOWEVENT_MINIMIZED WindowEventID = C.SDL_WINDOWEVENT_MINIMIZED
WINDOWEVENT_MAXIMIZED WindowEventID = C.SDL_WINDOWEVENT_MAXIMIZED
WINDOWEVENT_RESTORED WindowEventID = C.SDL_WINDOWEVENT_RESTORED
WINDOWEVENT_ENTER WindowEventID = C.SDL_WINDOWEVENT_ENTER
WINDOWEVENT_LEAVE WindowEventID = C.SDL_WINDOWEVENT_LEAVE
WINDOWEVENT_FOCUS_GAINED WindowEventID = C.SDL_WINDOWEVENT_FOCUS_GAINED
WINDOWEVENT_FOCUS_LOST WindowEventID = C.SDL_WINDOWEVENT_FOCUS_LOST
WINDOWEVENT_CLOSE WindowEventID = C.SDL_WINDOWEVENT_CLOSE
)
type GLContext uintptr
func (ctx GLContext) c() C.SDL_GLContext {
return C.SDL_GLContext(ctx)
}
type GLattr uint32
const (
GL_RED_SIZE GLattr = C.SDL_GL_RED_SIZE
GL_GREEN_SIZE GLattr = C.SDL_GL_GREEN_SIZE
GL_BLUE_SIZE GLattr = C.SDL_GL_BLUE_SIZE
GL_ALPHA_SIZE GLattr = C.SDL_GL_ALPHA_SIZE
GL_BUFFER_SIZE GLattr = C.SDL_GL_BUFFER_SIZE
GL_DOUBLEBUFFER GLattr = C.SDL_GL_DOUBLEBUFFER
GL_DEPTH_SIZE GLattr = C.SDL_GL_DEPTH_SIZE
GL_STENCIL_SIZE GLattr = C.SDL_GL_STENCIL_SIZE
GL_ACCUM_RED_SIZE GLattr = C.SDL_GL_ACCUM_RED_SIZE
GL_ACCUM_GREEN_SIZE GLattr = C.SDL_GL_ACCUM_GREEN_SIZE
GL_ACCUM_BLUE_SIZE GLattr = C.SDL_GL_ACCUM_BLUE_SIZE
GL_ACCUM_ALPHA_SIZE GLattr = C.SDL_GL_ACCUM_ALPHA_SIZE
GL_STEREO GLattr = C.SDL_GL_STEREO
GL_MULTISAMPLEBUFFERS GLattr = C.SDL_GL_MULTISAMPLEBUFFERS
GL_MULTISAMPLESAMPLES GLattr = C.SDL_GL_MULTISAMPLESAMPLES
GL_ACCELERATED_VISUAL GLattr = C.SDL_GL_ACCELERATED_VISUAL
GL_RETAINED_BACKING GLattr = C.SDL_GL_RETAINED_BACKING
GL_CONTEXT_MAJOR_VERSION GLattr = C.SDL_GL_CONTEXT_MAJOR_VERSION
GL_CONTEXT_MINOR_VERSION GLattr = C.SDL_GL_CONTEXT_MINOR_VERSION
GL_CONTEXT_EGL GLattr = C.SDL_GL_CONTEXT_EGL
GL_CONTEXT_FLAGS GLattr = C.SDL_GL_CONTEXT_FLAGS
GL_CONTEXT_PROFILE_MASK GLattr = C.SDL_GL_CONTEXT_PROFILE_MASK
)
type GLprofile uint32
const (
GL_CONTEXT_PROFILE_CORE GLprofile = C.SDL_GL_CONTEXT_PROFILE_CORE
GL_CONTEXT_PROFILE_COMPATIBILITY GLprofile = C.SDL_GL_CONTEXT_PROFILE_COMPATIBILITY
GL_CONTEXT_PROFILE_ES GLprofile = C.SDL_GL_CONTEXT_PROFILE_ES
)
type GLcontextFlag uint32
const (
GL_CONTEXT_DEBUG_FLAG GLcontextFlag = C.SDL_GL_CONTEXT_DEBUG_FLAG
GL_CONTEXT_FORWARD_COMPATIBLE_FLAG GLcontextFlag = C.SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG
GL_CONTEXT_ROBUST_ACCESS_FLAG GLcontextFlag = C.SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG
)
func GetNumVideoDrivers() int {
return int(C.SDL_GetNumVideoDrivers())
}
func GetVideoDriver(i int) string {
return C.GoString(C.SDL_GetVideoDriver(C.int(i)))
}
func VideoInit(driver string) error {
cdriver := C.CString(driver)
defer C.free(unsafe.Pointer(cdriver))
if C.SDL_VideoInit(cdriver) != 0 {
return getError()
}
return nil
}
func VideoQuit() {
C.SDL_VideoQuit()
}
func GetCurrentVideoDriver() string {
return C.GoString(C.SDL_GetCurrentVideoDriver())
}
func GetNumVideoDisplays() int {
return int(C.SDL_GetNumVideoDisplays())
}
func GetDisplayBounds(i int) (*Rect, error) {
var rect Rect
if C.SDL_GetDisplayBounds(C.int(i), rect.c()) != 0 {
return nil, getError()
}
return &rect, nil
}
func GetNumDisplayModes(i int) (int, error) {
nm := C.SDL_GetNumDisplayModes(C.int(i))
if nm < 0 {
return 0, getError()
}
return int(nm), nil
}
func GetDisplayMode(i int, m int) (*DisplayMode, error) {
var dm DisplayMode
if C.SDL_GetDisplayMode(C.int(i), C.int(m), dm.c()) != 0 {
return nil, getError()
}
return &dm, nil
}
func GetDesktopDisplayMode(i int) (*DisplayMode, error) {
var dm DisplayMode
if C.SDL_GetDesktopDisplayMode(C.int(i), dm.c()) != 0 {
return nil, getError()
}
return &dm, nil
}
func GetCurrentDisplayMode(i int) (*DisplayMode, error) {
var dm DisplayMode
if C.SDL_GetCurrentDisplayMode(C.int(i), dm.c()) != 0 {
return nil, getError()
}
return &dm, nil
}
func GetClosestDisplayMode(i int, m *DisplayMode) (*DisplayMode, error) {
var dm DisplayMode
if C.SDL_GetClosestDisplayMode(C.int(i), m.c(), dm.c()) == nil {
return nil, errors.New("Couldn't find close match")
}
return &dm, nil
}
func (win *Window) GetDisplayIndex() (int, error) {
if d := C.SDL_GetWindowDisplayIndex(win.c); d >= 0 {
return int(d), nil
}
return 0, getError()
}
func (win *Window) SetDisplayMode(dm *DisplayMode) error {
if C.SDL_SetWindowDisplayMode(win.c, dm.c()) != 0 {
return getError()
}
return nil
}
func (win *Window) GetDisplayMode() (*DisplayMode, error) {
var dm DisplayMode
if C.SDL_GetWindowDisplayMode(win.c, dm.c()) != 0 {
return nil, getError()
}
return &dm, nil
}
func (win *Window) GetPixelFormat() uint32 {
return uint32(C.SDL_GetWindowPixelFormat(win.c))
}
func CreateWindow(title string, x, y, w, h int, flags WindowFlags) (*Window, error) {
ctitle := C.CString(title)
defer C.free(unsafe.Pointer(ctitle))
win := C.SDL_CreateWindow(
ctitle,
C.int(x),
C.int(y),
C.int(w),
C.int(h),
C.Uint32(flags),
)
if win == nil {
return nil, getError()
}
return &Window{win}, nil
}
func CreateWindowFrom(data uintptr) (*Window, error) {
win := C.SDL_CreateWindowFrom(unsafe.Pointer(data))
if win == nil {
return nil, getError()
}
return &Window{win}, nil
}
func (win *Window) GetID() uint32 {
return uint32(C.SDL_GetWindowID(win.c))
}
func GetWindowFromID(id uint32) (*Window, error) {
win := C.SDL_GetWindowFromID(C.Uint32(id))
if win == nil {
return nil, getError()
}
return &Window{win}, nil
}
func (win *Window) GetFlags() WindowFlags {
return WindowFlags(C.SDL_GetWindowFlags(win.c))
}
func (win *Window) SetTitle(title string) {
ctitle := C.CString(title)
defer C.free(unsafe.Pointer(ctitle))
C.SDL_SetWindowTitle(win.c, ctitle)
}
func (win *Window) GetTitle() string {
return C.GoString(C.SDL_GetWindowTitle(win.c))
}
func (win *Window) SetIcon(icon *Surface) {
C.SDL_SetWindowIcon(win.c, icon.c())
}
func (win *Window) SetData(name string, data interface{}) interface{} {
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
pd := C.SDL_SetWindowData(win.c, cname, unsafe.Pointer(&data))
if pd == nil {
return nil
}
return *(*interface{})(pd)
}
func (win *Window) GetData(name string) interface{} {
cname := C.CString(name)
defer C.free(unsafe.Pointer(cname))
data := C.SDL_GetWindowData(win.c, cname)
if data == nil {
return nil
}
return *(*interface{})(data)
}
func (win *Window) SetPosition(x, y int) {
C.SDL_SetWindowPosition(win.c, C.int(x), C.int(y))
}
func (win *Window) GetPosition() (x, y int) {
C.SDL_GetWindowPosition(win.c,
(*C.int)(unsafe.Pointer(&x)),
(*C.int)(unsafe.Pointer(&y)),
)
return
}
func (win *Window) SetSize(w, h int) {
C.SDL_SetWindowSize(win.c, C.int(w), C.int(h))
}
func (win *Window) GetSize() (w, h int) {
C.SDL_GetWindowSize(win.c,
(*C.int)(unsafe.Pointer(&w)),
(*C.int)(unsafe.Pointer(&h)),
)
return
}
func (win *Window) Show() {
C.SDL_ShowWindow(win.c)
}
func (win *Window) Hide() {
C.SDL_HideWindow(win.c)
}
func (win *Window) Raise() {
C.SDL_RaiseWindow(win.c)
}
func (win *Window) Maximize() {
C.SDL_MaximizeWindow(win.c)
}
func (win *Window) Minimize() {
C.SDL_MinimizeWindow(win.c)
}
func (win *Window) Restore() {
C.SDL_RestoreWindow(win.c)
}
func (win *Window) SetFullscreen(flags WindowFlags) error {
if C.SDL_SetWindowFullscreen(win.c, C.Uint32(flags)) != 0 {
return getError()
}
return nil
}
func (win *Window) GetSurface() (*Surface, error) {
s := C.SDL_GetWindowSurface(win.c)
if s == nil {
return nil, getError()
}
return (*Surface)(unsafe.Pointer(s)), nil
}
func (win *Window) UpdateSurface() error {
if C.SDL_UpdateWindowSurface(win.c) != 0 {
return getError()
}
return nil
}
func (win *Window) UpdateSurfaceRects(rects []Rect) error {
if C.SDL_UpdateWindowSurfaceRects(win.c, (*C.SDL_Rect)(unsafe.Pointer(&rects[0])), C.int(len(rects))) != 0 {
return getError()
}
return nil
}
func (win *Window) SetGrab(grab bool) {
cgrab := C.SDL_bool(C.SDL_FALSE)
if grab {
cgrab = C.SDL_TRUE
}
C.SDL_SetWindowGrab(win.c, cgrab)
}
func (win *Window) GetGrab() bool {
return C.SDL_GetWindowGrab(win.c) == C.SDL_TRUE
}
func (win *Window) SetBrightness(b float32) error {
if C.SDL_SetWindowBrightness(win.c, C.float(b)) != 0 {
return getError()
}
return nil
}
func (win *Window) GetBrightness() float32 {
return float32(C.SDL_GetWindowBrightness(win.c))
}
func (win *Window) SetGammaRamp(r, g, b uint16) error {
cr := (*C.Uint16)(unsafe.Pointer(&r))
cg := (*C.Uint16)(unsafe.Pointer(&g))
cb := (*C.Uint16)(unsafe.Pointer(&b))
if C.SDL_SetWindowGammaRamp(win.c, cr, cg, cb) != 0 {
return getError()
}
return nil
}
func (win *Window) GetGammaRamp() (r, g, b uint16, err error) {
var cr, cg, cb C.Uint16
if C.SDL_GetWindowGammaRamp(win.c, &cr, &cg, &cb) != 0 {
return 0, 0, 0, getError()
}
return uint16(cr), uint16(cg), uint16(cb), nil
}
func (win *Window) Destroy() {
C.SDL_DestroyWindow(win.c)
}
func IsScreenSaverEnabled() bool {
return C.SDL_IsScreenSaverEnabled() == C.SDL_TRUE
}
func EnableScreenSaver() {
C.SDL_EnableScreenSaver()
}
func DisableScreenSaver() {
C.SDL_DisableScreenSaver()
}
func GL_LoadLibrary(path string) error {
cpath := C.CString(path)
defer C.free(unsafe.Pointer(cpath))
if C.SDL_GL_LoadLibrary(cpath) != 0 {
return getError()
}
return nil
}
func GL_GetProcAddress(proc string) uintptr {
cproc := C.CString(proc)
defer C.free(unsafe.Pointer(cproc))
return uintptr(C.SDL_GL_GetProcAddress(cproc))
}
func GL_UnloadLibrary() {
C.SDL_GL_UnloadLibrary()
}
func GL_ExtensionSupported(ext string) bool {
cext := C.CString(ext)
defer C.free(unsafe.Pointer(cext))
return C.SDL_GL_ExtensionSupported(cext) == C.SDL_TRUE
}
func GL_SetAttribute(attr GLattr, val int) error {
if C.SDL_GL_SetAttribute(C.SDL_GLattr(attr), C.int(val)) != 0 {
return getError()
}
return nil
}
func GL_GetAttribute(attr GLattr) (int, error) {
var val C.int
if C.SDL_GL_GetAttribute(C.SDL_GLattr(attr), &val) != 0 {
return 0, getError()
}
return int(val), nil
}
func (win *Window) GL_CreateContext() (GLContext, error) {
ctx := C.SDL_GL_CreateContext(win.c)
if ctx == nil {
return 0, getError()
}
return GLContext(ctx), nil
}
func (win *Window) GL_MakeCurrent(ctx GLContext) error {
if C.SDL_GL_MakeCurrent(win.c, ctx.c()) != 0 {
return getError()
}
return nil
}
func GL_SetSwapInterval(vsync bool) error {
var interval C.int
if vsync {
interval = 1
}
if C.SDL_GL_SetSwapInterval(interval) != 0 {
return getError()
}
return nil
}
func GL_GetSwapInterval() (bool, error) {
interval := C.SDL_GL_GetSwapInterval()
if interval < 0 {
return false, getError()
}
return interval == 1, nil
}
func (win *Window) GL_Swap() {
C.SDL_GL_SwapWindow(win.c)
}
func (ctx GLContext) Delete() {
C.SDL_GL_DeleteContext(ctx.c())
}