# This method should not normally be used, refer to the SDL source code
# before use.
fun set_main_ready `{ SDL_SetMainReady(); `}
+
+ # Show or hide the cursor
+ fun show_cursor=(val: Bool) `{ SDL_ShowCursor(val? SDL_ENABLE: SDL_DISABLE); `}
+
+ # Is the cursor visible?
+ fun show_cursor: Bool `{ return SDL_ShowCursor(SDL_QUERY); `}
+
+ # Collect only relative mouse events and hide cursor
+ #
+ # Check `relative_mouse_mode` to see if the mode could be applied,
+ # if not, see `error`.
+ fun relative_mouse_mode=(value: Bool) `{
+ SDL_SetRelativeMouseMode(value);
+ `}
+
+ # Hide cursor and collect only relative mouse events?
+ fun relative_mouse_mode: Bool `{
+ return SDL_GetRelativeMouseMode();
+ `}
end
# Flags for `sys.sdl.initialize` and related methods
# Save this texture to a BMP file
fun save_bmp(path: CString) `{ SDL_SaveBMP(self, path); `}
+
+ # Format of the pixels
+ fun format: SDL_PixelFormat `{ return self->format; `}
+
+ # Width in pixels
+ fun w: Int `{ return self->w; `}
+
+ # Height in pixels
+ fun h: Int `{ return self->h; `}
+
+ # Bytes in a row of pixels
+ fun pitch: Int `{ return self->pitch; `}
+
+ # Pointer to pixel data
+ fun pixels: Pointer `{ return self->pixels; `}
+end
+
+# Pixel format information
+extern class SDL_PixelFormat `{ SDL_PixelFormat * `}
+ # Number of significant bits in a pixel
+ fun bits_per_pixel: Int `{ return self->BitsPerPixel; `}
+
+ # Number of bytes required to hold a pixel
+ fun bytes_per_pixel: Int `{ return self->BytesPerPixel; `}
+
+ # Mask of the location of the red component
+ fun rmask: UInt32 `{ return self->Rmask; `}
+
+ # Mask of the location of the green component
+ fun gmask: UInt32 `{ return self->Gmask; `}
+
+ # Mask of the location of the blue component
+ fun bmask: UInt32 `{ return self->Bmask; `}
+
+ # Mask of the location of the alpha component
+ fun amask: UInt32 `{ return self->Amask; `}
end
# A loaded bitmap texture