// 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;