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+// TODO: Flesh me out
+use types::c;
+
+export type SDL_Color = struct {
+ r: u8,
+ g: u8,
+ b: u8,
+ a: u8,
+};
+
+export type SDL_Palette = struct {
+ ncolors: int,
+ colors: *SDL_Color,
+ version: u32,
+ refcount: int,
+};
+
+// Note: Everything in the pixel format structure is read-only.
+export type SDL_PixelFormat = struct {
+ format: u32, // TODO
+ palette: *SDL_Palette,
+ bitsperpixel: u8,
+ bytesperpixel: u8,
+ padding: [2]u8,
+ rmask: u32,
+ gmask: u32,
+ bmask: u32,
+ amask: u32,
+ rloss: u8,
+ gloss: u8,
+ bloss: u8,
+ aloss: u8,
+ rshift: u8,
+ gshift: u8,
+ bshift: u8,
+ ashift: u8,
+ refcount: int,
+ next: nullable *SDL_PixelFormat,
+};
+
+export def SDL_PIXELFORMAT_ARGB8888: u32 = 0x16362004;
+
+@symbol("SDL_GetPixelFormatName") fn _SDL_GetPixelFormatName(format: u32)
+ const *c::char;
+
+// Get the human readable name of a pixel format.
+export fn SDL_GetPixelFormatName(format: u32) str = {
+ return c::tostr(_SDL_GetPixelFormatName(format))!;
+};
+
+// Map an RGB triple to an opaque pixel value for a given pixel format.
+export @symbol("SDL_MapRGB") fn SDL_MapRGB(format: *SDL_PixelFormat, r: u8, g: u8, b: u8) u32;
+
+// Map an RGBA quadruple to a pixel value for a given pixel format.
+export @symbol("SDL_MapRGBA") fn SDL_MapRGBA(format: *SDL_PixelFormat, r: u8, g: u8, b: u8, a: u8) u32;