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let get_closest_display_mode = foreign " SDL_GetClosestDisplayMode " ( int @-> ptr display_mode @-> ptr display_mode @-> returning ( ptr_opt void ) )
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let get_closest_display_mode i m = let mode = display_mode_to_c m in let closest = make display_mode in match get_closest_display_mode i ( addr mode ) ( addr closest ) with | None -> None | Some _ -> Some ( display_mode_of_c closest )
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let get_current_display_mode = foreign " SDL_GetCurrentDisplayMode " ( int @-> ptr display_mode @-> returning zero_to_ok )
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let get_current_display_mode i = let mode = make display_mode in match get_current_display_mode i ( addr mode ) with | Ok ( ) -> Ok ( display_mode_of_c mode ) | Error _ as e -> e
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let get_desktop_display_mode = foreign " SDL_GetDesktopDisplayMode " ( int @-> ptr display_mode @-> returning zero_to_ok )
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let get_desktop_display_mode i = let mode = make display_mode in match get_desktop_display_mode i ( addr mode ) with | Ok ( ) -> Ok ( display_mode_of_c mode ) | Error _ as e -> e
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let get_display_bounds = foreign " SDL_GetDisplayBounds " ( int @-> ptr rect @-> returning zero_to_ok )
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let get_display_bounds i = let r = make rect in match get_display_bounds i ( addr r ) with | Ok ( ) -> Ok r | Error _ as e -> e
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let get_display_dpi = foreign " SDL_GetDisplayDPI " ( int @-> ptr float @-> ptr float @-> ptr float @-> returning zero_to_ok )
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let get_display_dpi display = let diagonal = allocate float 0 . in let horizontal = allocate float 0 . in let vertical = allocate float 0 . in match get_display_dpi display diagonal horizontal vertical with | Ok ( ) -> Ok ( !@ diagonal , !@ horizontal , !@ vertical ) | Error _ as err -> err
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let get_display_mode = foreign " SDL_GetDisplayMode " ( int @-> int @-> ptr display_mode @-> returning zero_to_ok )
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let get_display_mode d i = let mode = make display_mode in match get_display_mode d i ( addr mode ) with | Ok ( ) -> Ok ( display_mode_of_c mode ) | Error _ as e -> e
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let get_display_usable_bounds = foreign " SDL_GetDisplayUsableBounds " ( int @-> ptr rect @-> returning zero_to_ok )
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let get_display_usable_bounds i = let r = make rect in match get_display_usable_bounds i ( addr r ) with | Ok ( ) -> Ok r | Error _ as e -> e
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let get_num_display_modes = foreign " SDL_GetNumDisplayModes " ( int @-> returning nat_to_ok )
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let get_display_name = foreign " SDL_GetDisplayName " ( int @-> returning ( some_to_ok string_opt ) )
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let get_num_video_displays = foreign " SDL_GetNumVideoDisplays " ( void @-> returning nat_to_ok )
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module Window = struct let pos_undefined = sdl_windowpos_undefined let pos_centered = sdl_windowpos_centered type flags = Unsigned . uint32 let i = Unsigned . UInt32 . of_int let ( + ) = Unsigned . UInt32 . logor let test f m = Unsigned . UInt32 . ( compare ( logand f m ) zero <> 0 ) let eq f f ' = Unsigned . UInt32 . ( compare f f ' = 0 ) let windowed = i 0 let fullscreen = i sdl_window_fullscreen let fullscreen_desktop = i sdl_window_fullscreen_desktop let opengl = i sdl_window_opengl let shown = i sdl_window_shown let hidden = i sdl_window_hidden let borderless = i sdl_window_borderless let resizable = i sdl_window_resizable let minimized = i sdl_window_minimized let maximized = i sdl_window_maximized let input_grabbed = i sdl_window_input_grabbed let input_focus = i sdl_window_input_focus let mouse_focus = i sdl_window_mouse_focus let foreign = i sdl_window_foreign let allow_highdpi = i sdl_window_allow_highdpi let mouse_capture = i sdl_window_mouse_capture let always_on_top = i sdl_window_always_on_top let skip_taskbar = i sdl_window_skip_taskbar let utility = i sdl_window_utility let popup_menu = i sdl_window_popup_menu let vulkan = i sdl_window_vulkan end
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let create_window = foreign " SDL_CreateWindow " ( string @-> int @-> int @-> int @-> int @-> uint32_t @-> returning ( some_to_ok window_opt ) )
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let create_window t ( ? x = Window . pos_undefined ) ( ? y = Window . pos_undefined ) ~ w ~ h flags = create_window t x y w h flags
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let create_window_and_renderer = foreign " SDL_CreateWindowAndRenderer " ( int @-> int @-> uint32_t @-> ptr window @-> ptr renderer @-> ( returning zero_to_ok ) )
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let create_window_and_renderer ~ w ~ h flags = let win = allocate window null in let r = allocate renderer null in match create_window_and_renderer w h flags win r with | Ok ( ) -> Ok ( !@ win , !@ r ) | Error _ as e -> e
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let destroy_window = foreign " SDL_DestroyWindow " ( window @-> returning void )
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let get_window_brightness = foreign " SDL_GetWindowBrightness " ( window @-> returning float )
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let get_window_borders_size = foreign " SDL_GetWindowBordersSize " ( window @-> ptr int @-> ptr int @-> ptr int @-> ptr int @-> returning zero_to_ok )
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let get_window_borders_size w = let top = allocate int 0 in let left = allocate int 0 in let bottom = allocate int 0 in let right = allocate int 0 in match get_window_borders_size w top bottom left right with | Ok ( ) -> Ok ( !@ top , !@ left , !@ bottom , !@ right ) | Error _ as err -> err
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let get_window_display_index = foreign " SDL_GetWindowDisplayIndex " ( window @-> returning nat_to_ok )
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let get_window_display_mode = foreign " SDL_GetWindowDisplayMode " ( window @-> ( ptr display_mode ) @-> returning int )
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let get_window_display_mode w = let mode = make display_mode in match get_window_display_mode w ( addr mode ) with | 0 -> Ok ( display_mode_of_c mode ) | err -> error ( )
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let get_window_flags = foreign " SDL_GetWindowFlags " ( window @-> returning uint32_t )
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let get_window_from_id = foreign " SDL_GetWindowFromID " ( int_as_uint32_t @-> returning ( some_to_ok window_opt ) )
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let get_window_gamma_ramp = foreign " SDL_GetWindowGammaRamp " ( window @-> ptr void @-> ptr void @-> ptr void @-> returning zero_to_ok )
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let get_window_gamma_ramp w = let create_ramp ( ) = ba_create Bigarray . int16_unsigned 256 in let r , g , b = create_ramp ( ) , create_ramp ( ) , create_ramp ( ) in let ramp_ptr r = to_voidp ( bigarray_start array1 r ) in match get_window_gamma_ramp w ( ramp_ptr r ) ( ramp_ptr g ) ( ramp_ptr b ) with | Ok ( ) -> Ok ( r , g , b ) | Error _ as e -> e
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let get_window_grab = foreign " SDL_GetWindowGrab " ( window @-> returning bool )
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let get_grabbed_window = foreign " SDL_GetGrabbedWindow " ( void @-> returning window )
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let get_window_id = foreign " SDL_GetWindowID " ( window @-> returning int_as_uint32_t )
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let get_window_maximum_size = foreign " SDL_GetWindowMaximumSize " ( window @-> ( ptr int ) @-> ( ptr int ) @-> returning void )
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let get_window_maximum_size win = let w = allocate int 0 in let h = allocate int 0 in get_window_maximum_size win w h ; !@ w , !@ h
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let get_window_minimum_size = foreign " SDL_GetWindowMinimumSize " ( window @-> ( ptr int ) @-> ( ptr int ) @-> returning void )
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let get_window_minimum_size win = let w = allocate int 0 in let h = allocate int 0 in get_window_minimum_size win w h ; !@ w , !@ h
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let get_window_opacity = foreign " SDL_GetWindowOpacity " ( window @-> ( ptr float ) @-> returning zero_to_ok )
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let get_window_opacity win = let x = allocate float 0 . in match get_window_opacity win x with | Ok ( ) -> Ok !@ x | Error _ as e -> e
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let get_window_pixel_format = foreign " SDL_GetWindowPixelFormat " ( window @-> returning uint32_t )
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let get_window_position = foreign " SDL_GetWindowPosition " ( window @-> ( ptr int ) @-> ( ptr int ) @-> returning void )
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let get_window_position win = let x = allocate int 0 in let y = allocate int 0 in get_window_position win x y ; !@ x , !@ y
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let get_window_size = foreign " SDL_GetWindowSize " ( window @-> ( ptr int ) @-> ( ptr int ) @-> returning void )
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let get_window_size win = let w = allocate int 0 in let h = allocate int 0 in get_window_size win w h ; !@ w , !@ h
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let get_window_surface = foreign " SDL_GetWindowSurface " ( window @-> returning ( some_to_ok surface_opt ) )
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let get_window_title = foreign " SDL_GetWindowTitle " ( window @-> returning string )
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let hide_window = foreign " SDL_HideWindow " ( window @-> returning void )
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let maximize_window = foreign " SDL_MaximizeWindow " ( window @-> returning void )
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let minimize_window = foreign " SDL_MinimizeWindow " ( window @-> returning void )
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let raise_window = foreign " SDL_RaiseWindow " ( window @-> returning void )
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let restore_window = foreign " SDL_RestoreWindow " ( window @-> returning void )
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let set_window_bordered = foreign " SDL_SetWindowBordered " ( window @-> bool @-> returning void )
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let set_window_brightness = foreign " SDL_SetWindowBrightness " ( window @-> float @-> returning zero_to_ok )
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let set_window_display_mode = foreign " SDL_SetWindowDisplayMode " ( window @-> ( ptr display_mode ) @-> returning zero_to_ok )
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let set_window_display_mode w m = let mode = display_mode_to_c m in set_window_display_mode w ( addr mode )
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let set_window_fullscreen = foreign " SDL_SetWindowFullscreen " ( window @-> uint32_t @-> returning zero_to_ok )
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let set_window_gamma_ramp = foreign " SDL_SetWindowGammaRamp " ( window @-> ptr void @-> ptr void @-> ptr void @-> returning zero_to_ok )
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let set_window_gamma_ramp w r g b = let ramp_ptr r = to_voidp ( bigarray_start array1 r ) in set_window_gamma_ramp w ( ramp_ptr r ) ( ramp_ptr g ) ( ramp_ptr b )
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let set_window_grab = foreign " SDL_SetWindowGrab " ( window @-> bool @-> returning void )
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let set_window_icon = foreign " SDL_SetWindowIcon " ( window @-> surface @-> returning void )
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let set_window_maximum_size = foreign " SDL_SetWindowMaximumSize " ( window @-> int @-> int @-> returning void )
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let set_window_maximum_size win ~ w ~ h = set_window_maximum_size win w h
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let set_window_minimum_size = foreign " SDL_SetWindowMinimumSize " ( window @-> int @-> int @-> returning void )
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let set_window_minimum_size win ~ w ~ h = set_window_minimum_size win w h
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let set_window_modal_for = foreign " SDL_SetWindowModalFor " ( window @-> window @-> returning zero_to_ok )
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let set_window_modal_for ~ modal ~ parent = set_window_modal_for modal parent
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let set_window_opacity = foreign " SDL_SetWindowOpacity " ( window @-> float @-> returning zero_to_ok )
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let set_window_position = foreign " SDL_SetWindowPosition " ( window @-> int @-> int @-> returning void )
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let set_window_position win ~ x ~ y = set_window_position win x y
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let set_window_resizable = foreign " SDL_SetWindowResizable " ( window @-> bool @-> returning void )
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let set_window_size = foreign " SDL_SetWindowSize " ( window @-> int @-> int @-> returning void )
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let set_window_size win ~ w ~ h = set_window_size win w h
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let set_window_title = foreign " SDL_SetWindowTitle " ( window @-> string @-> returning void )
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let show_window = foreign " SDL_ShowWindow " ( window @-> returning void )
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let update_window_surface = foreign " SDL_UpdateWindowSurface " ( window @-> returning zero_to_ok )
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let update_window_surface_rects = foreign " SDL_UpdateWindowSurfaceRects " ( window @-> ptr void @-> int @-> returning zero_to_ok )
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let update_window_surface_rects_ba w rs = let len = Bigarray . Array1 . dim rs in if len mod 4 <> 0 then invalid_arg ( err_length_mul len 4 ) else let count = len / 4 in let rs = to_voidp ( bigarray_start array1 rs ) in update_window_surface_rects w rs count
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let update_window_surface_rects w rs = let count = List . length rs in let rs = to_voidp ( CArray . start ( CArray . of_list rect rs ) ) in update_window_surface_rects w rs count
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type gl_context = unit ptr
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let gl_context : unit ptr typ = ptr void
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let gl_context_opt : unit ptr option typ = ptr_opt void
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let unsafe_gl_context_of_ptr addr : gl_context = ptr_of_raw_address addr
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let unsafe_ptr_of_gl_context gl_context = raw_address_of_ptr ( to_voidp gl_context )
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module Gl = struct type context_flags = int let context_debug_flag = sdl_gl_context_debug_flag let context_forward_compatible_flag = sdl_gl_context_forward_compatible_flag let context_robust_access_flag = sdl_gl_context_robust_access_flag let context_reset_isolation_flag = sdl_gl_context_reset_isolation_flag type profile = int let context_profile_core = sdl_gl_context_profile_core let context_profile_compatibility = sdl_gl_context_profile_compatibility let context_profile_es = sdl_gl_context_profile_es type attr = int let red_size = sdl_gl_red_size let green_size = sdl_gl_green_size let blue_size = sdl_gl_blue_size let alpha_size = sdl_gl_alpha_size let buffer_size = sdl_gl_buffer_size let doublebuffer = sdl_gl_doublebuffer let depth_size = sdl_gl_depth_size let stencil_size = sdl_gl_stencil_size let accum_red_size = sdl_gl_accum_red_size let accum_green_size = sdl_gl_accum_green_size let accum_blue_size = sdl_gl_accum_blue_size let accum_alpha_size = sdl_gl_accum_alpha_size let stereo = sdl_gl_stereo let multisamplebuffers = sdl_gl_multisamplebuffers let multisamplesamples = sdl_gl_multisamplesamples let accelerated_visual = sdl_gl_accelerated_visual let context_major_version = sdl_gl_context_major_version let context_minor_version = sdl_gl_context_minor_version let context_egl = sdl_gl_context_egl let context_flags = sdl_gl_context_flags let context_profile_mask = sdl_gl_context_profile_mask let context_release_behavior = sdl_gl_context_release_behavior let share_with_current_context = sdl_gl_share_with_current_context let framebuffer_srgb_capable = sdl_gl_framebuffer_srgb_capable end
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let gl_bind_texture = foreign " SDL_GL_BindTexture " ( texture @-> ptr float @-> ptr float @-> returning zero_to_ok )
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let gl_bind_texture t = let w = allocate float 0 . in let h = allocate float 0 . in match gl_bind_texture t w h with | Ok ( ) -> Ok ( !@ w , !@ h ) | Error _ as e -> e
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let gl_create_context = foreign " SDL_GL_CreateContext " ( window @-> returning ( some_to_ok gl_context_opt ) )
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let gl_delete_context = foreign " SDL_GL_DeleteContext " ( gl_context @-> returning void )
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let gl_extension_supported = foreign " SDL_GL_ExtensionSupported " ( string @-> returning bool )
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let gl_get_attribute = foreign " SDL_GL_GetAttribute " ( int @-> ( ptr int ) @-> returning int )
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let gl_get_attribute att = let value = allocate int 0 in match gl_get_attribute att value with | 0 -> Ok ( !@ value ) | err -> error ( )
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let gl_get_current_context = foreign " SDL_GL_GetCurrentContext " ( void @-> returning ( some_to_ok gl_context_opt ) )
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let gl_get_drawable_size = foreign " SDL_GL_GetDrawableSize " ( window @-> ptr int @-> ptr int @-> returning void )
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let gl_get_drawable_size win = let w = allocate int 0 in let h = allocate int 0 in gl_get_drawable_size win w h ; ( !@ w , !@ h )
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let gl_get_swap_interval = foreign " SDL_GL_GetSwapInterval " ( void @-> returning nat_to_ok )
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let gl_make_current = foreign " SDL_GL_MakeCurrent " ( window @-> gl_context @-> returning zero_to_ok )
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let gl_reset_attributes = foreign " SDL_GL_ResetAttributes " ~ stub ( void @-> returning void )
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