
use v6;
use NativeCall;
#~ use SDL_stdinc;
#~ use SDL_error;
#~ use SDL_rwops;

#~ use begin_code;

constant SDL_ALPHA_OPAQUE      = 255;
constant SDL_ALPHA_TRANSPARENT = 0;

# Useful data types

class SDL_Rect is repr('CStruct') {
    has  int16 $.x;
    has  int16 $.y;
    has uint16 $.w;
    has uint16 $.h;
}

class SDL_Color is repr('CStruct') {
    has uint8 $.r;
    has uint8 $.g;
    has uint8 $.b;
    has uint8 $.unused;
}

class SDL_Palette is repr('CStruct') {
    has int32 $.ncolors;
    has CArray[SDL::Color] $.colors;
}

class SDL_PixelFormat is repr('CStruct') {
    has SDL_Palette $.palette;
    has uint8  $.BitsPerPixel;
    has uint8  $.BytesPerPixel;
    has uint8  $.Rloss;
    has uint8  $.Gloss;
    has uint8  $.Bloss;
    has uint8  $.Aloss;
    has uint8  $.Rshift;
    has uint8  $.Gshift;
    has uint8  $.Bshift;
    has uint8  $.Ashift;
    has uint32 $.Rmask;
    has uint32 $.Gmask;
    has uint32 $.Bmask;
    has uint32 $.Amask;
    has uint32 $.colorkey;
    has uint8  $.alpha;
}

# This structure should be treated as read-only, except for 'pixels',
# which, if not NULL, contains the raw pixel data for the surface.
class SDL::Surface is repr('CStruct') {
    has uint32 $.flags;
    has SDL::PixelFormat $.format;
    has int32 $.w;
    has int32 $.h;
    has int16 $.pitch;
    has Pointer $.pixels;
    has int32 $.offset;
    has Pointer $.hwdata; # private_hwdata
    has SDL::Rect $.clip_rect;
    has uint32 $.unused1;
    has uint32 $.locked;
    has Pointer $.map; # SDL::BlitMap
    has uint32 $.format_version;
    has int32 $.refcount;
}

# SDL_Surface Flags
# These are the currently supported flags for the SDL_surface

# Available for SDL_CreateRGBSurface() or SDL_SetVideoMode()
constant SDL_SWSURFACE	0x00000000	# Surface is in system memory
constant SDL_HWSURFACE	0x00000001	# Surface is in video memory
constant SDL_ASYNCBLIT	0x00000004	# Use asynchronous blits if possible

# Available for SDL_SetVideoMode()
constant SDL_ANYFORMAT	0x10000000	# Allow any video depth/pixel-format
constant SDL_HWPALETTE	0x20000000	# Surface has exclusive palette
constant SDL_DOUBLEBUF	0x40000000	# Set up double-buffered video mode
constant SDL_FULLSCREEN	0x80000000	# Surface is a full screen display
constant SDL_OPENGL      0x00000002      # Create an OpenGL rendering context
constant SDL_OPENGLBLIT	0x0000000A	# Create an OpenGL rendering context and use it for blitting
constant SDL_RESIZABLE	0x00000010	# This video mode may be resized
constant SDL_NOFRAME	0x00000020	# No window caption or edge frame

# Used internally (read-only)
constant SDL_HWACCEL	0x00000100	# Blit uses hardware acceleration
constant SDL_SRCCOLORKEY	0x00001000	# Blit uses a source color key
constant SDL_RLEACCELOK	0x00002000	# Private flag
constant SDL_RLEACCEL	0x00004000	# Surface is RLE encoded
constant SDL_SRCALPHA	0x00010000	# Blit uses source alpha blending
constant SDL_PREALLOC	0x01000000	# Surface uses preallocated memory

# Evaluates to true if the surface needs to be locked before access
constant SDL_MUSTLOCK(surface)	\
  (surface->offset ||		\
  ((surface->flags & (SDL_HWSURFACE|SDL_ASYNCBLIT|SDL_RLEACCEL)) != 0))

# typedef for private surface blitting functions
typedef int (*SDL_blit)(struct SDL_Surface *src, SDL_Rect *srcrect,
            struct SDL_Surface *dst, SDL_Rect *dstrect);

# Useful for determining the video hardware capabilities
typedef struct SDL_VideoInfo {
    Uint32 hw_available :1;	# Flag: Can you create hardware surfaces?
    Uint32 wm_available :1;	# Flag: Can you talk to a window manager?
    Uint32 UnusedBits1  :6;
    Uint32 UnusedBits2  :1;
    Uint32 blit_hw      :1;	# Flag: Accelerated blits HW --> HW
    Uint32 blit_hw_CC   :1;	# Flag: Accelerated blits with Colorkey
    Uint32 blit_hw_A    :1;	# Flag: Accelerated blits with Alpha
    Uint32 blit_sw      :1;	# Flag: Accelerated blits SW --> HW
    Uint32 blit_sw_CC   :1;	# Flag: Accelerated blits with Colorkey
    Uint32 blit_sw_A    :1;	# Flag: Accelerated blits with Alpha
    Uint32 blit_fill    :1;	# Flag: Accelerated color fill
    Uint32 UnusedBits3  :16;
    Uint32 video_mem;	# The total amount of video memory (in K)
    SDL_PixelFormat *vfmt;	# Value: The format of the video surface
    int    current_w;	# Value: The current video mode width
    int    current_h;	# Value: The current video mode height
} SDL_VideoInfo;

# Overlay Formats
# 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

constant SDL_YV12_OVERLAY  0x32315659	# Planar mode: Y + V + U  (3 planes)
constant SDL_IYUV_OVERLAY  0x56555949	# Planar mode: Y + U + V  (3 planes)
constant SDL_YUY2_OVERLAY  0x32595559	# Packed mode: Y0+U0+Y1+V0 (1 plane)
constant SDL_UYVY_OVERLAY  0x59565955	# Packed mode: U0+Y0+V0+Y1 (1 plane)
constant SDL_YVYU_OVERLAY  0x55595659	# Packed mode: Y0+V0+Y1+U0 (1 plane)

# The YUV hardware video overlay
typedef struct SDL_Overlay {
    Uint32 format;				# Read-only
    int w, h;				# Read-only
    int planes;				# Read-only
    Uint16 *pitches;			# Read-only
    Uint8 **pixels;				# Read-write

    # Hardware-specific surface info
        /*@{*/
    struct private_yuvhwfuncs *hwfuncs;
    struct private_yuvhwdata *hwdata;
        /*@{*/

    # Special flags
        /*@{*/
    Uint32 hw_overlay :1;	# Flag: This overlay hardware accelerated?
    Uint32 UnusedBits :31;
        /*@}*/
} SDL_Overlay;

# Public enumeration for setting the OpenGL window attributes.
typedef 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
} SDL_GLattr;

# flags for SDL_SetPalette()

constant SDL_LOGPAL 0x01
constant SDL_PHYSPAL 0x02


# Function prototypes

#*
# Video Init and Quit
# 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().
# /

#*
# 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.
# /
sub int SDLCALL SDL_VideoInit(const char *driver_name, Uint32 flags);
sub void SDLCALL SDL_VideoQuit(void);


#*
# 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.
# /
sub char * SDLCALL SDL_VideoDriverName(char *namebuf, int maxlen);

#*
# 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.
# /
sub SDL_Surface * SDLCALL SDL_GetVideoSurface(void);

#*
# 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.
# /
sub const SDL_VideoInfo * SDLCALL SDL_GetVideoInfo(void);

#*
# 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()
# /
sub int SDLCALL SDL_VideoModeOK(int width, int height, int bpp, Uint32 flags);

#*
# 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
# /
sub SDL_Rect ** SDLCALL SDL_ListModes(SDL_PixelFormat *format, Uint32 flags);

#*
# 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.
# 
# If SDL_RESIZABLE is set in 'flags', the SDL library will allow the
# window manager, if any, to resize the window at runtime.  When this
# occurs, SDL will send a SDL_VIDEORESIZE event to you application,
# and you must respond to the event by re-calling SDL_SetVideoMode()
# with the requested size (or another size that suits the application).
# 
# If SDL_NOFRAME is set in 'flags', the SDL library will create a window
# without any title bar or frame decoration.  Fullscreen video modes have
# this flag set automatically.
# 
# This function returns the video framebuffer surface, or NULL if it fails.
# 
# If you rely on functionality provided by certain video flags, check the
# flags of the returned surface to make sure that functionality is available.
# SDL will fall back to reduced functionality if the exact flags you wanted
# are not available.
# /
sub SDL_Surface * SDLCALL SDL_SetVideoMode
            (int width, int height, int bpp, Uint32 flags);

# SDL_Update Functions
# These functions should not be called while 'screen' is locked.
# /

#*
# Makes sure the given list of rectangles is updated on the given screen.
# /
sub void SDLCALL SDL_UpdateRects
        (SDL_Surface *screen, int numrects, SDL_Rect *rects);
#*
# If 'x', 'y', 'w' and 'h' are all 0, SDL_UpdateRect will update the entire
# screen.
# /
sub void SDLCALL SDL_UpdateRect
        (SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h);


#*
# 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.
# /
sub int SDLCALL SDL_Flip(SDL_Surface *screen);

#*
# 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.
# /
sub int SDLCALL SDL_SetGamma(float red, float green, float blue);

#*
# 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.
# /
sub int SDLCALL SDL_SetGammaRamp(const Uint16 *red, const Uint16 *green, const Uint16 *blue);

#*
# 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.
# /
sub int SDLCALL SDL_GetGammaRamp(Uint16 *red, Uint16 *green, Uint16 *blue);

#*
# 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.
# /
sub int SDLCALL SDL_SetColors(SDL_Surface *surface, 
            SDL_Color *colors, int firstcolor, int ncolors);

#*
# 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|SDL_PHYSPAL).
# /
sub int SDLCALL SDL_SetPalette(SDL_Surface *surface, int flags,
                   SDL_Color *colors, int firstcolor,
                   int ncolors);

#*
# Maps an RGB triple to an opaque pixel value for a given pixel format
# /
sub Uint32 SDLCALL SDL_MapRGB
(const SDL_PixelFormat * const format,
 const Uint8 r, const Uint8 g, const Uint8 b);

#*
# Maps an RGBA quadruple to a pixel value for a given pixel format
# /
sub Uint32 SDLCALL SDL_MapRGBA
(const SDL_PixelFormat * const format,
 const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a);

#*
# Maps a pixel value into the RGB components for a given pixel format
# /
sub void SDLCALL SDL_GetRGB(Uint32 pixel,
                const SDL_PixelFormat * const fmt,
                Uint8 *r, Uint8 *g, Uint8 *b);

#*
# Maps a pixel value into the RGBA components for a given pixel format
# /
sub void SDLCALL SDL_GetRGBA(Uint32 pixel,
                const SDL_PixelFormat * const fmt,
                Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);

# @sa SDL_CreateRGBSurface
constant SDL_AllocSurface    SDL_CreateRGBSurface
#*
# 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.
# /
sub SDL_Surface * SDLCALL SDL_CreateRGBSurface
            (Uint32 flags, int width, int height, int depth, 
            Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
# @sa SDL_CreateRGBSurface
sub SDL_Surface * SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
            int width, int height, int depth, int pitch,
            Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
sub void SDLCALL SDL_FreeSurface(SDL_Surface *surface);

#*
# 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.
# /
sub int SDLCALL SDL_LockSurface(SDL_Surface *surface);
sub void SDLCALL SDL_UnlockSurface(SDL_Surface *surface);

#*
# 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().
# /
sub SDL_Surface * SDLCALL SDL_LoadBMP_RW(SDL_RWops *src, int freesrc);

# Convenience macro -- load a surface from a file
constant SDL_LoadBMP(file)	SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)

# 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.
sub SDLCALL SDL_SaveBMP_RW(SDL_Surface *surface, SDL_RWops *dst, int freedst) return int32;

# Convenience macro -- save a surface to a file
constant SDL_SaveBMP(surface, file) \
        SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1)

# 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.
sub int SDLCALL SDL_SetColorKey
            (SDL_Surface *surface, Uint32 flag, Uint32 key);

# 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.
# 
# The 'alpha' parameter is ignored for surfaces that have an alpha channel.
sub int SDLCALL SDL_SetAlpha(SDL_Surface *surface, Uint32 flag, Uint8 alpha);

# 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.
sub SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface *surface, const SDL_Rect *rect);

# 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.
sub void SDLCALL SDL_GetClipRect(SDL_Surface *surface, SDL_Rect *rect);

# 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().
sub SDL_Surface * SDLCALL SDL_ConvertSurface
            (SDL_Surface *src, SDL_PixelFormat *fmt, Uint32 flags);

# 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 source per-surface alpha value.
#   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:
# @code
# 	while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {
# 		while ( SDL_LockSurface(image) < 0 )
# 			Sleep(10);
# 		-- Write image pixels to image->pixels --
# 		SDL_UnlockSurface(image);
# 	}
# @endcode
# 
# 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.
constant SDL_BlitSurface SDL_UpperBlit

# This is the public blit function, SDL_BlitSurface(), and it performs
# rectangle validation and clipping before passing it to SDL_LowerBlit()
sub int SDLCALL SDL_UpperBlit
            (SDL_Surface *src, SDL_Rect *srcrect,
             SDL_Surface *dst, SDL_Rect *dstrect);
# This is a semi-private blit function and it performs low-level surface
# blitting only.
sub int SDLCALL SDL_LowerBlit
            (SDL_Surface *src, SDL_Rect *srcrect,
             SDL_Surface *dst, SDL_Rect *dstrect);

# 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.
sub int SDLCALL SDL_FillRect
        (SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);

# 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
sub SDL_Surface * SDLCALL SDL_DisplayFormat(SDL_Surface *surface);

# 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
sub SDL_Surface * SDLCALL SDL_DisplayFormatAlpha(SDL_Surface *surface);


# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
# 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.
sub SDL_Overlay * SDLCALL SDL_CreateYUVOverlay(int width, int height,
                Uint32 format, SDL_Surface *display);

# Lock an overlay for direct access, and unlock it when you are done
sub int SDLCALL SDL_LockYUVOverlay(SDL_Overlay *overlay);
sub void SDLCALL SDL_UnlockYUVOverlay(SDL_Overlay *overlay);

# 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.
sub int SDLCALL SDL_DisplayYUVOverlay(SDL_Overlay *overlay, SDL_Rect *dstrect);

# Free a video overlay
sub void SDLCALL SDL_FreeYUVOverlay(SDL_Overlay *overlay);


# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
# OpenGL support functions.
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

# Dynamically load an OpenGL library, or the default one if path is NULL
#
# 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().
sub int SDLCALL SDL_GL_LoadLibrary(const char *path);

# Get the address of a GL function
sub void * SDLCALL SDL_GL_GetProcAddress(const char* proc);

# Set an attribute of the OpenGL subsystem before intialization.
sub int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value);

# 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.
sub int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int* value);

# Swap the OpenGL buffers, if double-buffering is supported.
sub void SDLCALL SDL_GL_SwapBuffers(void);

# OpenGL Internal Functions
# Internal functions that should not be called unless you have read
# and understood the source code for these functions.

sub void SDLCALL SDL_GL_UpdateRects(int numrects, SDL_Rect* rects);
sub void SDLCALL SDL_GL_Lock(void);
sub void SDLCALL SDL_GL_Unlock(void);


# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
# Window Manager Functions
# These functions allow interaction with the window manager, if any.
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

# Sets the title and icon text of the display window (UTF-8 encoded)
sub void SDLCALL SDL_WM_SetCaption(const char *title, const char *icon);

# Gets the title and icon text of the display window (UTF-8 encoded)
sub void SDLCALL SDL_WM_GetCaption(char **title, char **icon);

# 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.
sub void SDLCALL SDL_WM_SetIcon(SDL_Surface *icon, Uint8 *mask);

# 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.
sub int SDLCALL SDL_WM_IconifyWindow(void);

# 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.
sub int SDLCALL SDL_WM_ToggleFullScreen(SDL_Surface *surface);

typedef enum {
    SDL_GRAB_QUERY = -1,
    SDL_GRAB_OFF = 0,
    SDL_GRAB_ON = 1,
    SDL_GRAB_FULLSCREEN # Used internally
} SDL_GrabMode;
# This function allows you to set and query the input grab state of
# the application.  It returns the new input grab state.
# 
# 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.
sub SDL_GrabMode SDLCALL SDL_WM_GrabInput(SDL_GrabMode mode);



# @internal Not in public API at the moment - do not use!
sub int SDLCALL SDL_SoftStretch(SDL_Surface *src, SDL_Rect *srcrect,
                                    SDL_Surface *dst, SDL_Rect *dstrect);
                    
use close_code;
