Documentation

Overview

Package sdl is SDL2 wrapped for Go users. It enables interoperability between Go and the SDL2 library which is written in C. That means the original SDL2 installation is required for this to work. SDL2 is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D.

Index

Constants

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const (
	AUDIO_MASK_BITSIZE  = C.SDL_AUDIO_MASK_BITSIZE  // (0xFF)
	AUDIO_MASK_DATATYPE = C.SDL_AUDIO_MASK_DATATYPE // (1<<8)
	AUDIO_MASK_ENDIAN   = C.SDL_AUDIO_MASK_ENDIAN   // (1<<12)
	AUDIO_MASK_SIGNED   = C.SDL_AUDIO_MASK_SIGNED   // (1<<15)
)

Audio format masks. (https://wiki.libsdl.org/SDL_AudioFormat)

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const (
	AUDIO_S8 = C.AUDIO_S8 // signed 8-bit samples
	AUDIO_U8 = C.AUDIO_U8 // unsigned 8-bit samples

	AUDIO_S16LSB = C.AUDIO_S16LSB // signed 16-bit samples in little-endian byte order
	AUDIO_S16MSB = C.AUDIO_S16MSB // signed 16-bit samples in big-endian byte order
	AUDIO_S16SYS = C.AUDIO_S16SYS // signed 16-bit samples in native byte order
	AUDIO_S16    = C.AUDIO_S16    // AUDIO_S16LSB
	AUDIO_U16LSB = C.AUDIO_U16LSB // unsigned 16-bit samples in little-endian byte order
	AUDIO_U16MSB = C.AUDIO_U16MSB // unsigned 16-bit samples in big-endian byte order
	AUDIO_U16SYS = C.AUDIO_U16SYS // unsigned 16-bit samples in native byte order
	AUDIO_U16    = C.AUDIO_U16    // AUDIO_U16LSB

	AUDIO_S32LSB = C.AUDIO_S32LSB // 32-bit integer samples in little-endian byte order
	AUDIO_S32MSB = C.AUDIO_S32MSB // 32-bit integer samples in big-endian byte order
	AUDIO_S32SYS = C.AUDIO_S32SYS // 32-bit integer samples in native byte order
	AUDIO_S32    = C.AUDIO_S32    // AUDIO_S32LSB

	AUDIO_F32LSB = C.AUDIO_F32LSB // 32-bit floating point samples in little-endian byte order
	AUDIO_F32MSB = C.AUDIO_F32MSB // 32-bit floating point samples in big-endian byte order
	AUDIO_F32SYS = C.AUDIO_F32SYS // 32-bit floating point samples in native byte order
	AUDIO_F32    = C.AUDIO_F32    // AUDIO_F32LSB
)

Audio format values. (https://wiki.libsdl.org/SDL_AudioFormat)

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const (
	AUDIO_ALLOW_FREQUENCY_CHANGE = C.SDL_AUDIO_ALLOW_FREQUENCY_CHANGE
	AUDIO_ALLOW_FORMAT_CHANGE    = C.SDL_AUDIO_ALLOW_FORMAT_CHANGE
	AUDIO_ALLOW_CHANNELS_CHANGE  = C.SDL_AUDIO_ALLOW_CHANNELS_CHANGE
	AUDIO_ALLOW_ANY_CHANGE       = C.SDL_AUDIO_ALLOW_ANY_CHANGE
)

AllowedChanges flags specify how SDL should behave when a device cannot offer a specific feature. If the application requests a feature that the hardware doesn't offer, SDL will always try to get the closest equivalent. Used in OpenAudioDevice(). (https://wiki.libsdl.org/SDL_OpenAudioDevice)

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const (
	AUDIO_STOPPED AudioStatus = C.SDL_AUDIO_STOPPED // audio device is stopped
	AUDIO_PLAYING             = C.SDL_AUDIO_PLAYING // audio device is playing
	AUDIO_PAUSED              = C.SDL_AUDIO_PAUSED  // audio device is paused
)

An enumeration of audio device states used in GetAudioDeviceStatus() and GetAudioStatus(). (https://wiki.libsdl.org/SDL_AudioStatus)

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const (
	BLENDMODE_NONE    = C.SDL_BLENDMODE_NONE  // no blending
	BLENDMODE_BLEND   = C.SDL_BLENDMODE_BLEND // alpha blending
	BLENDMODE_ADD     = C.SDL_BLENDMODE_ADD   // additive blending
	BLENDMODE_MOD     = C.SDL_BLENDMODE_MOD   // color modulate
	BLENDMODE_INVALID = C.SDL_BLENDMODE_INVALID
)
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const (
	BLENDOPERATION_ADD          = C.SDL_BLENDOPERATION_ADD
	BLENDOPERATION_SUBTRACT     = C.SDL_BLENDOPERATION_SUBTRACT
	BLENDOPERATION_REV_SUBTRACT = C.SDL_BLENDOPERATION_REV_SUBTRACT
	BLENDOPERATION_MINIMUM      = C.SDL_BLENDOPERATION_MINIMUM
	BLENDOPERATION_MAXIMUM      = C.SDL_BLENDOPERATION_MAXIMUM
)
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const (
	BLENDFACTOR_ZERO                = C.SDL_BLENDFACTOR_ZERO                // 0, 0, 0, 0
	BLENDFACTOR_ONE                 = C.SDL_BLENDFACTOR_ONE                 // 1, 1, 1, 1
	BLENDFACTOR_SRC_COLOR           = C.SDL_BLENDFACTOR_SRC_COLOR           // srcR, srcG, srcB, srcA
	BLENDFACTOR_ONE_MINUS_SRC_COLOR = C.SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR // 1-srcR, 1-srcG, 1-srcB, 1-srcA
	BLENDFACTOR_SRC_ALPHA           = C.SDL_BLENDFACTOR_SRC_ALPHA           // srcA, srcA, srcA, srcA
	BLENDFACTOR_ONE_MINUS_SRC_ALPHA = C.SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA // 1-srcA, 1-srcA, 1-srcA, 1-srcA
	BLENDFACTOR_DST_COLOR           = C.SDL_BLENDFACTOR_DST_COLOR           // dstR, dstG, dstB, dstA
	BLENDFACTOR_ONE_MINUS_DST_COLOR = C.SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR // 1-dstR, 1-dstG, 1-dstB, 1-dstA
	BLENDFACTOR_DST_ALPHA           = C.SDL_BLENDFACTOR_DST_ALPHA           // dstA, dstA, dstA, dstA
	BLENDFACTOR_ONE_MINUS_DST_ALPHA = C.SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA // 1-dstA, 1-dstA, 1-dstA, 1-dstA
)
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const (
	BYTEORDER  = C.SDL_BYTEORDER  // macro that corresponds to the byte order used by the processor type it was compiled for
	LIL_ENDIAN = C.SDL_LIL_ENDIAN // byte order is 1234, where the least significant byte is stored first
	BIG_ENDIAN = C.SDL_BIG_ENDIAN // byte order is 4321, where the most significant byte is stored first
)

Endian-specific values. (https://wiki.libsdl.org/CategoryEndian)

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const (
	ENOMEM      ErrorCode = C.SDL_ENOMEM      // out of memory
	EFREAD                = C.SDL_EFREAD      // error reading from datastream
	EFWRITE               = C.SDL_EFWRITE     // error writing to datastream
	EFSEEK                = C.SDL_EFSEEK      // error seeking in datastream
	UNSUPPORTED           = C.SDL_UNSUPPORTED // that operation is not supported
	LASTERROR             = C.SDL_LASTERROR   // the highest numbered predefined error
)

SDL error codes with their corresponding predefined strings.

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const (
	FIRSTEVENT = C.SDL_FIRSTEVENT // do not remove (unused)

	// Application events
	QUIT = C.SDL_QUIT // user-requested quit

	// Android, iOS and WinRT events
	APP_TERMINATING         = C.SDL_APP_TERMINATING         // OS is terminating the application
	APP_LOWMEMORY           = C.SDL_APP_LOWMEMORY           // OS is low on memory; free some
	APP_WILLENTERBACKGROUND = C.SDL_APP_WILLENTERBACKGROUND // application is entering background
	APP_DIDENTERBACKGROUND  = C.SDL_APP_DIDENTERBACKGROUND  //application entered background
	APP_WILLENTERFOREGROUND = C.SDL_APP_WILLENTERFOREGROUND // application is entering foreground
	APP_DIDENTERFOREGROUND  = C.SDL_APP_DIDENTERFOREGROUND  // application entered foreground

	// Display events
	DISPLAYEVENT = C.SDL_DISPLAYEVENT // Display state change

	// Window events
	WINDOWEVENT = C.SDL_WINDOWEVENT // window state change
	SYSWMEVENT  = C.SDL_SYSWMEVENT  // system specific event

	// Keyboard events
	KEYDOWN       = C.SDL_KEYDOWN       // key pressed
	KEYUP         = C.SDL_KEYUP         // key released
	TEXTEDITING   = C.SDL_TEXTEDITING   // keyboard text editing (composition)
	TEXTINPUT     = C.SDL_TEXTINPUT     // keyboard text input
	KEYMAPCHANGED = C.SDL_KEYMAPCHANGED // keymap changed due to a system event such as an input language or keyboard layout change (>= SDL 2.0.4)

	// Mouse events
	MOUSEMOTION     = C.SDL_MOUSEMOTION     // mouse moved
	MOUSEBUTTONDOWN = C.SDL_MOUSEBUTTONDOWN // mouse button pressed
	MOUSEBUTTONUP   = C.SDL_MOUSEBUTTONUP   // mouse button released
	MOUSEWHEEL      = C.SDL_MOUSEWHEEL      // mouse wheel motion

	// Joystick events
	JOYAXISMOTION    = C.SDL_JOYAXISMOTION    // joystick axis motion
	JOYBALLMOTION    = C.SDL_JOYBALLMOTION    // joystick trackball motion
	JOYHATMOTION     = C.SDL_JOYHATMOTION     // joystick hat position change
	JOYBUTTONDOWN    = C.SDL_JOYBUTTONDOWN    // joystick button pressed
	JOYBUTTONUP      = C.SDL_JOYBUTTONUP      // joystick button released
	JOYDEVICEADDED   = C.SDL_JOYDEVICEADDED   // joystick connected
	JOYDEVICEREMOVED = C.SDL_JOYDEVICEREMOVED // joystick disconnected

	// Game controller events
	CONTROLLERAXISMOTION     = C.SDL_CONTROLLERAXISMOTION     // controller axis motion
	CONTROLLERBUTTONDOWN     = C.SDL_CONTROLLERBUTTONDOWN     // controller button pressed
	CONTROLLERBUTTONUP       = C.SDL_CONTROLLERBUTTONUP       // controller button released
	CONTROLLERDEVICEADDED    = C.SDL_CONTROLLERDEVICEADDED    // controller connected
	CONTROLLERDEVICEREMOVED  = C.SDL_CONTROLLERDEVICEREMOVED  // controller disconnected
	CONTROLLERDEVICEREMAPPED = C.SDL_CONTROLLERDEVICEREMAPPED // controller mapping updated

	// Touch events
	FINGERDOWN   = C.SDL_FINGERDOWN   // user has touched input device
	FINGERUP     = C.SDL_FINGERUP     // user stopped touching input device
	FINGERMOTION = C.SDL_FINGERMOTION // user is dragging finger on input device

	// Gesture events
	DOLLARGESTURE = C.SDL_DOLLARGESTURE
	DOLLARRECORD  = C.SDL_DOLLARRECORD
	MULTIGESTURE  = C.SDL_MULTIGESTURE

	// Clipboard events
	CLIPBOARDUPDATE = C.SDL_CLIPBOARDUPDATE // the clipboard changed

	// Drag and drop events
	DROPFILE     = C.SDL_DROPFILE     // the system requests a file open
	DROPTEXT     = C.SDL_DROPTEXT     // text/plain drag-and-drop event
	DROPBEGIN    = C.SDL_DROPBEGIN    // a new set of drops is beginning (NULL filename)
	DROPCOMPLETE = C.SDL_DROPCOMPLETE // current set of drops is now complete (NULL filename)

	// Audio hotplug events
	AUDIODEVICEADDED   = C.SDL_AUDIODEVICEADDED   // a new audio device is available (>= SDL 2.0.4)
	AUDIODEVICEREMOVED = C.SDL_AUDIODEVICEREMOVED // an audio device has been removed (>= SDL 2.0.4)

	// Sensor events
	SENSORUPDATE = C.SDL_SENSORUPDATE // a sensor was updated

	// Render events
	RENDER_TARGETS_RESET = C.SDL_RENDER_TARGETS_RESET // the render targets have been reset and their contents need to be updated (>= SDL 2.0.2)
	RENDER_DEVICE_RESET  = C.SDL_RENDER_DEVICE_RESET  // the device has been reset and all textures need to be recreated (>= SDL 2.0.4)

	// These are for your use, and should be allocated with RegisterEvents()
	USEREVENT = C.SDL_USEREVENT // a user-specified event
	LASTEVENT = C.SDL_LASTEVENT // (only for bounding internal arrays)
)

Enumeration of the types of events that can be delivered. (https://wiki.libsdl.org/SDL_EventType)

View Source
const (
	ADDEVENT  = C.SDL_ADDEVENT  // up to numevents events will be added to the back of the event queue
	PEEKEVENT = C.SDL_PEEKEVENT // up to numevents events at the front of the event queue, within the specified minimum and maximum type, will be returned and will not be removed from the queue
	GETEVENT  = C.SDL_GETEVENT  // up to numevents events at the front of the event queue, within the specified minimum and maximum type, will be returned and will be removed from the queue
)

Actions for PeepEvents(). (https://wiki.libsdl.org/SDL_PeepEvents)

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const (
	QUERY   = C.SDL_QUERY
	IGNORE  = C.SDL_IGNORE
	DISABLE = C.SDL_DISABLE
	ENABLE  = C.SDL_ENABLE
)

Toggles for different event state functions.

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const (
	CONTROLLER_BINDTYPE_NONE   = C.SDL_CONTROLLER_BINDTYPE_NONE
	CONTROLLER_BINDTYPE_BUTTON = C.SDL_CONTROLLER_BINDTYPE_BUTTON
	CONTROLLER_BINDTYPE_AXIS   = C.SDL_CONTROLLER_BINDTYPE_AXIS
	CONTROLLER_BINDTYPE_HAT    = C.SDL_CONTROLLER_BINDTYPE_HAT
)

Types of game controller inputs.

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const (
	CONTROLLER_AXIS_INVALID      = C.SDL_CONTROLLER_AXIS_INVALID
	CONTROLLER_AXIS_LEFTX        = C.SDL_CONTROLLER_AXIS_LEFTX
	CONTROLLER_AXIS_LEFTY        = C.SDL_CONTROLLER_AXIS_LEFTY
	CONTROLLER_AXIS_RIGHTX       = C.SDL_CONTROLLER_AXIS_RIGHTX
	CONTROLLER_AXIS_RIGHTY       = C.SDL_CONTROLLER_AXIS_RIGHTY
	CONTROLLER_AXIS_TRIGGERLEFT  = C.SDL_CONTROLLER_AXIS_TRIGGERLEFT
	CONTROLLER_AXIS_TRIGGERRIGHT = C.SDL_CONTROLLER_AXIS_TRIGGERRIGHT
	CONTROLLER_AXIS_MAX          = C.SDL_CONTROLLER_AXIS_MAX
)

An enumeration of axes available from a controller. (https://wiki.libsdl.org/SDL_GameControllerAxis)

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const (
	CONTROLLER_BUTTON_INVALID       = C.SDL_CONTROLLER_BUTTON_INVALID
	CONTROLLER_BUTTON_A             = C.SDL_CONTROLLER_BUTTON_A
	CONTROLLER_BUTTON_B             = C.SDL_CONTROLLER_BUTTON_B
	CONTROLLER_BUTTON_X             = C.SDL_CONTROLLER_BUTTON_X
	CONTROLLER_BUTTON_Y             = C.SDL_CONTROLLER_BUTTON_Y
	CONTROLLER_BUTTON_BACK          = C.SDL_CONTROLLER_BUTTON_BACK
	CONTROLLER_BUTTON_GUIDE         = C.SDL_CONTROLLER_BUTTON_GUIDE
	CONTROLLER_BUTTON_START         = C.SDL_CONTROLLER_BUTTON_START
	CONTROLLER_BUTTON_LEFTSTICK     = C.SDL_CONTROLLER_BUTTON_LEFTSTICK
	CONTROLLER_BUTTON_RIGHTSTICK    = C.SDL_CONTROLLER_BUTTON_RIGHTSTICK
	CONTROLLER_BUTTON_LEFTSHOULDER  = C.SDL_CONTROLLER_BUTTON_LEFTSHOULDER
	CONTROLLER_BUTTON_RIGHTSHOULDER = C.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
	CONTROLLER_BUTTON_DPAD_UP       = C.SDL_CONTROLLER_BUTTON_DPAD_UP
	CONTROLLER_BUTTON_DPAD_DOWN     = C.SDL_CONTROLLER_BUTTON_DPAD_DOWN
	CONTROLLER_BUTTON_DPAD_LEFT     = C.SDL_CONTROLLER_BUTTON_DPAD_LEFT
	CONTROLLER_BUTTON_DPAD_RIGHT    = C.SDL_CONTROLLER_BUTTON_DPAD_RIGHT
	CONTROLLER_BUTTON_MAX           = C.SDL_CONTROLLER_BUTTON_MAX
)

An enumeration of buttons available from a controller. (https://wiki.libsdl.org/SDL_GameControllerButton)

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const (
	HAPTIC_CONSTANT     = C.SDL_HAPTIC_CONSTANT     // constant haptic effect
	HAPTIC_SINE         = C.SDL_HAPTIC_SINE         // periodic haptic effect that simulates sine waves
	HAPTIC_LEFTRIGHT    = C.SDL_HAPTIC_LEFTRIGHT    // haptic effect for direct control over high/low frequency motors
	HAPTIC_TRIANGLE     = C.SDL_HAPTIC_TRIANGLE     // periodic haptic effect that simulates triangular waves
	HAPTIC_SAWTOOTHUP   = C.SDL_HAPTIC_SAWTOOTHUP   // periodic haptic effect that simulates saw tooth up waves
	HAPTIC_SAWTOOTHDOWN = C.SDL_HAPTIC_SAWTOOTHDOWN // periodic haptic effect that simulates saw tooth down waves
	HAPTIC_RAMP         = C.SDL_HAPTIC_RAMP         // ramp haptic effect
	HAPTIC_SPRING       = C.SDL_HAPTIC_SPRING       // condition haptic effect that simulates a spring.  Effect is based on the axes position
	HAPTIC_DAMPER       = C.SDL_HAPTIC_DAMPER       // condition haptic effect that simulates dampening.  Effect is based on the axes velocity
	HAPTIC_INERTIA      = C.SDL_HAPTIC_INERTIA      // condition haptic effect that simulates inertia.  Effect is based on the axes acceleration
	HAPTIC_FRICTION     = C.SDL_HAPTIC_FRICTION     // condition haptic effect that simulates friction.  Effect is based on the axes movement
	HAPTIC_CUSTOM       = C.SDL_HAPTIC_CUSTOM       // user defined custom haptic effect
	HAPTIC_GAIN         = C.SDL_HAPTIC_GAIN         // device supports setting the global gain
	HAPTIC_AUTOCENTER   = C.SDL_HAPTIC_AUTOCENTER   // device supports setting autocenter
	HAPTIC_STATUS       = C.SDL_HAPTIC_STATUS       // device can be queried for effect status
	HAPTIC_PAUSE        = C.SDL_HAPTIC_PAUSE        // device can be paused

)

Haptic effects. (https://wiki.libsdl.org/SDL_HapticEffect)

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const (
	HAPTIC_POLAR     = C.SDL_HAPTIC_POLAR     // uses polar coordinates for the direction
	HAPTIC_CARTESIAN = C.SDL_HAPTIC_CARTESIAN // uses cartesian coordinates for the direction
	HAPTIC_SPHERICAL = C.SDL_HAPTIC_SPHERICAL // uses spherical coordinates for the direction
	HAPTIC_INFINITY  = C.SDL_HAPTIC_INFINITY  // used to play a device an infinite number of times
)

Direction encodings. (https://wiki.libsdl.org/SDL_HapticDirection)

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const (
	HINT_FRAMEBUFFER_ACCELERATION                 = C.SDL_HINT_FRAMEBUFFER_ACCELERATION                 // specifies how 3D acceleration is used with Window.GetSurface()
	HINT_RENDER_DRIVER                            = C.SDL_HINT_RENDER_DRIVER                            // specifies which render driver to use
	HINT_RENDER_OPENGL_SHADERS                    = C.SDL_HINT_RENDER_OPENGL_SHADERS                    // specifies whether the OpenGL render driver uses shaders
	HINT_RENDER_DIRECT3D_THREADSAFE               = C.SDL_HINT_RENDER_DIRECT3D_THREADSAFE               // specifies whether the Direct3D device is initialized for thread-safe operations
	HINT_RENDER_DIRECT3D11_DEBUG                  = C.SDL_HINT_RENDER_DIRECT3D11_DEBUG                  // specifies a variable controlling whether to enable Direct3D 11+'s Debug Layer
	HINT_RENDER_SCALE_QUALITY                     = C.SDL_HINT_RENDER_SCALE_QUALITY                     // specifies scaling quality
	HINT_RENDER_VSYNC                             = C.SDL_HINT_RENDER_VSYNC                             // specifies whether sync to vertical refresh is enabled or disabled in CreateRenderer() to avoid tearing
	HINT_VIDEO_ALLOW_SCREENSAVER                  = C.SDL_HINT_VIDEO_ALLOW_SCREENSAVER                  // specifies whether the screensaver is enabled
	HINT_VIDEO_X11_NET_WM_PING                    = C.SDL_HINT_VIDEO_X11_NET_WM_PING                    // specifies whether the X11 _NET_WM_PING protocol should be supported
	HINT_VIDEO_X11_XVIDMODE                       = C.SDL_HINT_VIDEO_X11_XVIDMODE                       // specifies whether the X11 VidMode extension should be used
	HINT_VIDEO_X11_XINERAMA                       = C.SDL_HINT_VIDEO_X11_XINERAMA                       // specifies whether the X11 Xinerama extension should be used
	HINT_VIDEO_X11_XRANDR                         = C.SDL_HINT_VIDEO_X11_XRANDR                         // specifies whether the X11 XRandR extension should be used
	HINT_GRAB_KEYBOARD                            = C.SDL_HINT_GRAB_KEYBOARD                            // specifies whether grabbing input grabs the keyboard
	HINT_MOUSE_DOUBLE_CLICK_TIME                  = C.SDL_HINT_MOUSE_DOUBLE_CLICK_TIME                  // specifies the double click time, in milliseconds
	HINT_MOUSE_DOUBLE_CLICK_RADIUS                = C.SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS                // specifies the double click radius, in pixels.
	HINT_MOUSE_RELATIVE_MODE_WARP                 = C.SDL_HINT_MOUSE_RELATIVE_MODE_WARP                 // specifies whether relative mouse mode is implemented using mouse warping
	HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS             = C.SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS             // specifies if a Window is minimized if it loses key focus when in fullscreen mode
	HINT_IDLE_TIMER_DISABLED                      = C.SDL_HINT_IDLE_TIMER_DISABLED                      // specifies a variable controlling whether the idle timer is disabled on iOS
	HINT_IME_INTERNAL_EDITING                     = C.SDL_HINT_IME_INTERNAL_EDITING                     // specifies whether certain IMEs should handle text editing internally instead of sending TextEditingEvents
	HINT_ORIENTATIONS                             = C.SDL_HINT_ORIENTATIONS                             // specifies a variable controlling which orientations are allowed on iOS
	HINT_ACCELEROMETER_AS_JOYSTICK                = C.SDL_HINT_ACCELEROMETER_AS_JOYSTICK                // specifies whether the Android / iOS built-in accelerometer should be listed as a joystick device, rather than listing actual joysticks only
	HINT_XINPUT_ENABLED                           = C.SDL_HINT_XINPUT_ENABLED                           // specifies if Xinput gamepad devices are detected
	HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING          = C.SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING          // specifies that SDL should use the old axis and button mapping for XInput devices
	HINT_GAMECONTROLLERCONFIG                     = C.SDL_HINT_GAMECONTROLLERCONFIG                     // specifies extra gamecontroller db entries
	HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS         = C.SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS         // specifies if joystick (and gamecontroller) events are enabled even when the application is in the background
	HINT_ALLOW_TOPMOST                            = C.SDL_HINT_ALLOW_TOPMOST                            // specifies if top most bit on an SDL Window can be set
	HINT_THREAD_STACK_SIZE                        = C.SDL_HINT_THREAD_STACK_SIZE                        // specifies a variable specifying SDL's threads stack size in bytes or "0" for the backend's default size
	HINT_TIMER_RESOLUTION                         = C.SDL_HINT_TIMER_RESOLUTION                         // specifies the timer resolution in milliseconds
	HINT_VIDEO_HIGHDPI_DISABLED                   = C.SDL_HINT_VIDEO_HIGHDPI_DISABLED                   // specifies if high-DPI windows ("Retina" on Mac and iOS) are not allowed
	HINT_MAC_BACKGROUND_APP                       = C.SDL_HINT_MAC_BACKGROUND_APP                       // specifies if the SDL app should not be forced to become a foreground process on Mac OS X
	HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK       = C.SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK       // specifies whether ctrl+click should generate a right-click event on Mac
	HINT_VIDEO_WIN_D3DCOMPILER                    = C.SDL_HINT_VIDEO_WIN_D3DCOMPILER                    // specifies which shader compiler to preload when using the Chrome ANGLE binaries
	HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT          = C.SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT          // specifies the address of another Window* (as a hex string formatted with "%p")
	HINT_WINRT_PRIVACY_POLICY_URL                 = C.SDL_HINT_WINRT_PRIVACY_POLICY_URL                 // specifies a URL to a WinRT app's privacy policy
	HINT_WINRT_PRIVACY_POLICY_LABEL               = C.SDL_HINT_WINRT_PRIVACY_POLICY_LABEL               // specifies a label text for a WinRT app's privacy policy link
	HINT_WINRT_HANDLE_BACK_BUTTON                 = C.SDL_HINT_WINRT_HANDLE_BACK_BUTTON                 // specifies a variable to allow back-button-press events on Windows Phone to be marked as handled
	HINT_VIDEO_MAC_FULLSCREEN_SPACES              = C.SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES              // specifies policy for fullscreen Spaces on Mac OS X
	HINT_NO_SIGNAL_HANDLERS                       = C.SDL_HINT_NO_SIGNAL_HANDLERS                       // specifies not to catch the SIGINT or SIGTERM signals
	HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN  = C.SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN  // specifies whether the window frame and title bar are interactive when the cursor is hidden
	HINT_WINDOWS_ENABLE_MESSAGELOOP               = C.SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP               // specifies whether the windows message loop is processed by SDL
	HINT_WINDOWS_NO_CLOSE_ON_ALT_F4               = C.SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4               // specifies that SDL should not to generate WINDOWEVENT_CLOSE events for Alt+F4 on Microsoft Windows
	HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH         = C.SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH         // specifies a variable to control whether mouse and touch events are to be treated together or separately
	HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION  = C.SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION  // specifies the Android APK expansion main file version
	HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION = C.SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION // specifies the Android APK expansion patch file version
	HINT_AUDIO_RESAMPLING_MODE                    = C.SDL_HINT_AUDIO_RESAMPLING_MODE                    // specifies a variable controlling speed/quality tradeoff of audio resampling
	HINT_RENDER_LOGICAL_SIZE_MODE                 = C.SDL_HINT_RENDER_LOGICAL_SIZE_MODE                 // specifies a variable controlling the scaling policy for SDL_RenderSetLogicalSize
	HINT_MOUSE_NORMAL_SPEED_SCALE                 = C.SDL_HINT_MOUSE_NORMAL_SPEED_SCALE                 // specifies a variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
	HINT_MOUSE_RELATIVE_SPEED_SCALE               = C.SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE               // specifies a variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
	HINT_MOUSE_TOUCH_EVENTS                       = C.SDL_HINT_MOUSE_TOUCH_EVENTS                       // specifies a variable to control whether mouse events should generate synthetic touch events
	HINT_TOUCH_MOUSE_EVENTS                       = C.SDL_HINT_TOUCH_MOUSE_EVENTS                       // specifies a variable controlling whether touch events should generate synthetic mouse events
	HINT_WINDOWS_INTRESOURCE_ICON                 = C.SDL_HINT_WINDOWS_INTRESOURCE_ICON                 // specifies a variable to specify custom icon resource id from RC file on Windows platform
	HINT_WINDOWS_INTRESOURCE_ICON_SMALL           = C.SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL           // specifies a variable to specify custom icon resource id from RC file on Windows platform
	HINT_IOS_HIDE_HOME_INDICATOR                  = C.SDL_HINT_IOS_HIDE_HOME_INDICATOR                  // specifies a variable controlling whether the home indicator bar on iPhone X should be hidden.
	HINT_RETURN_KEY_HIDES_IME                     = C.SDL_HINT_RETURN_KEY_HIDES_IME                     // specifies a variable to control whether the return key on the soft keyboard should hide the soft keyboard on Android and iOS.
	HINT_TV_REMOTE_AS_JOYSTICK                    = C.SDL_HINT_TV_REMOTE_AS_JOYSTICK                    // specifies a variable controlling whether the Android / tvOS remotes  should be listed as joystick devices, instead of sending keyboard events.
	HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR       = C.SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR       // specifies a variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
	HINT_VIDEO_DOUBLE_BUFFER                      = C.SDL_HINT_VIDEO_DOUBLE_BUFFER                      // specifies a variable that tells the video driver that we only want a double buffer.
	HINT_RENDER_BATCHING                          = C.SDL_HINT_RENDER_BATCHING                          // specifies a variable controlling whether the 2D render API is compatible or efficient.
	HINT_EVENT_LOGGING                            = C.SDL_HINT_EVENT_LOGGING                            // specifies a variable controlling whether SDL logs all events pushed onto its internal queue.
	HINT_GAMECONTROLLERCONFIG_FILE                = C.SDL_HINT_GAMECONTROLLERCONFIG_FILE                // specifies a variable that lets you provide a file with extra gamecontroller db entries.
	HINT_ANDROID_BLOCK_ON_PAUSE                   = C.SDL_HINT_ANDROID_BLOCK_ON_PAUSE                   // specifies a variable to control whether the event loop will block itself when the app is paused.
)

Configuration hints (https://wiki.libsdl.org/CategoryHints)

View Source
const (
	HINT_DEFAULT  = C.SDL_HINT_DEFAULT  // low priority, used for default values
	HINT_NORMAL   = C.SDL_HINT_NORMAL   // medium priority
	HINT_OVERRIDE = C.SDL_HINT_OVERRIDE // high priority
)

An enumeration of hint priorities. (https://wiki.libsdl.org/SDL_HintPriority)

View Source
const (
	HAT_CENTERED  = C.SDL_HAT_CENTERED
	HAT_UP        = C.SDL_HAT_UP
	HAT_RIGHT     = C.SDL_HAT_RIGHT
	HAT_DOWN      = C.SDL_HAT_DOWN
	HAT_LEFT      = C.SDL_HAT_LEFT
	HAT_RIGHTUP   = C.SDL_HAT_RIGHTUP
	HAT_RIGHTDOWN = C.SDL_HAT_RIGHTDOWN
	HAT_LEFTUP    = C.SDL_HAT_LEFTUP
	HAT_LEFTDOWN  = C.SDL_HAT_LEFTDOWN
)

Hat positions. (https://wiki.libsdl.org/SDL_JoystickGetHat)

View Source
const (
	JOYSTICK_TYPE_UNKNOWN        = C.SDL_JOYSTICK_TYPE_UNKNOWN
	JOYSTICK_TYPE_GAMECONTROLLER = C.SDL_JOYSTICK_TYPE_GAMECONTROLLER
	JOYSTICK_TYPE_WHEEL          = C.SDL_JOYSTICK_TYPE_WHEEL
	JOYSTICK_TYPE_ARCADE_STICK   = C.SDL_JOYSTICK_TYPE_ARCADE_STICK
	JOYSTICK_TYPE_FLIGHT_STICK   = C.SDL_JOYSTICK_TYPE_FLIGHT_STICK
	JOYSTICK_TYPE_DANCE_PAD      = C.SDL_JOYSTICK_TYPE_DANCE_PAD
	JOYSTICK_TYPE_GUITAR         = C.SDL_JOYSTICK_TYPE_GUITAR
	JOYSTICK_TYPE_DRUM_KIT       = C.SDL_JOYSTICK_TYPE_DRUM_KIT
	JOYSTICK_TYPE_ARCADE_PAD     = C.SDL_JOYSTICK_TYPE_ARCADE_PAD
	JOYSTICK_TYPE_THROTTLE       = C.SDL_JOYSTICK_TYPE_THROTTLE
)

Types of a joystick.

View Source
const (
	JOYSTICK_POWER_UNKNOWN = C.SDL_JOYSTICK_POWER_UNKNOWN
	JOYSTICK_POWER_EMPTY   = C.SDL_JOYSTICK_POWER_EMPTY
	JOYSTICK_POWER_LOW     = C.SDL_JOYSTICK_POWER_LOW
	JOYSTICK_POWER_MEDIUM  = C.SDL_JOYSTICK_POWER_MEDIUM
	JOYSTICK_POWER_FULL    = C.SDL_JOYSTICK_POWER_FULL
	JOYSTICK_POWER_WIRED   = C.SDL_JOYSTICK_POWER_WIRED
	JOYSTICK_POWER_MAX     = C.SDL_JOYSTICK_POWER_MAX
)

An enumeration of battery levels of a joystick. (https://wiki.libsdl.org/SDL_JoystickPowerLevel)

View Source
const (
	K_UNKNOWN = C.SDLK_UNKNOWN // "" (no name, empty string)

	K_RETURN     = C.SDLK_RETURN     // "Return" (the Enter key (main keyboard))
	K_ESCAPE     = C.SDLK_ESCAPE     // "Escape" (the Esc key)
	K_BACKSPACE  = C.SDLK_BACKSPACE  // "Backspace"
	K_TAB        = C.SDLK_TAB        // "Tab" (the Tab key)
	K_SPACE      = C.SDLK_SPACE      // "Space" (the Space Bar key(s))
	K_EXCLAIM    = C.SDLK_EXCLAIM    // "!"
	K_QUOTEDBL   = C.SDLK_QUOTEDBL   // """
	K_HASH       = C.SDLK_HASH       // "#"
	K_PERCENT    = C.SDLK_PERCENT    // "%"
	K_DOLLAR     = C.SDLK_DOLLAR     // "$"
	K_AMPERSAND  = C.SDLK_AMPERSAND  // "&"
	K_QUOTE      = C.SDLK_QUOTE      // "'"
	K_LEFTPAREN  = C.SDLK_LEFTPAREN  // "("
	K_RIGHTPAREN = C.SDLK_RIGHTPAREN // ")"
	K_ASTERISK   = C.SDLK_ASTERISK   // "*"
	K_PLUS       = C.SDLK_PLUS       // "+"
	K_COMMA      = C.SDLK_COMMA      // ","
	K_MINUS      = C.SDLK_MINUS      // "-"
	K_PERIOD     = C.SDLK_PERIOD     // "."
	K_SLASH      = C.SDLK_SLASH      // "/"
	K_0          = C.SDLK_0          // "0"
	K_1          = C.SDLK_1          // "1"
	K_2          = C.SDLK_2          // "2"
	K_3          = C.SDLK_3          // "3"
	K_4          = C.SDLK_4          // "4"
	K_5          = C.SDLK_5          // "5"
	K_6          = C.SDLK_6          // "6"
	K_7          = C.SDLK_7          // "7"
	K_8          = C.SDLK_8          // "8"
	K_9          = C.SDLK_9          // "9"
	K_COLON      = C.SDLK_COLON      // ":"
	K_SEMICOLON  = C.SDLK_SEMICOLON  // ";"
	K_LESS       = C.SDLK_LESS       // "<"
	K_EQUALS     = C.SDLK_EQUALS     // "="
	K_GREATER    = C.SDLK_GREATER    // ">"
	K_QUESTION   = C.SDLK_QUESTION   // "?"
	K_AT         = C.SDLK_AT         // "@"
	/*
	   Skip uppercase letters
	*/
	K_LEFTBRACKET  = C.SDLK_LEFTBRACKET  // "["
	K_BACKSLASH    = C.SDLK_BACKSLASH    // "\"
	K_RIGHTBRACKET = C.SDLK_RIGHTBRACKET // "]"
	K_CARET        = C.SDLK_CARET        // "^"
	K_UNDERSCORE   = C.SDLK_UNDERSCORE   // "_"
	K_BACKQUOTE    = C.SDLK_BACKQUOTE    // "`"
	K_a            = C.SDLK_a            // "A"
	K_b            = C.SDLK_b            // "B"
	K_c            = C.SDLK_c            // "C"
	K_d            = C.SDLK_d            // "D"
	K_e            = C.SDLK_e            // "E"
	K_f            = C.SDLK_f            // "F"
	K_g            = C.SDLK_g            // "G"
	K_h            = C.SDLK_h            // "H"
	K_i            = C.SDLK_i            // "I"
	K_j            = C.SDLK_j            // "J"
	K_k            = C.SDLK_k            // "K"
	K_l            = C.SDLK_l            // "L"
	K_m            = C.SDLK_m            // "M"
	K_n            = C.SDLK_n            // "N"
	K_o            = C.SDLK_o            // "O"
	K_p            = C.SDLK_p            // "P"
	K_q            = C.SDLK_q            // "Q"
	K_r            = C.SDLK_r            // "R"
	K_s            = C.SDLK_s            // "S"
	K_t            = C.SDLK_t            // "T"
	K_u            = C.SDLK_u            // "U"
	K_v            = C.SDLK_v            // "V"
	K_w            = C.SDLK_w            // "W"
	K_x            = C.SDLK_x            // "X"
	K_y            = C.SDLK_y            // "Y"
	K_z            = C.SDLK_z            // "Z"

	K_CAPSLOCK = C.SDLK_CAPSLOCK // "CapsLock"

	K_F1  = C.SDLK_F1  // "F1"
	K_F2  = C.SDLK_F2  // "F2"
	K_F3  = C.SDLK_F3  // "F3"
	K_F4  = C.SDLK_F4  // "F4"
	K_F5  = C.SDLK_F5  // "F5"
	K_F6  = C.SDLK_F6  // "F6"
	K_F7  = C.SDLK_F7  // "F7"
	K_F8  = C.SDLK_F8  // "F8"
	K_F9  = C.SDLK_F9  // "F9"
	K_F10 = C.SDLK_F10 // "F10"
	K_F11 = C.SDLK_F11 // "F11"
	K_F12 = C.SDLK_F12 // "F12"

	K_PRINTSCREEN = C.SDLK_PRINTSCREEN // "PrintScreen"
	K_SCROLLLOCK  = C.SDLK_SCROLLLOCK  // "ScrollLock"
	K_PAUSE       = C.SDLK_PAUSE       // "Pause" (the Pause / Break key)
	K_INSERT      = C.SDLK_INSERT      // "Insert" (insert on PC, help on some Mac keyboards (but does send code 73, not 117))
	K_HOME        = C.SDLK_HOME        // "Home"
	K_PAGEUP      = C.SDLK_PAGEUP      // "PageUp"
	K_DELETE      = C.SDLK_DELETE      // "Delete"
	K_END         = C.SDLK_END         // "End"
	K_PAGEDOWN    = C.SDLK_PAGEDOWN    // "PageDown"
	K_RIGHT       = C.SDLK_RIGHT       // "Right" (the Right arrow key (navigation keypad))
	K_LEFT        = C.SDLK_LEFT        // "Left" (the Left arrow key (navigation keypad))
	K_DOWN        = C.SDLK_DOWN        // "Down" (the Down arrow key (navigation keypad))
	K_UP          = C.SDLK_UP          // "Up" (the Up arrow key (navigation keypad))

	K_NUMLOCKCLEAR = C.SDLK_NUMLOCKCLEAR // "Numlock" (the Num Lock key (PC) / the Clear key (Mac))
	K_KP_DIVIDE    = C.SDLK_KP_DIVIDE    // "Keypad /" (the / key (numeric keypad))
	K_KP_MULTIPLY  = C.SDLK_KP_MULTIPLY  // "Keypad *" (the * key (numeric keypad))
	K_KP_MINUS     = C.SDLK_KP_MINUS     // "Keypad -" (the - key (numeric keypad))
	K_KP_PLUS      = C.SDLK_KP_PLUS      // "Keypad +" (the + key (numeric keypad))
	K_KP_ENTER     = C.SDLK_KP_ENTER     // "Keypad Enter" (the Enter key (numeric keypad))
	K_KP_1         = C.SDLK_KP_1         // "Keypad 1" (the 1 key (numeric keypad))
	K_KP_2         = C.SDLK_KP_2         // "Keypad 2" (the 2 key (numeric keypad))
	K_KP_3         = C.SDLK_KP_3         // "Keypad 3" (the 3 key (numeric keypad))
	K_KP_4         = C.SDLK_KP_4         // "Keypad 4" (the 4 key (numeric keypad))
	K_KP_5         = C.SDLK_KP_5         // "Keypad 5" (the 5 key (numeric keypad))
	K_KP_6         = C.SDLK_KP_6         // "Keypad 6" (the 6 key (numeric keypad))
	K_KP_7         = C.SDLK_KP_7         // "Keypad 7" (the 7 key (numeric keypad))
	K_KP_8         = C.SDLK_KP_8         // "Keypad 8" (the 8 key (numeric keypad))
	K_KP_9         = C.SDLK_KP_9         // "Keypad 9" (the 9 key (numeric keypad))
	K_KP_0         = C.SDLK_KP_0         // "Keypad 0" (the 0 key (numeric keypad))
	K_KP_PERIOD    = C.SDLK_KP_PERIOD    // "Keypad ." (the . key (numeric keypad))

	K_APPLICATION    = C.SDLK_APPLICATION    // "Application" (the Application / Compose / Context Menu (Windows) key)
	K_POWER          = C.SDLK_POWER          // "Power" (The USB document says this is a status flag, not a physical key - but some Mac keyboards do have a power key.)
	K_KP_EQUALS      = C.SDLK_KP_EQUALS      // "Keypad =" (the = key (numeric keypad))
	K_F13            = C.SDLK_F13            // "F13"
	K_F14            = C.SDLK_F14            // "F14"
	K_F15            = C.SDLK_F15            // "F15"
	K_F16            = C.SDLK_F16            // "F16"
	K_F17            = C.SDLK_F17            // "F17"
	K_F18            = C.SDLK_F18            // "F18"
	K_F19            = C.SDLK_F19            // "F19"
	K_F20            = C.SDLK_F20            // "F20"
	K_F21            = C.SDLK_F21            // "F21"
	K_F22            = C.SDLK_F22            // "F22"
	K_F23            = C.SDLK_F23            // "F23"
	K_F24            = C.SDLK_F24            // "F24"
	K_EXECUTE        = C.SDLK_EXECUTE        // "Execute"
	K_HELP           = C.SDLK_HELP           // "Help"
	K_MENU           = C.SDLK_MENU           // "Menu"
	K_SELECT         = C.SDLK_SELECT         // "Select"
	K_STOP           = C.SDLK_STOP           // "Stop"
	K_AGAIN          = C.SDLK_AGAIN          // "Again" (the Again key (Redo))
	K_UNDO           = C.SDLK_UNDO           // "Undo"
	K_CUT            = C.SDLK_CUT            // "Cut"
	K_COPY           = C.SDLK_COPY           // "Copy"
	K_PASTE          = C.SDLK_PASTE          // "Paste"
	K_FIND           = C.SDLK_FIND           // "Find"
	K_MUTE           = C.SDLK_MUTE           // "Mute"
	K_VOLUMEUP       = C.SDLK_VOLUMEUP       // "VolumeUp"
	K_VOLUMEDOWN     = C.SDLK_VOLUMEDOWN     // "VolumeDown"
	K_KP_COMMA       = C.SDLK_KP_COMMA       // "Keypad ," (the Comma key (numeric keypad))
	K_KP_EQUALSAS400 = C.SDLK_KP_EQUALSAS400 // "Keypad = (AS400)" (the Equals AS400 key (numeric keypad))

	K_ALTERASE   = C.SDLK_ALTERASE   // "AltErase" (Erase-Eaze)
	K_SYSREQ     = C.SDLK_SYSREQ     // "SysReq" (the SysReq key)
	K_CANCEL     = C.SDLK_CANCEL     // "Cancel"
	K_CLEAR      = C.SDLK_CLEAR      // "Clear"
	K_PRIOR      = C.SDLK_PRIOR      // "Prior"
	K_RETURN2    = C.SDLK_RETURN2    // "Return"
	K_SEPARATOR  = C.SDLK_SEPARATOR  // "Separator"
	K_OUT        = C.SDLK_OUT        // "Out"
	K_OPER       = C.SDLK_OPER       // "Oper"
	K_CLEARAGAIN = C.SDLK_CLEARAGAIN // "Clear / Again"
	K_CRSEL      = C.SDLK_CRSEL      // "CrSel"
	K_EXSEL      = C.SDLK_EXSEL      // "ExSel"

	K_KP_00              = C.SDLK_KP_00              // "Keypad 00" (the 00 key (numeric keypad))
	K_KP_000             = C.SDLK_KP_000             // "Keypad 000" (the 000 key (numeric keypad))
	K_THOUSANDSSEPARATOR = C.SDLK_THOUSANDSSEPARATOR // "ThousandsSeparator" (the Thousands Separator key)
	K_DECIMALSEPARATOR   = C.SDLK_DECIMALSEPARATOR   // "DecimalSeparator" (the Decimal Separator key)
	K_CURRENCYUNIT       = C.SDLK_CURRENCYUNIT       // "CurrencyUnit" (the Currency Unit key)
	K_CURRENCYSUBUNIT    = C.SDLK_CURRENCYSUBUNIT    // "CurrencySubUnit" (the Currency Subunit key)
	K_KP_LEFTPAREN       = C.SDLK_KP_LEFTPAREN       // "Keypad (" (the Left Parenthesis key (numeric keypad))
	K_KP_RIGHTPAREN      = C.SDLK_KP_RIGHTPAREN      // "Keypad )" (the Right Parenthesis key (numeric keypad))
	K_KP_LEFTBRACE       = C.SDLK_KP_LEFTBRACE       // "Keypad {" (the Left Brace key (numeric keypad))
	K_KP_RIGHTBRACE      = C.SDLK_KP_RIGHTBRACE      // "Keypad }" (the Right Brace key (numeric keypad))
	K_KP_TAB             = C.SDLK_KP_TAB             // "Keypad Tab" (the Tab key (numeric keypad))
	K_KP_BACKSPACE       = C.SDLK_KP_BACKSPACE       // "Keypad Backspace" (the Backspace key (numeric keypad))
	K_KP_A               = C.SDLK_KP_A               // "Keypad A" (the A key (numeric keypad))
	K_KP_B               = C.SDLK_KP_B               // "Keypad B" (the B key (numeric keypad))
	K_KP_C               = C.SDLK_KP_C               // "Keypad C" (the C key (numeric keypad))
	K_KP_D               = C.SDLK_KP_D               // "Keypad D" (the D key (numeric keypad))
	K_KP_E               = C.SDLK_KP_E               // "Keypad E" (the E key (numeric keypad))
	K_KP_F               = C.SDLK_KP_F               // "Keypad F" (the F key (numeric keypad))
	K_KP_XOR             = C.SDLK_KP_XOR             // "Keypad XOR" (the XOR key (numeric keypad))
	K_KP_POWER           = C.SDLK_KP_POWER           // "Keypad ^" (the Power key (numeric keypad))
	K_KP_PERCENT         = C.SDLK_KP_PERCENT         // "Keypad %" (the Percent key (numeric keypad))
	K_KP_LESS            = C.SDLK_KP_LESS            // "Keypad <" (the Less key (numeric keypad))
	K_KP_GREATER         = C.SDLK_KP_GREATER         // "Keypad >" (the Greater key (numeric keypad))
	K_KP_AMPERSAND       = C.SDLK_KP_AMPERSAND       // "Keypad &" (the & key (numeric keypad))
	K_KP_DBLAMPERSAND    = C.SDLK_KP_DBLAMPERSAND    // "Keypad &&" (the && key (numeric keypad))
	K_KP_VERTICALBAR     = C.SDLK_KP_VERTICALBAR     // "Keypad |" (the | key (numeric keypad))
	K_KP_DBLVERTICALBAR  = C.SDLK_KP_DBLVERTICALBAR  // "Keypad ||" (the || key (numeric keypad))
	K_KP_COLON           = C.SDLK_KP_COLON           // "Keypad :" (the : key (numeric keypad))
	K_KP_HASH            = C.SDLK_KP_HASH            // "Keypad #" (the # key (numeric keypad))
	K_KP_SPACE           = C.SDLK_KP_SPACE           // "Keypad Space" (the Space key (numeric keypad))
	K_KP_AT              = C.SDLK_KP_AT              // "Keypad @" (the @ key (numeric keypad))
	K_KP_EXCLAM          = C.SDLK_KP_EXCLAM          // "Keypad !" (the ! key (numeric keypad))
	K_KP_MEMSTORE        = C.SDLK_KP_MEMSTORE        // "Keypad MemStore" (the Mem Store key (numeric keypad))
	K_KP_MEMRECALL       = C.SDLK_KP_MEMRECALL       // "Keypad MemRecall" (the Mem Recall key (numeric keypad))
	K_KP_MEMCLEAR        = C.SDLK_KP_MEMCLEAR        // "Keypad MemClear" (the Mem Clear key (numeric keypad))
	K_KP_MEMADD          = C.SDLK_KP_MEMADD          // "Keypad MemAdd" (the Mem Add key (numeric keypad))
	K_KP_MEMSUBTRACT     = C.SDLK_KP_MEMSUBTRACT     // "Keypad MemSubtract" (the Mem Subtract key (numeric keypad))
	K_KP_MEMMULTIPLY     = C.SDLK_KP_MEMMULTIPLY     // "Keypad MemMultiply" (the Mem Multiply key (numeric keypad))
	K_KP_MEMDIVIDE       = C.SDLK_KP_MEMDIVIDE       // "Keypad MemDivide" (the Mem Divide key (numeric keypad))
	K_KP_PLUSMINUS       = C.SDLK_KP_PLUSMINUS       // "Keypad +/-" (the +/- key (numeric keypad))
	K_KP_CLEAR           = C.SDLK_KP_CLEAR           // "Keypad Clear" (the Clear key (numeric keypad))
	K_KP_CLEARENTRY      = C.SDLK_KP_CLEARENTRY      // "Keypad ClearEntry" (the Clear Entry key (numeric keypad))
	K_KP_BINARY          = C.SDLK_KP_BINARY          // "Keypad Binary" (the Binary key (numeric keypad))
	K_KP_OCTAL           = C.SDLK_KP_OCTAL           // "Keypad Octal" (the Octal key (numeric keypad))
	K_KP_DECIMAL         = C.SDLK_KP_DECIMAL         // "Keypad Decimal" (the Decimal key (numeric keypad))
	K_KP_HEXADECIMAL     = C.SDLK_KP_HEXADECIMAL     // "Keypad Hexadecimal" (the Hexadecimal key (numeric keypad))

	K_LCTRL  = C.SDLK_LCTRL  // "Left Ctrl"
	K_LSHIFT = C.SDLK_LSHIFT // "Left Shift"
	K_LALT   = C.SDLK_LALT   // "Left Alt" (alt, option)
	K_LGUI   = C.SDLK_LGUI   // "Left GUI" (windows, command (apple), meta)
	K_RCTRL  = C.SDLK_RCTRL  // "Right Ctrl"
	K_RSHIFT = C.SDLK_RSHIFT // "Right Shift"
	K_RALT   = C.SDLK_RALT   // "Right Alt" (alt, option)
	K_RGUI   = C.SDLK_RGUI   // "Right GUI" (windows, command (apple), meta)

	K_MODE = C.SDLK_MODE // "ModeSwitch" (I'm not sure if this is really not covered by any of the above, but since there's a special KMOD_MODE for it I'm adding it here)

	K_AUDIONEXT    = C.SDLK_AUDIONEXT    // "AudioNext" (the Next Track media key)
	K_AUDIOPREV    = C.SDLK_AUDIOPREV    // "AudioPrev" (the Previous Track media key)
	K_AUDIOSTOP    = C.SDLK_AUDIOSTOP    // "AudioStop" (the Stop media key)
	K_AUDIOPLAY    = C.SDLK_AUDIOPLAY    // "AudioPlay" (the Play media key)
	K_AUDIOMUTE    = C.SDLK_AUDIOMUTE    // "AudioMute" (the Mute volume key)
	K_MEDIASELECT  = C.SDLK_MEDIASELECT  // "MediaSelect" (the Media Select key)
	K_WWW          = C.SDLK_WWW          // "WWW" (the WWW/World Wide Web key)
	K_MAIL         = C.SDLK_MAIL         // "Mail" (the Mail/eMail key)
	K_CALCULATOR   = C.SDLK_CALCULATOR   // "Calculator" (the Calculator key)
	K_COMPUTER     = C.SDLK_COMPUTER     // "Computer" (the My Computer key)
	K_AC_SEARCH    = C.SDLK_AC_SEARCH    // "AC Search" (the Search key (application control keypad))
	K_AC_HOME      = C.SDLK_AC_HOME      // "AC Home" (the Home key (application control keypad))
	K_AC_BACK      = C.SDLK_AC_BACK      // "AC Back" (the Back key (application control keypad))
	K_AC_FORWARD   = C.SDLK_AC_FORWARD   // "AC Forward" (the Forward key (application control keypad))
	K_AC_STOP      = C.SDLK_AC_STOP      // "AC Stop" (the Stop key (application control keypad))
	K_AC_REFRESH   = C.SDLK_AC_REFRESH   // "AC Refresh" (the Refresh key (application control keypad))
	K_AC_BOOKMARKS = C.SDLK_AC_BOOKMARKS // "AC Bookmarks" (the Bookmarks key (application control keypad))

	K_BRIGHTNESSDOWN = C.SDLK_BRIGHTNESSDOWN // "BrightnessDown" (the Brightness Down key)
	K_BRIGHTNESSUP   = C.SDLK_BRIGHTNESSUP   // "BrightnessUp" (the Brightness Up key)
	K_DISPLAYSWITCH  = C.SDLK_DISPLAYSWITCH  // "DisplaySwitch" (display mirroring/dual display switch, video mode switch)
	K_KBDILLUMTOGGLE = C.SDLK_KBDILLUMTOGGLE // "KBDIllumToggle" (the Keyboard Illumination Toggle key)
	K_KBDILLUMDOWN   = C.SDLK_KBDILLUMDOWN   // "KBDIllumDown" (the Keyboard Illumination Down key)
	K_KBDILLUMUP     = C.SDLK_KBDILLUMUP     // "KBDIllumUp" (the Keyboard Illumination Up key)
	K_EJECT          = C.SDLK_EJECT          // "Eject" (the Eject key)
	K_SLEEP          = C.SDLK_SLEEP          // "Sleep" (the Sleep key)
)

The SDL virtual key representation. (https://wiki.libsdl.org/SDL_Keycode) (https://wiki.libsdl.org/SDLKeycodeLookup)

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const (
	KMOD_NONE     = C.KMOD_NONE     // 0 (no modifier is applicable)
	KMOD_LSHIFT   = C.KMOD_LSHIFT   // the left Shift key is down
	KMOD_RSHIFT   = C.KMOD_RSHIFT   // the right Shift key is down
	KMOD_LCTRL    = C.KMOD_LCTRL    // the left Ctrl (Control) key is down
	KMOD_RCTRL    = C.KMOD_RCTRL    // the right Ctrl (Control) key is down
	KMOD_LALT     = C.KMOD_LALT     // the left Alt key is down
	KMOD_RALT     = C.KMOD_RALT     // the right Alt key is down
	KMOD_LGUI     = C.KMOD_LGUI     // the left GUI key (often the Windows key) is down
	KMOD_RGUI     = C.KMOD_RGUI     // the right GUI key (often the Windows key) is down
	KMOD_NUM      = C.KMOD_NUM      // the Num Lock key (may be located on an extended keypad) is down
	KMOD_CAPS     = C.KMOD_CAPS     // the Caps Lock key is down
	KMOD_MODE     = C.KMOD_MODE     // the AltGr key is down
	KMOD_CTRL     = C.KMOD_CTRL     // (KMOD_LCTRL|KMOD_RCTRL)
	KMOD_SHIFT    = C.KMOD_SHIFT    // (KMOD_LSHIFT|KMOD_RSHIFT)
	KMOD_ALT      = C.KMOD_ALT      // (KMOD_LALT|KMOD_RALT)
	KMOD_GUI      = C.KMOD_GUI      // (KMOD_LGUI|KMOD_RGUI)
	KMOD_RESERVED = C.KMOD_RESERVED // reserved for future use
)

An enumeration of key modifier masks. (https://wiki.libsdl.org/SDL_Keymod)

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const (
	LOG_CATEGORY_APPLICATION = iota // application log
	LOG_CATEGORY_ERROR              // error log
	LOG_CATEGORY_ASSERT             // assert log
	LOG_CATEGORY_SYSTEM             // system log
	LOG_CATEGORY_AUDIO              // audio log
	LOG_CATEGORY_VIDEO              // video log
	LOG_CATEGORY_RENDER             // render log
	LOG_CATEGORY_INPUT              // input log
	LOG_CATEGORY_TEST               // test log
	LOG_CATEGORY_RESERVED1          // reserved for future SDL library use
	LOG_CATEGORY_RESERVED2          // reserved for future SDL library use
	LOG_CATEGORY_RESERVED3          // reserved for future SDL library use
	LOG_CATEGORY_RESERVED4          // reserved for future SDL library use
	LOG_CATEGORY_RESERVED5          // reserved for future SDL library use
	LOG_CATEGORY_RESERVED6          // reserved for future SDL library use
	LOG_CATEGORY_RESERVED7          // reserved for future SDL library use
	LOG_CATEGORY_RESERVED8          // reserved for future SDL library use
	LOG_CATEGORY_RESERVED9          // reserved for future SDL library use
	LOG_CATEGORY_RESERVED10         // reserved for future SDL library use
	LOG_CATEGORY_CUSTOM             // reserved for application use
)

An enumeration of the predefined log categories. (https://wiki.libsdl.org/SDL_LOG_CATEGORY)

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const (
	LOG_PRIORITY_VERBOSE  = iota + 1 // verbose
	LOG_PRIORITY_DEBUG               // debug
	LOG_PRIORITY_INFO                // info
	LOG_PRIORITY_WARN                // warn
	LOG_PRIORITY_ERROR               // error
	LOG_PRIORITY_CRITICAL            // critical
	NUM_LOG_PRIORITIES               // (internal use)
)

An enumeration of the predefined log priorities. (https://wiki.libsdl.org/SDL_LogPriority)

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const (
	SYSTEM_CURSOR_ARROW     = C.SDL_SYSTEM_CURSOR_ARROW     // arrow
	SYSTEM_CURSOR_IBEAM     = C.SDL_SYSTEM_CURSOR_IBEAM     // i-beam
	SYSTEM_CURSOR_WAIT      = C.SDL_SYSTEM_CURSOR_WAIT      // wait
	SYSTEM_CURSOR_CROSSHAIR = C.SDL_SYSTEM_CURSOR_CROSSHAIR // crosshair
	SYSTEM_CURSOR_WAITARROW = C.SDL_SYSTEM_CURSOR_WAITARROW // small wait cursor (or wait if not available)
	SYSTEM_CURSOR_SIZENWSE  = C.SDL_SYSTEM_CURSOR_SIZENWSE  // double arrow pointing northwest and southeast
	SYSTEM_CURSOR_SIZENESW  = C.SDL_SYSTEM_CURSOR_SIZENESW  // double arrow pointing northeast and southwest
	SYSTEM_CURSOR_SIZEWE    = C.SDL_SYSTEM_CURSOR_SIZEWE    // double arrow pointing west and east
	SYSTEM_CURSOR_SIZENS    = C.SDL_SYSTEM_CURSOR_SIZENS    // double arrow pointing north and south
	SYSTEM_CURSOR_SIZEALL   = C.SDL_SYSTEM_CURSOR_SIZEALL   // four pointed arrow pointing north, south, east, and west
	SYSTEM_CURSOR_NO        = C.SDL_SYSTEM_CURSOR_NO        // slashed circle or crossbones
	SYSTEM_CURSOR_HAND      = C.SDL_SYSTEM_CURSOR_HAND      // hand
	NUM_SYSTEM_CURSORS      = C.SDL_NUM_SYSTEM_CURSORS      // (only for bounding internal arrays)
)

Cursor types for CreateSystemCursor()

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const (
	MOUSEWHEEL_NORMAL  = C.SDL_MOUSEWHEEL_NORMAL  // the scroll direction is normal
	MOUSEWHEEL_FLIPPED = C.SDL_MOUSEWHEEL_FLIPPED // the scroll direction is flipped / natural
)

Scroll direction types for the Scroll event

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const (
	BUTTON_LEFT   = C.SDL_BUTTON_LEFT   // left mouse button
	BUTTON_MIDDLE = C.SDL_BUTTON_MIDDLE // middle mouse button
	BUTTON_RIGHT  = C.SDL_BUTTON_RIGHT  // right mouse button
	BUTTON_X1     = C.SDL_BUTTON_X1     // x1 mouse button
	BUTTON_X2     = C.SDL_BUTTON_X2     // x2 mouse button
)

Used as a mask when testing buttons in buttonstate.

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const (
	PIXELTYPE_UNKNOWN  = C.SDL_PIXELTYPE_UNKNOWN
	PIXELTYPE_INDEX1   = C.SDL_PIXELTYPE_INDEX1
	PIXELTYPE_INDEX4   = C.SDL_PIXELTYPE_INDEX4
	PIXELTYPE_INDEX8   = C.SDL_PIXELTYPE_INDEX8
	PIXELTYPE_PACKED8  = C.SDL_PIXELTYPE_PACKED8
	PIXELTYPE_PACKED16 = C.SDL_PIXELTYPE_PACKED16
	PIXELTYPE_PACKED32 = C.SDL_PIXELTYPE_PACKED32
	PIXELTYPE_ARRAYU8  = C.SDL_PIXELTYPE_ARRAYU8
	PIXELTYPE_ARRAYU16 = C.SDL_PIXELTYPE_ARRAYU16
	PIXELTYPE_ARRAYU32 = C.SDL_PIXELTYPE_ARRAYU32
	PIXELTYPE_ARRAYF16 = C.SDL_PIXELTYPE_ARRAYF16
	PIXELTYPE_ARRAYF32 = C.SDL_PIXELTYPE_ARRAYF32
)

Pixel types.

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const (
	BITMAPORDER_NONE = C.SDL_BITMAPORDER_NONE
	BITMAPORDER_4321 = C.SDL_BITMAPORDER_4321
	BITMAPORDER_1234 = C.SDL_BITMAPORDER_1234
)

Bitmap pixel order high bit -> low bit.

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const (
	PACKEDORDER_NONE = C.SDL_PACKEDORDER_NONE
	PACKEDORDER_XRGB = C.SDL_PACKEDORDER_XRGB
	PACKEDORDER_RGBX = C.SDL_PACKEDORDER_RGBX
	PACKEDORDER_ARGB = C.SDL_PACKEDORDER_ARGB
	PACKEDORDER_RGBA = C.SDL_PACKEDORDER_RGBA
	PACKEDORDER_XBGR = C.SDL_PACKEDORDER_XBGR
	PACKEDORDER_BGRX = C.SDL_PACKEDORDER_BGRX
	PACKEDORDER_ABGR = C.SDL_PACKEDORDER_ABGR
	PACKEDORDER_BGRA = C.SDL_PACKEDORDER_BGRA
)

Packed component order high bit -> low bit.

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const (
	ARRAYORDER_NONE = C.SDL_ARRAYORDER_NONE
	ARRAYORDER_RGB  = C.SDL_ARRAYORDER_RGB
	ARRAYORDER_RGBA = C.SDL_ARRAYORDER_RGBA
	ARRAYORDER_ARGB = C.SDL_ARRAYORDER_ARGB
	ARRAYORDER_BGR  = C.SDL_ARRAYORDER_BGR
	ARRAYORDER_BGRA = C.SDL_ARRAYORDER_BGRA
	ARRAYORDER_ABGR = C.SDL_ARRAYORDER_ABGR
)

Array component order low byte -> high byte.

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const (
	PACKEDLAYOUT_NONE    = C.SDL_PACKEDLAYOUT_NONE
	PACKEDLAYOUT_332     = C.SDL_PACKEDLAYOUT_332
	PACKEDLAYOUT_4444    = C.SDL_PACKEDLAYOUT_4444
	PACKEDLAYOUT_1555    = C.SDL_PACKEDLAYOUT_1555
	PACKEDLAYOUT_5551    = C.SDL_PACKEDLAYOUT_5551
	PACKEDLAYOUT_565     = C.SDL_PACKEDLAYOUT_565
	PACKEDLAYOUT_8888    = C.SDL_PACKEDLAYOUT_8888
	PACKEDLAYOUT_2101010 = C.SDL_PACKEDLAYOUT_2101010
	PACKEDLAYOUT_1010102 = C.SDL_PACKEDLAYOUT_1010102
)

Packed component layout.

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const (
	PIXELFORMAT_UNKNOWN     = C.SDL_PIXELFORMAT_UNKNOWN
	PIXELFORMAT_INDEX1LSB   = C.SDL_PIXELFORMAT_INDEX1LSB
	PIXELFORMAT_INDEX1MSB   = C.SDL_PIXELFORMAT_INDEX1MSB
	PIXELFORMAT_INDEX4LSB   = C.SDL_PIXELFORMAT_INDEX4LSB
	PIXELFORMAT_INDEX4MSB   = C.SDL_PIXELFORMAT_INDEX4MSB
	PIXELFORMAT_INDEX8      = C.SDL_PIXELFORMAT_INDEX8
	PIXELFORMAT_RGB332      = C.SDL_PIXELFORMAT_RGB332
	PIXELFORMAT_RGB444      = C.SDL_PIXELFORMAT_RGB444
	PIXELFORMAT_RGB555      = C.SDL_PIXELFORMAT_RGB555
	PIXELFORMAT_BGR555      = C.SDL_PIXELFORMAT_BGR555
	PIXELFORMAT_ARGB4444    = C.SDL_PIXELFORMAT_ARGB4444
	PIXELFORMAT_RGBA4444    = C.SDL_PIXELFORMAT_RGBA4444
	PIXELFORMAT_ABGR4444    = C.SDL_PIXELFORMAT_ABGR4444
	PIXELFORMAT_BGRA4444    = C.SDL_PIXELFORMAT_BGRA4444
	PIXELFORMAT_ARGB1555    = C.SDL_PIXELFORMAT_ARGB1555
	PIXELFORMAT_RGBA5551    = C.SDL_PIXELFORMAT_RGBA5551
	PIXELFORMAT_ABGR1555    = C.SDL_PIXELFORMAT_ABGR1555
	PIXELFORMAT_BGRA5551    = C.SDL_PIXELFORMAT_BGRA5551
	PIXELFORMAT_RGB565      = C.SDL_PIXELFORMAT_RGB565
	PIXELFORMAT_BGR565      = C.SDL_PIXELFORMAT_BGR565
	PIXELFORMAT_RGB24       = C.SDL_PIXELFORMAT_RGB24
	PIXELFORMAT_BGR24       = C.SDL_PIXELFORMAT_BGR24
	PIXELFORMAT_RGB888      = C.SDL_PIXELFORMAT_RGB888
	PIXELFORMAT_RGBX8888    = C.SDL_PIXELFORMAT_RGBX8888
	PIXELFORMAT_BGR888      = C.SDL_PIXELFORMAT_BGR888
	PIXELFORMAT_BGRX8888    = C.SDL_PIXELFORMAT_BGRX8888
	PIXELFORMAT_ARGB8888    = C.SDL_PIXELFORMAT_ARGB8888
	PIXELFORMAT_RGBA8888    = C.SDL_PIXELFORMAT_RGBA8888
	PIXELFORMAT_ABGR8888    = C.SDL_PIXELFORMAT_ABGR8888
	PIXELFORMAT_BGRA8888    = C.SDL_PIXELFORMAT_BGRA8888
	PIXELFORMAT_ARGB2101010 = C.SDL_PIXELFORMAT_ARGB2101010
	PIXELFORMAT_YV12        = C.SDL_PIXELFORMAT_YV12
	PIXELFORMAT_IYUV        = C.SDL_PIXELFORMAT_IYUV
	PIXELFORMAT_YUY2        = C.SDL_PIXELFORMAT_YUY2
	PIXELFORMAT_UYVY        = C.SDL_PIXELFORMAT_UYVY
	PIXELFORMAT_YVYU        = C.SDL_PIXELFORMAT_YVYU
)

Pixel format values.

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const (
	ALPHA_OPAQUE      = C.SDL_ALPHA_OPAQUE
	ALPHA_TRANSPARENT = C.SDL_ALPHA_TRANSPARENT
)

These define alpha as the opacity of a surface.

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const (
	POWERSTATE_UNKNOWN    = C.SDL_POWERSTATE_UNKNOWN    // cannot determine power status
	POWERSTATE_ON_BATTERY = C.SDL_POWERSTATE_ON_BATTERY // not plugged in, running on the battery
	POWERSTATE_NO_BATTERY = C.SDL_POWERSTATE_NO_BATTERY // plugged in, no battery available
	POWERSTATE_CHARGING   = C.SDL_POWERSTATE_CHARGING   // plugged in, charging battery
	POWERSTATE_CHARGED    = C.SDL_POWERSTATE_CHARGED    // plugged in, battery charged
)

An enumeration of the basic state of the system's power supply. (https://wiki.libsdl.org/SDL_PowerState)

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const (
	RENDERER_SOFTWARE      = C.SDL_RENDERER_SOFTWARE      // the renderer is a software fallback
	RENDERER_ACCELERATED   = C.SDL_RENDERER_ACCELERATED   // the renderer uses hardware acceleration
	RENDERER_PRESENTVSYNC  = C.SDL_RENDERER_PRESENTVSYNC  // present is synchronized with the refresh rate
	RENDERER_TARGETTEXTURE = C.SDL_RENDERER_TARGETTEXTURE // the renderer supports rendering to texture
)

An enumeration of flags used when creating a rendering context. (https://wiki.libsdl.org/SDL_RendererFlags)

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const (
	TEXTUREACCESS_STATIC    = C.SDL_TEXTUREACCESS_STATIC    // changes rarely, not lockable
	TEXTUREACCESS_STREAMING = C.SDL_TEXTUREACCESS_STREAMING // changes frequently, lockable
	TEXTUREACCESS_TARGET    = C.SDL_TEXTUREACCESS_TARGET    // can be used as a render target
)

An enumeration of texture access patterns.. (https://wiki.libsdl.org/SDL_TextureAccess)

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const (
	TEXTUREMODULATE_NONE  = C.SDL_TEXTUREMODULATE_NONE  // no modulation
	TEXTUREMODULATE_COLOR = C.SDL_TEXTUREMODULATE_COLOR // srcC = srcC * color
	TEXTUREMODULATE_ALPHA = C.SDL_TEXTUREMODULATE_ALPHA // srcA = srcA * alpha
)

An enumeration of the texture channel modulation used in Renderer.Copy(). (https://wiki.libsdl.org/SDL_TextureModulate)

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const (
	FLIP_NONE       RendererFlip = C.SDL_FLIP_NONE       // do not flip
	FLIP_HORIZONTAL              = C.SDL_FLIP_HORIZONTAL // flip horizontally
	FLIP_VERTICAL                = C.SDL_FLIP_VERTICAL   // flip vertically
)

An enumeration of flags that can be used in the flip parameter for Renderer.CopyEx(). (https://wiki.libsdl.org/SDL_RendererFlip)

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const (
	RWOPS_UNKNOWN   = 0 // unknown stream type
	RWOPS_WINFILE   = 1 // win32 file
	RWOPS_STDFILE   = 2 // stdio file
	RWOPS_JNIFILE   = 3 // android asset
	RWOPS_MEMORY    = 4 // memory stream
	RWOPS_MEMORY_RO = 5 // read-only memory stream
)

RWops types

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const (
	RW_SEEK_SET = C.RW_SEEK_SET // seek from the beginning of data
	RW_SEEK_CUR = C.RW_SEEK_CUR // seek relative to current read point
	RW_SEEK_END = C.RW_SEEK_END // seek relative to the end of data
)

RWops seek from

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const (
	SCANCODE_UNKNOWN = 0 // "" (no name, empty string)

	SCANCODE_A = C.SDL_SCANCODE_A // "A"
	SCANCODE_B = C.SDL_SCANCODE_B // "B"
	SCANCODE_C = C.SDL_SCANCODE_C // "C"
	SCANCODE_D = C.SDL_SCANCODE_D // "D"
	SCANCODE_E = C.SDL_SCANCODE_E // "E"
	SCANCODE_F = C.SDL_SCANCODE_F // "F"
	SCANCODE_G = C.SDL_SCANCODE_G // "G"
	SCANCODE_H = C.SDL_SCANCODE_H // "H"
	SCANCODE_I = C.SDL_SCANCODE_I // "I"
	SCANCODE_J = C.SDL_SCANCODE_J // "J"
	SCANCODE_K = C.SDL_SCANCODE_K // "K"
	SCANCODE_L = C.SDL_SCANCODE_L // "L"
	SCANCODE_M = C.SDL_SCANCODE_M // "M"
	SCANCODE_N = C.SDL_SCANCODE_N // "N"
	SCANCODE_O = C.SDL_SCANCODE_O // "O"
	SCANCODE_P = C.SDL_SCANCODE_P // "P"
	SCANCODE_Q = C.SDL_SCANCODE_Q // "Q"
	SCANCODE_R = C.SDL_SCANCODE_R // "R"
	SCANCODE_S = C.SDL_SCANCODE_S // "S"
	SCANCODE_T = C.SDL_SCANCODE_T // "T"
	SCANCODE_U = C.SDL_SCANCODE_U // "U"
	SCANCODE_V = C.SDL_SCANCODE_V // "V"
	SCANCODE_W = C.SDL_SCANCODE_W // "W"
	SCANCODE_X = C.SDL_SCANCODE_X // "X"
	SCANCODE_Y = C.SDL_SCANCODE_Y // "Y"
	SCANCODE_Z = C.SDL_SCANCODE_Z // "Z"

	SCANCODE_1 = C.SDL_SCANCODE_1 // "1"
	SCANCODE_2 = C.SDL_SCANCODE_2 // "2"
	SCANCODE_3 = C.SDL_SCANCODE_3 // "3"
	SCANCODE_4 = C.SDL_SCANCODE_4 // "4"
	SCANCODE_5 = C.SDL_SCANCODE_5 // "5"
	SCANCODE_6 = C.SDL_SCANCODE_6 // "6"
	SCANCODE_7 = C.SDL_SCANCODE_7 // "7"
	SCANCODE_8 = C.SDL_SCANCODE_8 // "8"
	SCANCODE_9 = C.SDL_SCANCODE_9 // "9"
	SCANCODE_0 = C.SDL_SCANCODE_0 // "0"

	SCANCODE_RETURN    = C.SDL_SCANCODE_RETURN    // "Return"
	SCANCODE_ESCAPE    = C.SDL_SCANCODE_ESCAPE    // "Escape" (the Esc key)
	SCANCODE_BACKSPACE = C.SDL_SCANCODE_BACKSPACE // "Backspace"
	SCANCODE_TAB       = C.SDL_SCANCODE_TAB       // "Tab" (the Tab key)
	SCANCODE_SPACE     = C.SDL_SCANCODE_SPACE     // "Space" (the Space Bar key(s))

	SCANCODE_MINUS        = C.SDL_SCANCODE_MINUS        // "-"
	SCANCODE_EQUALS       = C.SDL_SCANCODE_EQUALS       // "="
	SCANCODE_LEFTBRACKET  = C.SDL_SCANCODE_LEFTBRACKET  // "["
	SCANCODE_RIGHTBRACKET = C.SDL_SCANCODE_RIGHTBRACKET // "]"
	SCANCODE_BACKSLASH    = C.SDL_SCANCODE_BACKSLASH    // "\"
	SCANCODE_NONUSHASH    = C.SDL_SCANCODE_NONUSHASH    // "#" (ISO USB keyboards actually use this code instead of 49 for the same key, but all OSes I've seen treat the two codes identically. So, as an implementor, unless your keyboard generates both of those codes and your OS treats them differently, you should generate SDL_SCANCODE_BACKSLASH instead of this code. As a user, you should not rely on this code because SDL will never generate it with most (all?) keyboards.)
	SCANCODE_SEMICOLON    = C.SDL_SCANCODE_SEMICOLON    // ";"
	SCANCODE_APOSTROPHE   = C.SDL_SCANCODE_APOSTROPHE   // "'"
	SCANCODE_GRAVE        = C.SDL_SCANCODE_GRAVE        // "`"
	SCANCODE_COMMA        = C.SDL_SCANCODE_COMMA        // ","
	SCANCODE_PERIOD       = C.SDL_SCANCODE_PERIOD       // "."
	SCANCODE_SLASH        = C.SDL_SCANCODE_SLASH        // "/"
	SCANCODE_CAPSLOCK     = C.SDL_SCANCODE_CAPSLOCK     // "CapsLock"
	SCANCODE_F1           = C.SDL_SCANCODE_F1           // "F1"
	SCANCODE_F2           = C.SDL_SCANCODE_F2           // "F2"
	SCANCODE_F3           = C.SDL_SCANCODE_F3           // "F3"
	SCANCODE_F4           = C.SDL_SCANCODE_F4           // "F4"
	SCANCODE_F5           = C.SDL_SCANCODE_F5           // "F5"
	SCANCODE_F6           = C.SDL_SCANCODE_F6           // "F6"
	SCANCODE_F7           = C.SDL_SCANCODE_F7           // "F7"
	SCANCODE_F8           = C.SDL_SCANCODE_F8           // "F8"
	SCANCODE_F9           = C.SDL_SCANCODE_F9           // "F9"
	SCANCODE_F10          = C.SDL_SCANCODE_F10          // "F10"
	SCANCODE_F11          = C.SDL_SCANCODE_F11          // "F11"
	SCANCODE_F12          = C.SDL_SCANCODE_F12          // "F12"
	SCANCODE_PRINTSCREEN  = C.SDL_SCANCODE_PRINTSCREEN  // "PrintScreen"
	SCANCODE_SCROLLLOCK   = C.SDL_SCANCODE_SCROLLLOCK   // "ScrollLock"
	SCANCODE_PAUSE        = C.SDL_SCANCODE_PAUSE        // "Pause" (the Pause / Break key)
	SCANCODE_INSERT       = C.SDL_SCANCODE_INSERT       // "Insert" (insert on PC, help on some Mac keyboards (but does send code 73, not 117))
	SCANCODE_HOME         = C.SDL_SCANCODE_HOME         // "Home"
	SCANCODE_PAGEUP       = C.SDL_SCANCODE_PAGEUP       // "PageUp"
	SCANCODE_DELETE       = C.SDL_SCANCODE_DELETE       // "Delete"
	SCANCODE_END          = C.SDL_SCANCODE_END          // "End"
	SCANCODE_PAGEDOWN     = C.SDL_SCANCODE_PAGEDOWN     // "PageDown"
	SCANCODE_RIGHT        = C.SDL_SCANCODE_RIGHT        // "Right" (the Right arrow key (navigation keypad))
	SCANCODE_LEFT         = C.SDL_SCANCODE_LEFT         // "Left" (the Left arrow key (navigation keypad))
	SCANCODE_DOWN         = C.SDL_SCANCODE_DOWN         // "Down" (the Down arrow key (navigation keypad))
	SCANCODE_UP           = C.SDL_SCANCODE_UP           // "Up" (the Up arrow key (navigation keypad))

	SCANCODE_NUMLOCKCLEAR = C.SDL_SCANCODE_NUMLOCKCLEAR // "Numlock" (the Num Lock key (PC) / the Clear key (Mac))
	SCANCODE_KP_DIVIDE    = C.SDL_SCANCODE_KP_DIVIDE    // "Keypad /" (the / key (numeric keypad))
	SCANCODE_KP_MULTIPLY  = C.SDL_SCANCODE_KP_MULTIPLY  // "Keypad *" (the * key (numeric keypad))
	SCANCODE_KP_MINUS     = C.SDL_SCANCODE_KP_MINUS     // "Keypad -" (the - key (numeric keypad))
	SCANCODE_KP_PLUS      = C.SDL_SCANCODE_KP_PLUS      // "Keypad +" (the + key (numeric keypad))
	SCANCODE_KP_ENTER     = C.SDL_SCANCODE_KP_ENTER     // "Keypad Enter" (the Enter key (numeric keypad))
	SCANCODE_KP_1         = C.SDL_SCANCODE_KP_1         // "Keypad 1" (the 1 key (numeric keypad))
	SCANCODE_KP_2         = C.SDL_SCANCODE_KP_2         // "Keypad 2" (the 2 key (numeric keypad))
	SCANCODE_KP_3         = C.SDL_SCANCODE_KP_3         // "Keypad 3" (the 3 key (numeric keypad))
	SCANCODE_KP_4         = C.SDL_SCANCODE_KP_4         // "Keypad 4" (the 4 key (numeric keypad))
	SCANCODE_KP_5         = C.SDL_SCANCODE_KP_5         // "Keypad 5" (the 5 key (numeric keypad))
	SCANCODE_KP_6         = C.SDL_SCANCODE_KP_6         // "Keypad 6" (the 6 key (numeric keypad))
	SCANCODE_KP_7         = C.SDL_SCANCODE_KP_7         // "Keypad 7" (the 7 key (numeric keypad))
	SCANCODE_KP_8         = C.SDL_SCANCODE_KP_8         // "Keypad 8" (the 8 key (numeric keypad))
	SCANCODE_KP_9         = C.SDL_SCANCODE_KP_9         // "Keypad 9" (the 9 key (numeric keypad))
	SCANCODE_KP_0         = C.SDL_SCANCODE_KP_0         // "Keypad 0" (the 0 key (numeric keypad))
	SCANCODE_KP_PERIOD    = C.SDL_SCANCODE_KP_PERIOD    // "Keypad ." (the . key (numeric keypad))

	SCANCODE_NONUSBACKSLASH = C.SDL_SCANCODE_NONUSBACKSLASH // "" (no name, empty string; This is the additional key that ISO keyboards have over ANSI ones, located between left shift and Y. Produces GRAVE ACCENT and TILDE in a US or UK Mac layout, REVERSE SOLIDUS (backslash) and VERTICAL LINE in a US or UK Windows layout, and LESS-THAN SIGN and GREATER-THAN SIGN in a Swiss German, German, or French layout.)
	SCANCODE_APPLICATION    = C.SDL_SCANCODE_APPLICATION    // "Application" (the Application / Compose / Context Menu (Windows) key)
	SCANCODE_POWER          = C.SDL_SCANCODE_POWER          // "Power" (The USB document says this is a status flag, not a physical key - but some Mac keyboards do have a power key.)
	SCANCODE_KP_EQUALS      = C.SDL_SCANCODE_KP_EQUALS      // "Keypad =" (the = key (numeric keypad))
	SCANCODE_F13            = C.SDL_SCANCODE_F13            // "F13"
	SCANCODE_F14            = C.SDL_SCANCODE_F14            // "F14"
	SCANCODE_F15            = C.SDL_SCANCODE_F15            // "F15"
	SCANCODE_F16            = C.SDL_SCANCODE_F16            // "F16"
	SCANCODE_F17            = C.SDL_SCANCODE_F17            // "F17"
	SCANCODE_F18            = C.SDL_SCANCODE_F18            // "F18"
	SCANCODE_F19            = C.SDL_SCANCODE_F19            // "F19"
	SCANCODE_F20            = C.SDL_SCANCODE_F20            // "F20"
	SCANCODE_F21            = C.SDL_SCANCODE_F21            // "F21"
	SCANCODE_F22            = C.SDL_SCANCODE_F22            // "F22"
	SCANCODE_F23            = C.SDL_SCANCODE_F23            // "F23"
	SCANCODE_F24            = C.SDL_SCANCODE_F24            // "F24"
	SCANCODE_EXECUTE        = C.SDL_SCANCODE_EXECUTE        // "Execute"
	SCANCODE_HELP           = C.SDL_SCANCODE_HELP           // "Help"
	SCANCODE_MENU           = C.SDL_SCANCODE_MENU           // "Menu"
	SCANCODE_SELECT         = C.SDL_SCANCODE_SELECT         // "Select"
	SCANCODE_STOP           = C.SDL_SCANCODE_STOP           // "Stop"
	SCANCODE_AGAIN          = C.SDL_SCANCODE_AGAIN          // "Again" (the Again key (Redo))
	SCANCODE_UNDO           = C.SDL_SCANCODE_UNDO           // "Undo"
	SCANCODE_CUT            = C.SDL_SCANCODE_CUT            // "Cut"
	SCANCODE_COPY           = C.SDL_SCANCODE_COPY           // "Copy"
	SCANCODE_PASTE          = C.SDL_SCANCODE_PASTE          // "Paste"
	SCANCODE_FIND           = C.SDL_SCANCODE_FIND           // "Find"
	SCANCODE_MUTE           = C.SDL_SCANCODE_MUTE           // "Mute"
	SCANCODE_VOLUMEUP       = C.SDL_SCANCODE_VOLUMEUP       // "VolumeUp"
	SCANCODE_VOLUMEDOWN     = C.SDL_SCANCODE_VOLUMEDOWN     // "VolumeDown"
	SCANCODE_KP_COMMA       = C.SDL_SCANCODE_KP_COMMA       // "Keypad ," (the Comma key (numeric keypad))
	SCANCODE_KP_EQUALSAS400 = C.SDL_SCANCODE_KP_EQUALSAS400 // "Keypad = (AS400)" (the Equals AS400 key (numeric keypad))

	SCANCODE_INTERNATIONAL1 = C.SDL_SCANCODE_INTERNATIONAL1 // "" (no name, empty string; used on Asian keyboards, see footnotes in USB doc)
	SCANCODE_INTERNATIONAL2 = C.SDL_SCANCODE_INTERNATIONAL2 // "" (no name, empty string)
	SCANCODE_INTERNATIONAL3 = C.SDL_SCANCODE_INTERNATIONAL3 // "" (no name, empty string; Yen)
	SCANCODE_INTERNATIONAL4 = C.SDL_SCANCODE_INTERNATIONAL4 // "" (no name, empty string)
	SCANCODE_INTERNATIONAL5 = C.SDL_SCANCODE_INTERNATIONAL5 // "" (no name, empty string)
	SCANCODE_INTERNATIONAL6 = C.SDL_SCANCODE_INTERNATIONAL6 // "" (no name, empty string)
	SCANCODE_INTERNATIONAL7 = C.SDL_SCANCODE_INTERNATIONAL7 // "" (no name, empty string)
	SCANCODE_INTERNATIONAL8 = C.SDL_SCANCODE_INTERNATIONAL8 // "" (no name, empty string)
	SCANCODE_INTERNATIONAL9 = C.SDL_SCANCODE_INTERNATIONAL9 // "" (no name, empty string)
	SCANCODE_LANG1          = C.SDL_SCANCODE_LANG1          // "" (no name, empty string; Hangul/English toggle)
	SCANCODE_LANG2          = C.SDL_SCANCODE_LANG2          // "" (no name, empty string; Hanja conversion)
	SCANCODE_LANG3          = C.SDL_SCANCODE_LANG3          // "" (no name, empty string; Katakana)
	SCANCODE_LANG4          = C.SDL_SCANCODE_LANG4          // "" (no name, empty string; Hiragana)
	SCANCODE_LANG5          = C.SDL_SCANCODE_LANG5          // "" (no name, empty string; Zenkaku/Hankaku)
	SCANCODE_LANG6          = C.SDL_SCANCODE_LANG6          // "" (no name, empty string; reserved)
	SCANCODE_LANG7          = C.SDL_SCANCODE_LANG7          // "" (no name, empty string; reserved)
	SCANCODE_LANG8          = C.SDL_SCANCODE_LANG8          // "" (no name, empty string; reserved)
	SCANCODE_LANG9          = C.SDL_SCANCODE_LANG9          // "" (no name, empty string; reserved)

	SCANCODE_ALTERASE   = C.SDL_SCANCODE_ALTERASE   // "AltErase" (Erase-Eaze)
	SCANCODE_SYSREQ     = C.SDL_SCANCODE_SYSREQ     // "SysReq" (the SysReq key)
	SCANCODE_CANCEL     = C.SDL_SCANCODE_CANCEL     // "Cancel"
	SCANCODE_CLEAR      = C.SDL_SCANCODE_CLEAR      // "Clear"
	SCANCODE_PRIOR      = C.SDL_SCANCODE_PRIOR      // "Prior"
	SCANCODE_RETURN2    = C.SDL_SCANCODE_RETURN2    // "Return"
	SCANCODE_SEPARATOR  = C.SDL_SCANCODE_SEPARATOR  // "Separator"
	SCANCODE_OUT        = C.SDL_SCANCODE_OUT        // "Out"
	SCANCODE_OPER       = C.SDL_SCANCODE_OPER       // "Oper"
	SCANCODE_CLEARAGAIN = C.SDL_SCANCODE_CLEARAGAIN // "Clear / Again"
	SCANCODE_CRSEL      = C.SDL_SCANCODE_CRSEL      // "CrSel"
	SCANCODE_EXSEL      = C.SDL_SCANCODE_EXSEL      // "ExSel"

	SCANCODE_KP_00              = C.SDL_SCANCODE_KP_00              // "Keypad 00" (the 00 key (numeric keypad))
	SCANCODE_KP_000             = C.SDL_SCANCODE_KP_000             // "Keypad 000" (the 000 key (numeric keypad))
	SCANCODE_THOUSANDSSEPARATOR = C.SDL_SCANCODE_THOUSANDSSEPARATOR // "ThousandsSeparator" (the Thousands Separator key)
	SCANCODE_DECIMALSEPARATOR   = C.SDL_SCANCODE_DECIMALSEPARATOR   // "DecimalSeparator" (the Decimal Separator key)
	SCANCODE_CURRENCYUNIT       = C.SDL_SCANCODE_CURRENCYUNIT       // "CurrencyUnit" (the Currency Unit key)
	SCANCODE_CURRENCYSUBUNIT    = C.SDL_SCANCODE_CURRENCYSUBUNIT    // "CurrencySubUnit" (the Currency Subunit key)
	SCANCODE_KP_LEFTPAREN       = C.SDL_SCANCODE_KP_LEFTPAREN       // "Keypad (" (the Left Parenthesis key (numeric keypad))
	SCANCODE_KP_RIGHTPAREN      = C.SDL_SCANCODE_KP_RIGHTPAREN      // "Keypad )" (the Right Parenthesis key (numeric keypad))
	SCANCODE_KP_LEFTBRACE       = C.SDL_SCANCODE_KP_LEFTBRACE       // "Keypad {" (the Left Brace key (numeric keypad))
	SCANCODE_KP_RIGHTBRACE      = C.SDL_SCANCODE_KP_RIGHTBRACE      // "Keypad }" (the Right Brace key (numeric keypad))
	SCANCODE_KP_TAB             = C.SDL_SCANCODE_KP_TAB             // "Keypad Tab" (the Tab key (numeric keypad))
	SCANCODE_KP_BACKSPACE       = C.SDL_SCANCODE_KP_BACKSPACE       // "Keypad Backspace" (the Backspace key (numeric keypad))
	SCANCODE_KP_A               = C.SDL_SCANCODE_KP_A               // "Keypad A" (the A key (numeric keypad))
	SCANCODE_KP_B               = C.SDL_SCANCODE_KP_B               // "Keypad B" (the B key (numeric keypad))
	SCANCODE_KP_C               = C.SDL_SCANCODE_KP_C               // "Keypad C" (the C key (numeric keypad))
	SCANCODE_KP_D               = C.SDL_SCANCODE_KP_D               // "Keypad D" (the D key (numeric keypad))
	SCANCODE_KP_E               = C.SDL_SCANCODE_KP_E               // "Keypad E" (the E key (numeric keypad))
	SCANCODE_KP_F               = C.SDL_SCANCODE_KP_F               // "Keypad F" (the F key (numeric keypad))
	SCANCODE_KP_XOR             = C.SDL_SCANCODE_KP_XOR             // "Keypad XOR" (the XOR key (numeric keypad))
	SCANCODE_KP_POWER           = C.SDL_SCANCODE_KP_POWER           // "Keypad ^" (the Power key (numeric keypad))
	SCANCODE_KP_PERCENT         = C.SDL_SCANCODE_KP_PERCENT         // "Keypad %" (the Percent key (numeric keypad))
	SCANCODE_KP_LESS            = C.SDL_SCANCODE_KP_LESS            // "Keypad <" (the Less key (numeric keypad))
	SCANCODE_KP_GREATER         = C.SDL_SCANCODE_KP_GREATER         // "Keypad >" (the Greater key (numeric keypad))
	SCANCODE_KP_AMPERSAND       = C.SDL_SCANCODE_KP_AMPERSAND       // "Keypad &" (the & key (numeric keypad))
	SCANCODE_KP_DBLAMPERSAND    = C.SDL_SCANCODE_KP_DBLAMPERSAND    // "Keypad &&" (the && key (numeric keypad))
	SCANCODE_KP_VERTICALBAR     = C.SDL_SCANCODE_KP_VERTICALBAR     // "Keypad |" (the | key (numeric keypad))
	SCANCODE_KP_DBLVERTICALBAR  = C.SDL_SCANCODE_KP_DBLVERTICALBAR  // "Keypad ||" (the || key (numeric keypad))
	SCANCODE_KP_COLON           = C.SDL_SCANCODE_KP_COLON           // "Keypad :" (the : key (numeric keypad))
	SCANCODE_KP_HASH            = C.SDL_SCANCODE_KP_HASH            // "Keypad #" (the # key (numeric keypad))
	SCANCODE_KP_SPACE           = C.SDL_SCANCODE_KP_SPACE           // "Keypad Space" (the Space key (numeric keypad))
	SCANCODE_KP_AT              = C.SDL_SCANCODE_KP_AT              // "Keypad @" (the @ key (numeric keypad))
	SCANCODE_KP_EXCLAM          = C.SDL_SCANCODE_KP_EXCLAM          // "Keypad !" (the ! key (numeric keypad))
	SCANCODE_KP_MEMSTORE        = C.SDL_SCANCODE_KP_MEMSTORE        // "Keypad MemStore" (the Mem Store key (numeric keypad))
	SCANCODE_KP_MEMRECALL       = C.SDL_SCANCODE_KP_MEMRECALL       // "Keypad MemRecall" (the Mem Recall key (numeric keypad))
	SCANCODE_KP_MEMCLEAR        = C.SDL_SCANCODE_KP_MEMCLEAR        // "Keypad MemClear" (the Mem Clear key (numeric keypad))
	SCANCODE_KP_MEMADD          = C.SDL_SCANCODE_KP_MEMADD          // "Keypad MemAdd" (the Mem Add key (numeric keypad))
	SCANCODE_KP_MEMSUBTRACT     = C.SDL_SCANCODE_KP_MEMSUBTRACT     // "Keypad MemSubtract" (the Mem Subtract key (numeric keypad))
	SCANCODE_KP_MEMMULTIPLY     = C.SDL_SCANCODE_KP_MEMMULTIPLY     // "Keypad MemMultiply" (the Mem Multiply key (numeric keypad))
	SCANCODE_KP_MEMDIVIDE       = C.SDL_SCANCODE_KP_MEMDIVIDE       // "Keypad MemDivide" (the Mem Divide key (numeric keypad))
	SCANCODE_KP_PLUSMINUS       = C.SDL_SCANCODE_KP_PLUSMINUS       // "Keypad +/-" (the +/- key (numeric keypad))
	SCANCODE_KP_CLEAR           = C.SDL_SCANCODE_KP_CLEAR           // "Keypad Clear" (the Clear key (numeric keypad))
	SCANCODE_KP_CLEARENTRY      = C.SDL_SCANCODE_KP_CLEARENTRY      // "Keypad ClearEntry" (the Clear Entry key (numeric keypad))
	SCANCODE_KP_BINARY          = C.SDL_SCANCODE_KP_BINARY          // "Keypad Binary" (the Binary key (numeric keypad))
	SCANCODE_KP_OCTAL           = C.SDL_SCANCODE_KP_OCTAL           // "Keypad Octal" (the Octal key (numeric keypad))
	SCANCODE_KP_DECIMAL         = C.SDL_SCANCODE_KP_DECIMAL         // "Keypad Decimal" (the Decimal key (numeric keypad))
	SCANCODE_KP_HEXADECIMAL     = C.SDL_SCANCODE_KP_HEXADECIMAL     // "Keypad Hexadecimal" (the Hexadecimal key (numeric keypad))

	SCANCODE_LCTRL          = C.SDL_SCANCODE_LCTRL          // "Left Ctrl"
	SCANCODE_LSHIFT         = C.SDL_SCANCODE_LSHIFT         // "Left Shift"
	SCANCODE_LALT           = C.SDL_SCANCODE_LALT           // "Left Alt" (alt, option)
	SCANCODE_LGUI           = C.SDL_SCANCODE_LGUI           // "Left GUI" (windows, command (apple), meta)
	SCANCODE_RCTRL          = C.SDL_SCANCODE_RCTRL          // "Right Ctrl"
	SCANCODE_RSHIFT         = C.SDL_SCANCODE_RSHIFT         // "Right Shift"
	SCANCODE_RALT           = C.SDL_SCANCODE_RALT           // "Right Alt" (alt gr, option)
	SCANCODE_RGUI           = C.SDL_SCANCODE_RGUI           // "Right GUI" (windows, command (apple), meta)
	SCANCODE_MODE           = C.SDL_SCANCODE_MODE           // "ModeSwitch" (I'm not sure if this is really not covered by any of the above, but since there's a special KMOD_MODE for it I'm adding it here)
	SCANCODE_AUDIONEXT      = C.SDL_SCANCODE_AUDIONEXT      // "AudioNext" (the Next Track media key)
	SCANCODE_AUDIOPREV      = C.SDL_SCANCODE_AUDIOPREV      // "AudioPrev" (the Previous Track media key)
	SCANCODE_AUDIOSTOP      = C.SDL_SCANCODE_AUDIOSTOP      // "AudioStop" (the Stop media key)
	SCANCODE_AUDIOPLAY      = C.SDL_SCANCODE_AUDIOPLAY      // "AudioPlay" (the Play media key)
	SCANCODE_AUDIOMUTE      = C.SDL_SCANCODE_AUDIOMUTE      // "AudioMute" (the Mute volume key)
	SCANCODE_MEDIASELECT    = C.SDL_SCANCODE_MEDIASELECT    // "MediaSelect" (the Media Select key)
	SCANCODE_WWW            = C.SDL_SCANCODE_WWW            // "WWW" (the WWW/World Wide Web key)
	SCANCODE_MAIL           = C.SDL_SCANCODE_MAIL           // "Mail" (the Mail/eMail key)
	SCANCODE_CALCULATOR     = C.SDL_SCANCODE_CALCULATOR     // "Calculator" (the Calculator key)
	SCANCODE_COMPUTER       = C.SDL_SCANCODE_COMPUTER       // "Computer" (the My Computer key)
	SCANCODE_AC_SEARCH      = C.SDL_SCANCODE_AC_SEARCH      // "AC Search" (the Search key (application control keypad))
	SCANCODE_AC_HOME        = C.SDL_SCANCODE_AC_HOME        // "AC Home" (the Home key (application control keypad))
	SCANCODE_AC_BACK        = C.SDL_SCANCODE_AC_BACK        // "AC Back" (the Back key (application control keypad))
	SCANCODE_AC_FORWARD     = C.SDL_SCANCODE_AC_FORWARD     // "AC Forward" (the Forward key (application control keypad))
	SCANCODE_AC_STOP        = C.SDL_SCANCODE_AC_STOP        // "AC Stop" (the Stop key (application control keypad))
	SCANCODE_AC_REFRESH     = C.SDL_SCANCODE_AC_REFRESH     // "AC Refresh" (the Refresh key (application control keypad))
	SCANCODE_AC_BOOKMARKS   = C.SDL_SCANCODE_AC_BOOKMARKS   // "AC Bookmarks" (the Bookmarks key (application control keypad))
	SCANCODE_BRIGHTNESSDOWN = C.SDL_SCANCODE_BRIGHTNESSDOWN // "BrightnessDown" (the Brightness Down key)
	SCANCODE_BRIGHTNESSUP   = C.SDL_SCANCODE_BRIGHTNESSUP   // "BrightnessUp" (the Brightness Up key)
	SCANCODE_DISPLAYSWITCH  = C.SDL_SCANCODE_DISPLAYSWITCH  // "DisplaySwitch" (display mirroring/dual display switch, video mode switch)
	SCANCODE_KBDILLUMTOGGLE = C.SDL_SCANCODE_KBDILLUMTOGGLE // "KBDIllumToggle" (the Keyboard Illumination Toggle key)
	SCANCODE_KBDILLUMDOWN   = C.SDL_SCANCODE_KBDILLUMDOWN   // "KBDIllumDown" (the Keyboard Illumination Down key)
	SCANCODE_KBDILLUMUP     = C.SDL_SCANCODE_KBDILLUMUP     // "KBDIllumUp" (the Keyboard Illumination Up key)
	SCANCODE_EJECT          = C.SDL_SCANCODE_EJECT          // "Eject" (the Eject key)
	SCANCODE_SLEEP          = C.SDL_SCANCODE_SLEEP          // "Sleep" (the Sleep key)
	SCANCODE_APP1           = C.SDL_SCANCODE_APP1
	SCANCODE_APP2           = C.SDL_SCANCODE_APP2
	NUM_SCANCODES           = C.SDL_NUM_SCANCODES
)

The SDL keyboard scancode representation. (https://wiki.libsdl.org/SDL_Scancode) (https://wiki.libsdl.org/SDLScancodeLookup)

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const (
	INIT_TIMER          = C.SDL_INIT_TIMER          // timer subsystem
	INIT_AUDIO          = C.SDL_INIT_AUDIO          // audio subsystem
	INIT_VIDEO          = C.SDL_INIT_VIDEO          // video subsystem; automatically initializes the events subsystem
	INIT_JOYSTICK       = C.SDL_INIT_JOYSTICK       // joystick subsystem; automatically initializes the events subsystem
	INIT_HAPTIC         = C.SDL_INIT_HAPTIC         // haptic (force feedback) subsystem
	INIT_GAMECONTROLLER = C.SDL_INIT_GAMECONTROLLER // controller subsystem; automatically initializes the joystick subsystem
	INIT_EVENTS         = C.SDL_INIT_EVENTS         // events subsystem
	INIT_NOPARACHUTE    = C.SDL_INIT_NOPARACHUTE    // compatibility; this flag is ignored
	INIT_SENSOR         = C.SDL_INIT_SENSOR         // sensor subsystem
	INIT_EVERYTHING     = C.SDL_INIT_EVERYTHING     // all of the above subsystems
)

These are the flags which may be passed to SDL_Init(). (https://wiki.libsdl.org/SDL_Init)

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const (
	RELEASED = 0
	PRESSED  = 1
)
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const (
	SWSURFACE = C.SDL_SWSURFACE // just here for compatibility
	PREALLOC  = C.SDL_PREALLOC  // surface uses preallocated memory
	RLEACCEL  = C.SDL_RLEACCEL  // surface is RLE encoded
	DONTFREE  = C.SDL_DONTFREE  // surface is referenced internally
)

Surface flags (internal use)

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const (
	YUV_CONVERSION_JPEG      YUV_CONVERSION_MODE = C.SDL_YUV_CONVERSION_JPEG      // Full range JPEG
	YUV_CONVERSION_BT601                         = C.SDL_YUV_CONVERSION_BT601     // BT.601 (the default)
	YUV_CONVERSION_BT709                         = C.SDL_YUV_CONVERSION_BT709     // BT.709
	YUV_CONVERSION_AUTOMATIC                     = C.SDL_YUV_CONVERSION_AUTOMATIC // BT.601 for SD content, BT.709 for HD content
)

YUV Conversion Modes

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const (
	SYSWM_UNKNOWN  = C.SDL_SYSWM_UNKNOWN
	SYSWM_WINDOWS  = C.SDL_SYSWM_WINDOWS  // Microsoft Windows
	SYSWM_X11      = C.SDL_SYSWM_X11      // X Window System
	SYSWM_DIRECTFB = C.SDL_SYSWM_DIRECTFB // DirectFB
	SYSWM_COCOA    = C.SDL_SYSWM_COCOA    // Apple Mac OS X
	SYSWM_UIKIT    = C.SDL_SYSWM_UIKIT    // Apple iOS
	SYSWM_WAYLAND  = C.SDL_SYSWM_WAYLAND  // Wayland (>= SDL 2.0.2)
	SYSWM_MIR      = C.SDL_SYSWM_MIR      // Mir (>= SDL 2.0.2)
	SYSWM_WINRT    = C.SDL_SYSWM_WINRT    // WinRT (>= SDL 2.0.3)
	SYSWM_ANDROID  = C.SDL_SYSWM_ANDROID  // Android (>= SDL 2.0.4)
	SYSWM_VIVANTE  = C.SDL_SYSWM_VIVANTE  // Vivante (>= SDL 2.0.5)
)

Various supported windowing subsystems.

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const (
	TOUCH_DEVICE_INVALID           TouchDeviceType = C.SDL_TOUCH_DEVICE_INVALID
	TOUCH_DEVICE_DIRECT                            = C.SDL_TOUCH_DEVICE_DIRECT            // touch screen with window-relative coordinates
	TOUCH_DEVICE_INDIRECT_ABSOLUTE                 = C.SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE // trackpad with absolute device coordinates
	TOUCH_DEVICE_INDIRECT_RELATIVE                 = C.SDL_TOUCH_DEVICE_INDIRECT_RELATIVE // trackpad with screen cursor-relative coordinates
)
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const (
	MAJOR_VERSION = C.SDL_MAJOR_VERSION // major version
	MINOR_VERSION = C.SDL_MINOR_VERSION // minor version
	PATCHLEVEL    = C.SDL_PATCHLEVEL    // update version (patchlevel)
)

The version of SDL in use.

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const (
	WINDOW_FULLSCREEN         = C.SDL_WINDOW_FULLSCREEN         // fullscreen window
	WINDOW_OPENGL             = C.SDL_WINDOW_OPENGL             // window usable with OpenGL context
	WINDOW_SHOWN              = C.SDL_WINDOW_SHOWN              // window is visible
	WINDOW_HIDDEN             = C.SDL_WINDOW_HIDDEN             // window is not visible
	WINDOW_BORDERLESS         = C.SDL_WINDOW_BORDERLESS         // no window decoration
	WINDOW_RESIZABLE          = C.SDL_WINDOW_RESIZABLE          // window can be resized
	WINDOW_MINIMIZED          = C.SDL_WINDOW_MINIMIZED          // window is minimized
	WINDOW_MAXIMIZED          = C.SDL_WINDOW_MAXIMIZED          // window is maximized
	WINDOW_INPUT_GRABBED      = C.SDL_WINDOW_INPUT_GRABBED      // window has grabbed input focus
	WINDOW_INPUT_FOCUS        = C.SDL_WINDOW_INPUT_FOCUS        // window has input focus
	WINDOW_MOUSE_FOCUS        = C.SDL_WINDOW_MOUSE_FOCUS        // window has mouse focus
	WINDOW_FULLSCREEN_DESKTOP = C.SDL_WINDOW_FULLSCREEN_DESKTOP // fullscreen window at the current desktop resolution
	WINDOW_FOREIGN            = C.SDL_WINDOW_FOREIGN            // window not created by SDL
	WINDOW_ALLOW_HIGHDPI      = C.SDL_WINDOW_ALLOW_HIGHDPI      // window should be created in high-DPI mode if supported (>= SDL 2.0.1)
	WINDOW_MOUSE_CAPTURE      = C.SDL_WINDOW_MOUSE_CAPTURE      // window has mouse captured (unrelated to INPUT_GRABBED, >= SDL 2.0.4)
	WINDOW_ALWAYS_ON_TOP      = C.SDL_WINDOW_ALWAYS_ON_TOP      // window should always be above others (X11 only, >= SDL 2.0.5)
	WINDOW_SKIP_TASKBAR       = C.SDL_WINDOW_SKIP_TASKBAR       // window should not be added to the taskbar (X11 only, >= SDL 2.0.5)
	WINDOW_UTILITY            = C.SDL_WINDOW_UTILITY            // window should be treated as a utility window (X11 only, >= SDL 2.0.5)
	WINDOW_TOOLTIP            = C.SDL_WINDOW_TOOLTIP            // window should be treated as a tooltip (X11 only, >= SDL 2.0.5)
	WINDOW_POPUP_MENU         = C.SDL_WINDOW_POPUP_MENU         // window should be treated as a popup menu (X11 only, >= SDL 2.0.5)
	WINDOW_VULKAN             = C.SDL_WINDOW_VULKAN             // window usable for Vulkan surface (>= SDL 2.0.6)
)

An enumeration of window states. (https://wiki.libsdl.org/SDL_WindowFlags)

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const (
	WINDOWEVENT_NONE         = C.SDL_WINDOWEVENT_NONE         // (never used)
	WINDOWEVENT_SHOWN        = C.SDL_WINDOWEVENT_SHOWN        // window has been shown
	WINDOWEVENT_HIDDEN       = C.SDL_WINDOWEVENT_HIDDEN       // window has been hidden
	WINDOWEVENT_EXPOSED      = C.SDL_WINDOWEVENT_EXPOSED      // window has been exposed and should be redrawn
	WINDOWEVENT_MOVED        = C.SDL_WINDOWEVENT_MOVED        // window has been moved to data1, data2
	WINDOWEVENT_RESIZED      = C.SDL_WINDOWEVENT_RESIZED      // window has been resized to data1xdata2; this event is always preceded by WINDOWEVENT_SIZE_CHANGED
	WINDOWEVENT_SIZE_CHANGED = C.SDL_WINDOWEVENT_SIZE_CHANGED // window size has changed, either as a result of an API call or through the system or user changing the window size; this event is followed by WINDOWEVENT_RESIZED if the size was changed by an external event, i.e. the user or the window manager
	WINDOWEVENT_MINIMIZED    = C.SDL_WINDOWEVENT_MINIMIZED    // window has been minimized
	WINDOWEVENT_MAXIMIZED    = C.SDL_WINDOWEVENT_MAXIMIZED    // window has been maximized
	WINDOWEVENT_RESTORED     = C.SDL_WINDOWEVENT_RESTORED     // window has been restored to normal size and position
	WINDOWEVENT_ENTER        = C.SDL_WINDOWEVENT_ENTER        // window has gained mouse focus
	WINDOWEVENT_LEAVE        = C.SDL_WINDOWEVENT_LEAVE        // window has lost mouse focus
	WINDOWEVENT_FOCUS_GAINED = C.SDL_WINDOWEVENT_FOCUS_GAINED // window has gained keyboard focus
	WINDOWEVENT_FOCUS_LOST   = C.SDL_WINDOWEVENT_FOCUS_LOST   // window has lost keyboard focus
	WINDOWEVENT_CLOSE        = C.SDL_WINDOWEVENT_CLOSE        // the window manager requests that the window be closed
	WINDOWEVENT_TAKE_FOCUS   = C.SDL_WINDOWEVENT_TAKE_FOCUS   // window is being offered a focus (should SDL_SetWindowInputFocus() on itself or a subwindow, or ignore) (>= SDL 2.0.5)
	WINDOWEVENT_HIT_TEST     = C.SDL_WINDOWEVENT_HIT_TEST     // window had a hit test that wasn't SDL_HITTEST_NORMAL (>= SDL 2.0.5)
)

An enumeration of window events. (https://wiki.libsdl.org/SDL_WindowEventID)

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const (
	WINDOWPOS_UNDEFINED_MASK = C.SDL_WINDOWPOS_UNDEFINED_MASK // used to indicate that you don't care what the window position is
	WINDOWPOS_UNDEFINED      = C.SDL_WINDOWPOS_UNDEFINED      // used to indicate that you don't care what the window position is
	WINDOWPOS_CENTERED_MASK  = C.SDL_WINDOWPOS_CENTERED_MASK  // used to indicate that the window position should be centered
	WINDOWPOS_CENTERED       = C.SDL_WINDOWPOS_CENTERED       // used to indicate that the window position should be centered
)

Window position flags. (https://wiki.libsdl.org/SDL_CreateWindow)

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const (
	MESSAGEBOX_ERROR       = C.SDL_MESSAGEBOX_ERROR       // error dialog
	MESSAGEBOX_WARNING     = C.SDL_MESSAGEBOX_WARNING     // warning dialog
	MESSAGEBOX_INFORMATION = C.SDL_MESSAGEBOX_INFORMATION // informational dialog
)

An enumeration of message box flags (e.g. if supported message box will display warning icon). (https://wiki.libsdl.org/SDL_MessageBoxFlags)

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const (
	MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = C.SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT // marks the default button when return is hit
	MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = C.SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT // marks the default button when escape is hit
)

Flags for MessageBoxButtonData.

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const (
	GL_RED_SIZE                   = C.SDL_GL_RED_SIZE                   // the minimum number of bits for the red channel of the color buffer; defaults to 3
	GL_GREEN_SIZE                 = C.SDL_GL_GREEN_SIZE                 // the minimum number of bits for the green channel of the color buffer; defaults to 3
	GL_BLUE_SIZE                  = C.SDL_GL_BLUE_SIZE                  // the minimum number of bits for the blue channel of the color buffer; defaults to 2
	GL_ALPHA_SIZE                 = C.SDL_GL_ALPHA_SIZE                 // the minimum number of bits for the alpha channel of the color buffer; defaults to 0
	GL_BUFFER_SIZE                = C.SDL_GL_BUFFER_SIZE                // the minimum number of bits for frame buffer size; defaults to 0
	GL_DOUBLEBUFFER               = C.SDL_GL_DOUBLEBUFFER               // whether the output is single or double buffered; defaults to double buffering on
	GL_DEPTH_SIZE                 = C.SDL_GL_DEPTH_SIZE                 // the minimum number of bits in the depth buffer; defaults to 16
	GL_STENCIL_SIZE               = C.SDL_GL_STENCIL_SIZE               // the minimum number of bits in the stencil buffer; defaults to 0
	GL_ACCUM_RED_SIZE             = C.SDL_GL_ACCUM_RED_SIZE             // the minimum number of bits for the red channel of the accumulation buffer; defaults to 0
	GL_ACCUM_GREEN_SIZE           = C.SDL_GL_ACCUM_GREEN_SIZE           // the minimum number of bits for the green channel of the accumulation buffer; defaults to 0
	GL_ACCUM_BLUE_SIZE            = C.SDL_GL_ACCUM_BLUE_SIZE            // the minimum number of bits for the blue channel of the accumulation buffer; defaults to 0
	GL_ACCUM_ALPHA_SIZE           = C.SDL_GL_ALPHA_SIZE                 // the minimum number of bits for the alpha channel of the accumulation buffer; defaults to 0
	GL_STEREO                     = C.SDL_GL_STEREO                     // whether the output is stereo 3D; defaults to off
	GL_MULTISAMPLEBUFFERS         = C.SDL_GL_MULTISAMPLEBUFFERS         // the number of buffers used for multisample anti-aliasing; defaults to 0; see Remarks for details
	GL_MULTISAMPLESAMPLES         = C.SDL_GL_MULTISAMPLESAMPLES         // the number of samples used around the current pixel used for multisample anti-aliasing; defaults to 0; see Remarks for details
	GL_ACCELERATED_VISUAL         = C.SDL_GL_ACCELERATED_VISUAL         // set to 1 to require hardware acceleration, set to 0 to force software rendering; defaults to allow either
	GL_RETAINED_BACKING           = C.SDL_GL_RETAINED_BACKING           // not used (deprecated)
	GL_CONTEXT_MAJOR_VERSION      = C.SDL_GL_CONTEXT_MAJOR_VERSION      // OpenGL context major version
	GL_CONTEXT_MINOR_VERSION      = C.SDL_GL_CONTEXT_MINOR_VERSION      // OpenGL context minor version
	GL_CONTEXT_EGL                = C.SDL_GL_CONTEXT_EGL                // not used (deprecated)
	GL_CONTEXT_FLAGS              = C.SDL_GL_CONTEXT_FLAGS              // some combination of 0 or more of elements of the GLcontextFlag enumeration; defaults to 0 (https://wiki.libsdl.org/SDL_GLcontextFlag)
	GL_CONTEXT_PROFILE_MASK       = C.SDL_GL_CONTEXT_PROFILE_MASK       // type of GL context (Core, Compatibility, ES); default value depends on platform (https://wiki.libsdl.org/SDL_GLprofile)
	GL_SHARE_WITH_CURRENT_CONTEXT = C.SDL_GL_SHARE_WITH_CURRENT_CONTEXT // OpenGL context sharing; defaults to 0
	GL_FRAMEBUFFER_SRGB_CAPABLE   = C.SDL_GL_FRAMEBUFFER_SRGB_CAPABLE   // requests sRGB capable visual; defaults to 0 (>= SDL 2.0.1)
	GL_CONTEXT_RELEASE_BEHAVIOR   = C.SDL_GL_CONTEXT_RELEASE_BEHAVIOR   // sets context the release behavior; defaults to 1 (>= SDL 2.0.4)
	GL_CONTEXT_RESET_NOTIFICATION = C.SDL_GL_CONTEXT_RESET_NOTIFICATION // (>= SDL 2.0.6)
	GL_CONTEXT_NO_ERROR           = C.SDL_GL_CONTEXT_NO_ERROR           // (>= SDL 2.0.6)
)

OpenGL configuration attributes. (https://wiki.libsdl.org/SDL_GL_SetAttribute)

View Source
const (
	GL_CONTEXT_PROFILE_CORE          = C.SDL_GL_CONTEXT_PROFILE_CORE          // OpenGL core profile - deprecated functions are disabled
	GL_CONTEXT_PROFILE_COMPATIBILITY = C.SDL_GL_CONTEXT_PROFILE_COMPATIBILITY // OpenGL compatibility profile - deprecated functions are allowed
	GL_CONTEXT_PROFILE_ES            = C.SDL_GL_CONTEXT_PROFILE_ES            // OpenGL ES profile - only a subset of the base OpenGL functionality is available
)

An enumeration of OpenGL profiles. (https://wiki.libsdl.org/SDL_GLprofile)

View Source
const (
	GL_CONTEXT_DEBUG_FLAG              = C.SDL_GL_CONTEXT_DEBUG_FLAG              // intended to put the GL into a "debug" mode which might offer better developer insights, possibly at a loss of performance
	GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = C.SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG // intended to put the GL into a "forward compatible" mode, which means that no deprecated functionality will be supported, possibly at a gain in performance, and only applies to GL 3.0 and later contexts
	GL_CONTEXT_ROBUST_ACCESS_FLAG      = C.SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG      // intended to require a GL context that supports the GL_ARB_robustness extension--a mode that offers a few APIs that are safer than the usual defaults (think snprintf() vs sprintf())
	GL_CONTEXT_RESET_ISOLATION_FLAG    = C.SDL_GL_CONTEXT_RESET_ISOLATION_FLAG    // intended to require the GL to make promises about what to do in the face of driver or hardware failure
)

An enumeration of OpenGL context configuration flags. (https://wiki.libsdl.org/SDL_GLcontextFlag)

View Source
const CACHELINE_SIZE = C.SDL_CACHELINE_SIZE

CACHELINE_SIZE is a cacheline size used for padding.

View Source
const K_SCANCODE_MASK = 1 << 30
View Source
const MIX_MAXVOLUME = C.SDL_MIX_MAXVOLUME // full audio volume

MIX_MAXVOLUME is the full audio volume value used in MixAudioFormat() and AudioFormat(). (https://wiki.libsdl.org/SDL_MixAudioFormat)

View Source
const (
	STANDARD_GRAVITY = 9.80665
)
View Source
const TOUCH_MOUSEID = C.SDL_TOUCH_MOUSEID

TOUCH_MOUSEID is the device ID for mouse events simulated with touch input

Variables

View Source
var (
	PIXELFORMAT_RGBA32 = C.SDL_PIXELFORMAT_RGBA32
	PIXELFORMAT_ARGB32 = C.SDL_PIXELFORMAT_ARGB32
	PIXELFORMAT_BGRA32 = C.SDL_PIXELFORMAT_BGRA32
	PIXELFORMAT_ABGR32 = C.SDL_PIXELFORMAT_ABGR32
)

Pixel format variables.

View Source
var (
	RGB444Model   color.Model = color.ModelFunc(rgb444Model)
	RGB332Model   color.Model = color.ModelFunc(rgb332Model)
	RGB565Model   color.Model = color.ModelFunc(rgb565Model)
	RGB555Model   color.Model = color.ModelFunc(rgb555Model)
	BGR565Model   color.Model = color.ModelFunc(bgr565Model)
	BGR555Model   color.Model = color.ModelFunc(bgr555Model)
	ARGB4444Model color.Model = color.ModelFunc(argb4444Model)
	ABGR4444Model color.Model = color.ModelFunc(abgr4444Model)
	RGBA4444Model color.Model = color.ModelFunc(rgba4444Model)
	BGRA4444Model color.Model = color.ModelFunc(bgra4444Model)
	ARGB1555Model color.Model = color.ModelFunc(argb1555Model)
	RGBA5551Model color.Model = color.ModelFunc(rgba5551Model)
	ABGR1555Model color.Model = color.ModelFunc(abgr1555Model)
	BGRA5551Model color.Model = color.ModelFunc(bgra5551Model)
	RGBA8888Model color.Model = color.ModelFunc(rgba8888Model)
	BGRA8888Model color.Model = color.ModelFunc(bgra8888Model)
)
View Source
var ErrInvalidParameters = errors.New("Invalid Parameters")

Functions

func AddHintCallback

func AddHintCallback(name string, fn HintCallback, data interface{})

AddHintCallback adds a function to watch a particular hint. (https://wiki.libsdl.org/SDL_AddHintCallback)

func AudioInit

func AudioInit(driverName string) error

AudioInit initializes a particular audio driver. (https://wiki.libsdl.org/SDL_AudioInit)

func AudioQuit

func AudioQuit()

AudioQuit shuts down audio if you initialized it with AudioInit(). (https://wiki.libsdl.org/SDL_AudioQuit)

func BitsPerPixel

func BitsPerPixel(format uint32) int

BitsPerPixel returns the number of bits per pixel for the given format

func Btoi

func Btoi(b bool) int

Btoi returns 0 or 1 according to the value of b.

func BuildAudioCVT

func BuildAudioCVT(cvt *AudioCVT, srcFormat AudioFormat, srcChannels uint8, srcRate int, dstFormat AudioFormat, dstChannels uint8, dstRate int) (converted bool, err error)

BuildAudioCVT initializes an AudioCVT structure for conversion. (https://wiki.libsdl.org/SDL_BuildAudioCVT)

func Button

func Button(flag uint32) uint32

Button is used as a mask when testing buttons in buttonstate.

func ButtonLMask

func ButtonLMask() uint32

ButtonLMask is used as a mask when testing buttons in buttonstate.

func ButtonMMask

func ButtonMMask() uint32

ButtonMMask is used as a mask when testing buttons in buttonstate.

func ButtonRMask

func ButtonRMask() uint32

ButtonRMask is used as a mask when testing buttons in buttonstate.

func ButtonX1Mask

func ButtonX1Mask() uint32

ButtonX1Mask is used as a mask when testing buttons in buttonstate.

func ButtonX2Mask

func ButtonX2Mask() uint32

ButtonX2Mask is used as a mask when testing buttons in buttonstate.

func BytesPerPixel

func BytesPerPixel(format uint32) int

BytesPerPixel returns the number of bytes per pixel for the given format

func COMPILEDVERSION

func COMPILEDVERSION() int

COMPILEDVERSION returns the SDL version number that you compiled against. (https://wiki.libsdl.org/SDL_COMPILEDVERSION)

func CalculateGammaRamp

func CalculateGammaRamp(gamma float32, ramp *[256]uint16)

CalculateGammaRamp calculates a 256 entry gamma ramp for a gamma value. (https://wiki.libsdl.org/SDL_CalculateGammaRamp)

func CaptureMouse

func CaptureMouse(toggle bool) error

CaptureMouse captures the mouse and tracks input outside an SDL window. (https://wiki.libsdl.org/SDL_CaptureMouse)

func ClearError

func ClearError()

ClearError clears any previous error message. (https://wiki.libsdl.org/SDL_ClearError)

func ClearHints

func ClearHints()

ClearHints clears all hints. (https://wiki.libsdl.org/SDL_ClearHints)

func ClearQueuedAudio

func ClearQueuedAudio(dev AudioDeviceID)

ClearQueuedAudio drops any queued audio data waiting to be sent to the hardware. (https://wiki.libsdl.org/SDL_ClearQueuedAudio)

func CloseAudio

func CloseAudio()

CloseAudio closes the audio device. New programs might want to use CloseAudioDevice() instead. (https://wiki.libsdl.org/SDL_CloseAudio)

func CloseAudioDevice

func CloseAudioDevice(dev AudioDeviceID)

CloseAudioDevice shuts down audio processing and closes the audio device. (https://wiki.libsdl.org/SDL_CloseAudioDevice)

func ConvertAudio

func ConvertAudio(cvt *AudioCVT) error

ConvertAudio converts audio data to a desired audio format. (https://wiki.libsdl.org/SDL_ConvertAudio)

func ConvertPixels

func ConvertPixels(width, height int32, srcFormat uint32, src unsafe.Pointer, srcPitch int,
	dstFormat uint32, dst unsafe.Pointer, dstPitch int) error

ConvertPixels copies a block of pixels of one format to another format. (https://wiki.libsdl.org/SDL_ConvertPixels)

func CreateWindowAndRenderer

func CreateWindowAndRenderer(w, h int32, flags uint32) (*Window, *Renderer, error)

CreateWindowAndRenderer returns a new window and default renderer. (https://wiki.libsdl.org/SDL_CreateWindowAndRenderer)

func CurrentThreadID

func CurrentThreadID() uint

CurrentThreadID gets the thread identifier for the current thread. (https://wiki.libsdl.org/SDL_ThreadID)

func DelEventWatch

func DelEventWatch(handle EventWatchHandle)

DelEventWatch removes an event watch callback added with AddEventWatch(). (https://wiki.libsdl.org/SDL_DelEventWatch)

func DelHintCallback

func DelHintCallback(name string)

DelHintCallback removes a function watching a particular hint. (https://wiki.libsdl.org/SDL_DelHintCallback)

func Delay

func Delay(ms uint32)

Delay waits a specified number of milliseconds before returning. (https://wiki.libsdl.org/SDL_Delay)

func DequeueAudio

func DequeueAudio(dev AudioDeviceID, data []byte) error

DequeueAudio dequeues more audio on non-callback devices. (https://wiki.libsdl.org/SDL_DequeueAudio)

func DisableScreenSaver

func DisableScreenSaver()

DisableScreenSaver prevents the screen from being blanked by a screen saver. (https://wiki.libsdl.org/SDL_DisableScreenSaver)

func Do

func Do(f func())

Do the specified function in the main thread. For this function to work, you must have correctly used sdl.Main(..) in your main() function. Calling this function before/without sdl.Main(..) will cause a panic.

func EnableScreenSaver

func EnableScreenSaver()

EnableScreenSaver allows the screen to be blanked by a screen saver. (https://wiki.libsdl.org/SDL_EnableScreenSaver)

func Error

func Error(code ErrorCode)

Error sets the SDL error message to the specified error code.

func EventState

func EventState(type_ uint32, state int) uint8

EventState sets the state of processing events by type. (https://wiki.libsdl.org/SDL_EventState)

func FilterEvents

func FilterEvents(filter EventFilter, userdata interface{})

FilterEvents run a specific filter function on the current event queue, removing any events for which the filter returns 0. (https://wiki.libsdl.org/SDL_FilterEvents)

func FilterEventsFunc

func FilterEventsFunc(filter eventFilterFunc, userdata interface{})

FilterEventsFunc run a specific function on the current event queue, removing any events for which the filter returns 0. (https://wiki.libsdl.org/SDL_FilterEvents)

func FlushEvent

func FlushEvent(type_ uint32)

FlushEvent clears events from the event queue. (https://wiki.libsdl.org/SDL_FlushEvent)

func FlushEvents

func FlushEvents(minType, maxType uint32)

FlushEvents clears events from the event queue. (https://wiki.libsdl.org/SDL_FlushEvents)

func FreeCursor

func FreeCursor(cursor *Cursor)

FreeCursor frees a cursor created with CreateCursor(), CreateColorCursor() or CreateSystemCursor(). (https://wiki.libsdl.org/SDL_FreeCursor)

func FreeWAV

func FreeWAV(audioBuf []uint8)

FreeWAV frees data previously allocated with LoadWAV() or LoadWAVRW(). (https://wiki.libsdl.org/SDL_FreeWAV)

func GLDeleteContext

func GLDeleteContext(context GLContext)

GLDeleteContext deletes an OpenGL context. (https://wiki.libsdl.org/SDL_GL_DeleteContext)

func GLExtensionSupported

func GLExtensionSupported(extension string) bool

GLExtensionSupported reports whether an OpenGL extension is supported for the current context. (https://wiki.libsdl.org/SDL_GL_ExtensionSupported)

func GLGetAttribute

func GLGetAttribute(attr GLattr) (int, error)

GLGetAttribute returns the actual value for an attribute from the current context. (https://wiki.libsdl.org/SDL_GL_GetAttribute)

func GLGetProcAddress

func GLGetProcAddress(proc string) unsafe.Pointer

GLGetProcAddress returns an OpenGL function by name. (https://wiki.libsdl.org/SDL_GL_GetProcAddress)

func GLGetSwapInterval

func GLGetSwapInterval() (int, error)

GLGetSwapInterval returns the swap interval for the current OpenGL context. (https://wiki.libsdl.org/SDL_GL_GetSwapInterval)

func GLLoadLibrary

func GLLoadLibrary(path string) error

GLLoadLibrary dynamically loads an OpenGL library. (https://wiki.libsdl.org/SDL_GL_LoadLibrary)

func GLSetAttribute

func GLSetAttribute(attr GLattr, value int) error

GLSetAttribute sets an OpenGL window attribute before window creation. (https://wiki.libsdl.org/SDL_GL_SetAttribute)

func GLSetSwapInterval

func GLSetSwapInterval(interval int) error

GLSetSwapInterval sets the swap interval for the current OpenGL context. (https://wiki.libsdl.org/SDL_GL_SetSwapInterval)

func GLUnloadLibrary

func GLUnloadLibrary()

GLUnloadLibrary unloads the OpenGL library previously loaded by GLLoadLibrary(). (https://wiki.libsdl.org/SDL_GL_UnloadLibrary)

func GameControllerAddMapping

func GameControllerAddMapping(mappingString string) int

GameControllerAddMapping adds support for controllers that SDL is unaware of or to cause an existing controller to have a different binding. (https://wiki.libsdl.org/SDL_GameControllerAddMapping)

func GameControllerEventState

func GameControllerEventState(state int) int

GameControllerEventState returns the current state of, enable, or disable events dealing with Game Controllers. This will not disable Joystick events, which can also be fired by a controller (see https://wiki.libsdl.org/SDL_JoystickEventState). (https://wiki.libsdl.org/SDL_GameControllerEventState)

func GameControllerGetStringForAxis

func GameControllerGetStringForAxis(axis GameControllerAxis) string

GameControllerGetStringForAxis converts from an axis enum to a string. (https://wiki.libsdl.org/SDL_GameControllerGetStringForAxis)

func GameControllerGetStringForButton

func GameControllerGetStringForButton(btn GameControllerButton) string

GameControllerGetStringForButton turns a button enum into a string mapping. (https://wiki.libsdl.org/SDL_GameControllerGetStringForButton)

func GameControllerMappingForDeviceIndex

func GameControllerMappingForDeviceIndex(index int) string

GameControllerMappingForDeviceIndex returns the game controller mapping string at a particular index.

func GameControllerMappingForGUID

func GameControllerMappingForGUID(guid JoystickGUID) string

GameControllerMappingForGUID returns the game controller mapping string for a given GUID. (https://wiki.libsdl.org/SDL_GameControllerMappingForGUID)

func GameControllerMappingForIndex

func GameControllerMappingForIndex(index int) string

GameControllerMappingForIndex returns the game controller mapping string at a particular index.

func GameControllerNameForIndex

func GameControllerNameForIndex(index int) string

GameControllerNameForIndex returns the implementation dependent name for the game controller. (https://wiki.libsdl.org/SDL_GameControllerNameForIndex)

func GameControllerNumMappings

func GameControllerNumMappings() int

GameControllerNumMappings returns the number of mappings installed.

func GameControllerUpdate

func GameControllerUpdate()

GameControllerUpdate manually pumps game controller updates if not using the loop. (https://wiki.libsdl.org/SDL_GameControllerUpdate)

func GetAudioDeviceName

func GetAudioDeviceName(index int, isCapture bool) string

GetAudioDeviceName returns the name of a specific audio device. (https://wiki.libsdl.org/SDL_GetAudioDeviceName)

func GetAudioDriver

func GetAudioDriver(index int) string

GetAudioDriver returns the name of a built in audio driver. (https://wiki.libsdl.org/SDL_GetAudioDriver)

func GetBasePath

func GetBasePath() string

GetBasePath returns the directory where the application was run from. This is where the application data directory is. (https://wiki.libsdl.org/SDL_GetBasePath)

func GetCPUCacheLineSize

func GetCPUCacheLineSize() int

GetCPUCacheLineSize returns the L1 cache line size of the CPU. (https://wiki.libsdl.org/SDL_GetCPUCacheLineSize)

func GetCPUCount

func GetCPUCount() int

GetCPUCount returns the number of CPU cores available. (https://wiki.libsdl.org/SDL_GetCPUCount)

func GetClipboardText

func GetClipboardText() (string, error)

GetClipboardText returns UTF-8 text from the clipboard. (https://wiki.libsdl.org/SDL_GetClipboardText)

func GetCurrentAudioDriver

func GetCurrentAudioDriver() string

GetCurrentAudioDriver returns the name of the current audio driver. (https://wiki.libsdl.org/SDL_GetCurrentAudioDriver)

func GetCurrentVideoDriver

func GetCurrentVideoDriver() (string, error)

GetCurrentVideoDriver returns the name of the currently initialized video driver. (https://wiki.libsdl.org/SDL_GetCurrentVideoDriver)

func GetDisplayDPI

func GetDisplayDPI(displayIndex int) (ddpi, hdpi, vdpi float32, err error)

GetDisplayDPI returns the dots/pixels-per-inch for a display. (https://wiki.libsdl.org/SDL_GetDisplayDPI)

func GetDisplayName

func GetDisplayName(displayIndex int) (string, error)

GetDisplayName returns the name of a display in UTF-8 encoding. (https://wiki.libsdl.org/SDL_GetDisplayName)

func GetError

func GetError() error

GetError returns the last error that occurred, or an empty string if there hasn't been an error message set since the last call to ClearError(). (https://wiki.libsdl.org/SDL_GetError)

func GetEventState

func GetEventState(type_ uint32) uint8

GetEventState returns the current processing state of the specified event (https://wiki.libsdl.org/SDL_EventState)

func GetGlobalMouseState

func GetGlobalMouseState() (x, y int32, state uint32)

GetGlobalMouseState returns the current state of the mouse. (https://wiki.libsdl.org/SDL_GetGlobalMouseState)

func GetHint

func GetHint(name string) string

GetHint returns the value of a hint. (https://wiki.libsdl.org/SDL_GetHint)

func GetKeyName

func GetKeyName(code Keycode) string

GetKeyName returns a human-readable name for a key. (https://wiki.libsdl.org/SDL_GetKeyName)

func GetKeyboardState

func GetKeyboardState() []uint8

GetKeyboardState returns a snapshot of the current state of the keyboard. (https://wiki.libsdl.org/SDL_GetKeyboardState)

func GetMouseState

func GetMouseState() (x, y int32, state uint32)

GetMouseState returns the current state of the mouse. (https://wiki.libsdl.org/SDL_GetMouseState)

func GetNumAudioDevices

func GetNumAudioDevices(isCapture bool) int

GetNumAudioDevices returns the number of built-in audio devices. (https://wiki.libsdl.org/SDL_GetNumAudioDevices)

func GetNumAudioDrivers

func GetNumAudioDrivers() int

GetNumAudioDrivers returns the number of built-in audio drivers. (https://wiki.libsdl.org/SDL_GetNumAudioDrivers)

func GetNumDisplayModes

func GetNumDisplayModes(displayIndex int) (int, error)

GetNumDisplayModes returns the number of available display modes. (https://wiki.libsdl.org/SDL_GetNumDisplayModes)

func GetNumRenderDrivers

func GetNumRenderDrivers() (int, error)

GetNumRenderDrivers returns the number of 2D rendering drivers available for the current display. (https://wiki.libsdl.org/SDL_GetNumRenderDrivers)

func GetNumTouchDevices

func GetNumTouchDevices() int

GetNumTouchDevices returns the number of registered touch devices. (https://wiki.libsdl.org/SDL_GetNumTouchDevices)

func GetNumTouchFingers

func GetNumTouchFingers(t TouchID) int

GetNumTouchFingers returns the number of active fingers for a given touch device. (https://wiki.libsdl.org/SDL_GetNumTouchFingers)

func GetNumVideoDisplays

func GetNumVideoDisplays() (int, error)

GetNumVideoDisplays returns the number of available video displays. (https://wiki.libsdl.org/SDL_GetNumVideoDisplays)

func GetNumVideoDrivers

func GetNumVideoDrivers() (int, error)

GetNumVideoDrivers returns the number of video drivers compiled into SDL. (https://wiki.libsdl.org/SDL_GetNumVideoDrivers)

func GetPerformanceCounter

func GetPerformanceCounter() uint64

GetPerformanceCounter returns the current value of the high resolution counter. (https://wiki.libsdl.org/SDL_GetPerformanceCounter)

func GetPerformanceFrequency

func GetPerformanceFrequency() uint64

GetPerformanceFrequency returns the count per second of the high resolution counter. (https://wiki.libsdl.org/SDL_GetPerformanceFrequency)

func GetPixelFormatName

func GetPixelFormatName(format uint) string

GetPixelFormatName returns the human readable name of a pixel format. (https://wiki.libsdl.org/SDL_GetPixelFormatName)

func GetPlatform

func GetPlatform() string

GetPlatform returns the name of the platform. (https://wiki.libsdl.org/SDL_GetPlatform)

func GetPowerInfo

func GetPowerInfo() (int, int, int)

GetPowerInfo returns the current power supply details. (https://wiki.libsdl.org/SDL_GetPowerInfo)

func GetPrefPath

func GetPrefPath(org, app string) string

GetPrefPath returns the "pref dir". This is meant to be where the application can write personal files (Preferences and save games, etc.) that are specific to the application. This directory is unique per user and per application. (https://wiki.libsdl.org/SDL_GetPrefPath)

func GetQueuedAudioSize

func GetQueuedAudioSize(dev AudioDeviceID) uint32

GetQueuedAudioSize returns the number of bytes of still-queued audio. (https://wiki.libsdl.org/SDL_GetQueuedAudioSize)

func GetRGB

func GetRGB(pixel uint32, format *PixelFormat) (r, g, b uint8)

GetRGB returns RGB values from a pixel in the specified format. (https://wiki.libsdl.org/SDL_GetRGB)

func GetRGBA

func GetRGBA(pixel uint32, format *PixelFormat) (r, g, b, a uint8)

GetRGBA returns RGBA values from a pixel in the specified format. (https://wiki.libsdl.org/SDL_GetRGBA)

func GetRelativeMouseMode

func GetRelativeMouseMode() bool

GetRelativeMouseMode reports where relative mouse mode is enabled. (https://wiki.libsdl.org/SDL_GetRelativeMouseMode)

func GetRelativeMouseState

func GetRelativeMouseState() (x, y int32, state uint32)

GetRelativeMouseState returns the relative state of the mouse. (https://wiki.libsdl.org/SDL_GetRelativeMouseState)

func GetRenderDriverInfo

func GetRenderDriverInfo(index int, info *RendererInfo) (int, error)

GetRenderDriverInfo returns information about a specific 2D rendering driver for the current display. (https://wiki.libsdl.org/SDL_GetRenderDriverInfo)

func GetRevision

func GetRevision() string

GetRevision returns the code revision of SDL that is linked against your program. (https://wiki.libsdl.org/SDL_GetRevision)

func GetRevisionNumber

func GetRevisionNumber() int

GetRevisionNumber returns the revision number of SDL that is linked against your program. (https://wiki.libsdl.org/SDL_GetRevisionNumber)

func GetScancodeName

func GetScancodeName(code Scancode) string

GetScancodeName returns a human-readable name for a scancode (https://wiki.libsdl.org/SDL_GetScancodeName)

func GetSystemRAM

func GetSystemRAM() int

GetSystemRAM returns the amount of RAM configured in the system. (https://wiki.libsdl.org/SDL_GetSystemRAM)

func GetTicks

func GetTicks() uint32

GetTicks returns the number of milliseconds since the SDL library initialization. (https://wiki.libsdl.org/SDL_GetTicks)

func GetVersion

func GetVersion(v *Version)

GetVersion returns the version of SDL that is linked against your program. (https://wiki.libsdl.org/SDL_GetVersion)

func GetVideoDriver

func GetVideoDriver(index int) string

GetVideoDriver returns the name of a built in video driver. (https://wiki.libsdl.org/SDL_GetVideoDriver)

func HapticIndex

func HapticIndex(h *Haptic) (int, error)

HapticIndex returns the index of a haptic device. (https://wiki.libsdl.org/SDL_HapticIndex)

func HapticName

func HapticName(index int) (string, error)

HapticName returns the implementation dependent name of a haptic device. (https://wiki.libsdl.org/SDL_HapticName)

func HapticOpened

func HapticOpened(index int) (bool, error)

HapticOpened reports whether the haptic device at the designated index has been opened. (https://wiki.libsdl.org/SDL_HapticOpened)

func Has3DNow

func Has3DNow() bool

Has3DNow reports whether the CPU has 3DNow! features. (https://wiki.libsdl.org/SDL_Has3DNow)

func HasAVX

func HasAVX() bool

HasAVX reports whether the CPU has AVX features. (https://wiki.libsdl.org/SDL_HasAVX)

func HasAVX2

func HasAVX2() bool

HasAVX2 reports whether the CPU has AVX2 features. (https://wiki.libsdl.org/SDL_HasAVX2)

func HasAVX512F

func HasAVX512F() bool

HasAVX512F reports whether the CPU has AVX-512F (foundation) features. TODO: (https://wiki.libsdl.org/SDL_HasAVX512F)

func HasAltiVec

func HasAltiVec() bool

HasAltiVec reports whether the CPU has AltiVec features. (https://wiki.libsdl.org/SDL_HasAltiVec)

func HasClipboardText

func HasClipboardText() bool

HasClipboardText reports whether the clipboard exists and contains a text string that is non-empty. (https://wiki.libsdl.org/SDL_HasClipboardText)

func HasEvent

func HasEvent(type_ uint32) bool

HasEvent checks for the existence of certain event types in the event queue. (https://wiki.libsdl.org/SDL_HasEvent)

func HasEvents

func HasEvents(minType, maxType uint32) bool

HasEvents checks for the existence of a range of event types in the event queue. (https://wiki.libsdl.org/SDL_HasEvents)

func HasMMX

func HasMMX() bool

HasMMX reports whether the CPU has MMX features. (https://wiki.libsdl.org/SDL_HasMMX)

func HasNEON

func HasNEON() bool

HasNEON reports whether the CPU has NEON features. (https://wiki.libsdl.org/SDL_HasNEON)

func HasRDTSC

func HasRDTSC() bool

HasRDTSC reports whether the CPU has the RDTSC instruction. (https://wiki.libsdl.org/SDL_HasRDTSC)

func HasSSE

func HasSSE() bool

HasSSE reports whether the CPU has SSE features. (https://wiki.libsdl.org/SDL_HasSSE)

func HasSSE2

func HasSSE2() bool

HasSSE2 reports whether the CPU has SSE2 features. (https://wiki.libsdl.org/SDL_HasSSE2)

func HasSSE3

func HasSSE3() bool

HasSSE3 reports whether the CPU has SSE3 features. (https://wiki.libsdl.org/SDL_HasSSE3)

func HasSSE41

func HasSSE41() bool

HasSSE41 reports whether the CPU has SSE4.1 features. (https://wiki.libsdl.org/SDL_HasSSE41)

func HasSSE42

func HasSSE42() bool

HasSSE42 reports whether the CPU has SSE4.2 features. (https://wiki.libsdl.org/SDL_HasSSE42)

func HasScreenKeyboardSupport

func HasScreenKeyboardSupport() bool

HasScreenKeyboardSupport reports whether the platform has some screen keyboard support. (https://wiki.libsdl.org/SDL_HasScreenKeyboardSupport)

func Init

func Init(flags uint32) error

Init initialize the SDL library. This must be called before using most other SDL functions. (https://wiki.libsdl.org/SDL_Init)

func InitSubSystem

func InitSubSystem(flags uint32) error

InitSubSystem initializes specific SDL subsystems. (https://wiki.libsdl.org/SDL_InitSubSystem)

func IsGameController

func IsGameController(index int) bool

IsGameController reports whether the given joystick is supported by the game controller interface. (https://wiki.libsdl.org/SDL_IsGameController)

func IsScreenKeyboardShown

func IsScreenKeyboardShown(window *Window) bool

IsScreenKeyboardShown reports whether the screen keyboard is shown for given window. (https://wiki.libsdl.org/SDL_IsScreenKeyboardShown)

func IsScreenSaverEnabled

func IsScreenSaverEnabled() bool

IsScreenSaverEnabled reports whether the screensaver is currently enabled. (https://wiki.libsdl.org/SDL_IsScreenSaverEnabled)

func IsTablet

func IsTablet() bool

IsTablet returns true if the current device is a tablet TODO: (https://wiki.libsdl.org/SDL_IsTablet)

func IsTextInputActive

func IsTextInputActive() bool

IsTextInputActive checks whether or not Unicode text input events are enabled. (https://wiki.libsdl.org/SDL_IsTextInputActive)

func JoystickEventState

func JoystickEventState(state int) int

JoystickEventState enables or disables joystick event polling. (https://wiki.libsdl.org/SDL_JoystickEventState)

func JoystickGetDevicePlayerIndex

func JoystickGetDevicePlayerIndex(index int) int

JoystickGetDevicePlayerIndex returns the player index of a joystick, or -1 if it's not available TODO: (https://wiki.libsdl.org/SDL_JoystickGetDevicePlayerIndex)

func JoystickGetDeviceProduct

func JoystickGetDeviceProduct(index int) int

JoystickGetDeviceProduct returns the USB product ID of a joystick, if available, 0 otherwise.

func JoystickGetDeviceProductVersion

func JoystickGetDeviceProductVersion(index int) int

JoystickGetDeviceProductVersion returns the product version of a joystick, if available, 0 otherwise.

func JoystickGetDeviceVendor

func JoystickGetDeviceVendor(index int) int

JoystickGetDeviceVendor returns the USB vendor ID of a joystick, if available, 0 otherwise.

func JoystickGetGUIDString

func JoystickGetGUIDString(guid JoystickGUID) string

JoystickGetGUIDString returns an ASCII string representation for a given JoystickGUID. (https://wiki.libsdl.org/SDL_JoystickGetGUIDString)

func JoystickIsHaptic

func JoystickIsHaptic(joy *Joystick) (bool, error)

JoystickIsHaptic reports whether a joystick has haptic features. (https://wiki.libsdl.org/SDL_JoystickIsHaptic)

func JoystickNameForIndex

func JoystickNameForIndex(index int) string

JoystickNameForIndex returns the implementation dependent name of a joystick. (https://wiki.libsdl.org/SDL_JoystickNameForIndex)

func JoystickUpdate

func JoystickUpdate()

JoystickUpdate updates the current state of the open joysticks. (https://wiki.libsdl.org/SDL_JoystickUpdate)

func LoadDollarTemplates

func LoadDollarTemplates(t TouchID, src *RWops) int

LoadDollarTemplates loads Dollar Gesture templates from a file. (https://wiki.libsdl.org/SDL_LoadDollarTemplates)

func LoadFile

func LoadFile(file string) (data []byte, size int)

LoadFile loads an entire file (https://wiki.libsdl.org/SDL_LoadFile)

func LockAudio

func LockAudio()

LockAudio locks the audio device. New programs might want to use LockAudioDevice() instead. (https://wiki.libsdl.org/SDL_LockAudio)

func LockAudioDevice

func LockAudioDevice(dev AudioDeviceID)

LockAudioDevice locks out the audio callback function for a specified device. (https://wiki.libsdl.org/SDL_LockAudioDevice)

func LockJoysticks

func LockJoysticks()

LockJoysticks locks joysticks for multi-threaded access to the joystick API TODO: (https://wiki.libsdl.org/SDL_LockJoysticks)

func Log

func Log(str string, args ...interface{})

Log logs a message with LOG_CATEGORY_APPLICATION and LOG_PRIORITY_INFO. (https://wiki.libsdl.org/SDL_Log)

func LogCritical

func LogCritical(category int, str string, args ...interface{})

LogCritical logs a message with LOG_PRIORITY_CRITICAL. (https://wiki.libsdl.org/SDL_LogCritical)

func LogDebug

func LogDebug(category int, str string, args ...interface{})

LogDebug logs a message with LOG_PRIORITY_DEBUG. (https://wiki.libsdl.org/SDL_LogDebug)

func LogError

func LogError(category int, str string, args ...interface{})

LogError logs a message with LOG_PRIORITY_ERROR. (https://wiki.libsdl.org/SDL_LogError)

func LogInfo

func LogInfo(category int, str string, args ...interface{})

LogInfo logs a message with LOG_PRIORITY_INFO. (https://wiki.libsdl.org/SDL_LogInfo)

func LogMessage

func LogMessage(category int, pri LogPriority, str string, args ...interface{})

LogMessage logs a message with the specified category and priority. (https://wiki.libsdl.org/SDL_LogMessage)

func LogResetPriorities

func LogResetPriorities()

LogResetPriorities resets all priorities to default. (https://wiki.libsdl.org/SDL_LogResetPriorities)

func LogSetAllPriority

func LogSetAllPriority(p LogPriority)

LogSetAllPriority sets the priority of all log categories. (https://wiki.libsdl.org/SDL_LogSetAllPriority)

func LogSetOutputFunction

func LogSetOutputFunction(f LogOutputFunction, data interface{})

LogSetOutputFunction replaces the default log output function with one of your own. (https://wiki.libsdl.org/SDL_LogSetOutputFunction)

func LogSetPriority

func LogSetPriority(category int, p LogPriority)

LogSetPriority sets the priority of a particular log category. (https://wiki.libsdl.org/SDL_LogSetPriority)

func LogVerbose

func LogVerbose(category int, str string, args ...interface{})

LogVerbose logs a message with LOG_PRIORITY_VERBOSE. (https://wiki.libsdl.org/SDL_LogVerbose)

func LogWarn

func LogWarn(category int, str string, args ...interface{})

LogWarn logs a message with LOG_PRIORITY_WARN. (https://wiki.libsdl.org/SDL_LogWarn)

func Main

func Main(main func())

Main entry point. Run this function at the beginning of main(), and pass your own main body to it as a function. E.g.:

func main() {
	sdl.Main(func() {
		// Your code here....
		// [....]

		// Calls to SDL can be made by any goroutine, but always guarded by sdl.Do()
		sdl.Do(func() {
			sdl.Init(0)
		})
	})
}

Avoid calling functions like os.Exit(..) within your passed-in function since they don't respect deferred calls. Instead, do this:

func main() {
	var exitcode int
	sdl.Main(func() {
		exitcode = run()) // assuming run has signature func() int
	})
	os.Exit(exitcode)
}

func MapRGB

func MapRGB(format *PixelFormat, r, g, b uint8) uint32

MapRGB maps an RGB triple to an opaque pixel value for a given pixel format. (https://wiki.libsdl.org/SDL_MapRGB)

func MapRGBA

func MapRGBA(format *PixelFormat, r, g, b, a uint8) uint32

MapRGBA maps an RGBA quadruple to a pixel value for a given pixel format. (https://wiki.libsdl.org/SDL_MapRGBA)

func MasksToPixelFormatEnum

func MasksToPixelFormatEnum(bpp int, rmask, gmask, bmask, amask uint32) uint

MasksToPixelFormatEnum converts a bpp value and RGBA masks to an enumerated pixel format. (https://wiki.libsdl.org/SDL_MasksToPixelFormatEnum)

func MixAudio

func MixAudio(dst, src *uint8, len uint32, volume int)

MixAudio mixes audio data. New programs might want to use MixAudioFormat() instead. (https://wiki.libsdl.org/SDL_MixAudio)

func MixAudioFormat

func MixAudioFormat(dst, src *uint8, format AudioFormat, len uint32, volume int)

MixAudioFormat mixes audio data in a specified format. (https://wiki.libsdl.org/SDL_MixAudioFormat)

func MouseIsHaptic

func MouseIsHaptic() (bool, error)

MouseIsHaptic reports whether or not the current mouse has haptic capabilities. (https://wiki.libsdl.org/SDL_MouseIsHaptic)

func NumHaptics

func NumHaptics() (int, error)

NumHaptics returns the number of haptic devices attached to the system. (https://wiki.libsdl.org/SDL_NumHaptics)

func NumJoysticks

func NumJoysticks() int

NumJoysticks returns the number of joysticks attached to the system. (https://wiki.libsdl.org/SDL_NumJoysticks)

func NumSensors

func NumSensors() int

NumSensors counts the number of sensors attached to the system right now (https://wiki.libsdl.org/SDL_NumSensors)

func OpenAudio

func OpenAudio(desired, obtained *AudioSpec) error

OpenAudio opens the audio device. New programs might want to use OpenAudioDevice() instead. (https://wiki.libsdl.org/SDL_OpenAudio)

func OutOfMemory

func OutOfMemory()

OutOfMemory sets SDL error message to ENOMEM (out of memory).

func PauseAudio

func PauseAudio(pauseOn bool)

PauseAudio pauses and unpauses the audio device. New programs might want to use SDL_PauseAudioDevice() instead. (https://wiki.libsdl.org/SDL_PauseAudio)

func PauseAudioDevice

func PauseAudioDevice(dev AudioDeviceID, pauseOn bool)

PauseAudioDevice pauses and unpauses audio playback on a specified device. (https://wiki.libsdl.org/SDL_PauseAudioDevice)

func PeepEvents

func PeepEvents(events []Event, action EventAction, minType, maxType uint32) (storedEvents int, err error)

PeepEvents checks the event queue for messages and optionally return them. (https://wiki.libsdl.org/SDL_PeepEvents)

func PixelFormatEnumToMasks

func PixelFormatEnumToMasks(format uint) (bpp int, rmask, gmask, bmask, amask uint32, err error)

PixelFormatEnumToMasks converts one of the enumerated pixel formats to a bpp value and RGBA masks. (https://wiki.libsdl.org/SDL_PixelFormatEnumToMasks)

func PumpEvents

func PumpEvents()

PumpEvents pumps the event loop, gathering events from the input devices. (https://wiki.libsdl.org/SDL_PumpEvents)

func PushEvent

func PushEvent(event Event) (filtered bool, err error)

PushEvent adds an event to the event queue. (https://wiki.libsdl.org/SDL_PushEvent)

func QueueAudio

func QueueAudio(dev AudioDeviceID, data []byte) error

QueueAudio queues more audio on non-callback devices. (https://wiki.libsdl.org/SDL_QueueAudio)

func Quit

func Quit()

Quit cleans up all initialized subsystems. You should call it upon all exit conditions. (https://wiki.libsdl.org/SDL_Quit)

func QuitSubSystem

func QuitSubSystem(flags uint32)

QuitSubSystem shuts down specific SDL subsystems. (https://wiki.libsdl.org/SDL_QuitSubSystem)

func RecordGesture

func RecordGesture(t TouchID) int

RecordGesture begins recording a gesture on a specified touch device or all touch devices. (https://wiki.libsdl.org/SDL_RecordGesture)

func RegisterEvents

func RegisterEvents(numEvents int) uint32

RegisterEvents allocates a set of user-defined events, and return the beginning event number for that set of events. (https://wiki.libsdl.org/SDL_RegisterEvents)

func SIMDAlloc

func SIMDAlloc(_len int) unsafe.Pointer

SIMDAlloc allocates memory in a SIMD-friendly way. TODO: (https://wiki.libsdl.org/SDL_SIMDAlloc)

func SIMDFree

func SIMDFree(p unsafe.Pointer)

SIMDFree deallocates memory obtained from SDL_SIMDAlloc. TODO: (https://wiki.libsdl.org/SDL_SIMDFree)

func SIMDGetAlignment

func SIMDGetAlignment() int

SIMDGetAlignment reports the alignment this system needs for SIMD allocations. TODO: (https://wiki.libsdl.org/SDL_SIMDGetAlignment)

func SaveAllDollarTemplates

func SaveAllDollarTemplates(src *RWops) int

SaveAllDollarTemplates saves all currently loaded Dollar Gesture templates. (https://wiki.libsdl.org/SDL_SaveAllDollarTemplates)

func SaveDollarTemplate

func SaveDollarTemplate(g GestureID, src *RWops) int

SaveDollarTemplate saves a currently loaded Dollar Gesture template. (https://wiki.libsdl.org/SDL_SaveDollarTemplate)

func SensorGetDeviceName

func SensorGetDeviceName(deviceIndex int) (name string)

SensorGetDeviceName gets the implementation dependent name of a sensor.

This can be called before any sensors are opened.

Returns the sensor name, or empty string if deviceIndex is out of range. (https://wiki.libsdl.org/SDL_SensorGetDeviceName)

func SensorGetDeviceNonPortableType

func SensorGetDeviceNonPortableType(deviceIndex int) (typ int)

SensorGetDeviceNonPortableType gets the platform dependent type of a sensor.

This can be called before any sensors are opened.

Returns the sensor platform dependent type, or -1 if deviceIndex is out of range. (https://wiki.libsdl.org/SDL_SensorGetDeviceNonPortableType)

func SensorUpdate

func SensorUpdate()

SensorUpdate updates the current state of the open sensors.

This is called automatically by the event loop if sensor events are enabled.

This needs to be called from the thread that initialized the sensor subsystem. (https://wiki.libsdl.org/SDL_SensorUpdate)

func SetClipboardText

func SetClipboardText(text string) error

SetClipboardText puts UTF-8 text into the clipboard. (https://wiki.libsdl.org/SDL_SetClipboardText)

func SetCursor

func SetCursor(cursor *Cursor)

SetCursor sets the active cursor. (https://wiki.libsdl.org/SDL_SetCursor)

func SetError

func SetError(err error)

SetError set the SDL error message. (https://wiki.libsdl.org/SDL_SetError)

func SetEventFilter

func SetEventFilter(filter EventFilter, userdata interface{})

SetEventFilter sets up a filter to process all events before they change internal state and are posted to the internal event queue. (https://wiki.libsdl.org/SDL_SetEventFilter)

func SetEventFilterFunc

func SetEventFilterFunc(filterFunc eventFilterFunc, userdata interface{})

SetEventFilterFunc sets up a function to process all events before they change internal state and are posted to the internal event queue. (https://wiki.libsdl.org/SDL_SetEventFilter)

func SetHint

func SetHint(name, value string) bool

SetHint sets a hint with normal priority. (https://wiki.libsdl.org/SDL_SetHint)

func SetHintWithPriority

func SetHintWithPriority(name, value string, hp HintPriority) bool

SetHintWithPriority sets a hint with a specific priority. (https://wiki.libsdl.org/SDL_SetHintWithPriority)

func SetModState

func SetModState(mod Keymod)

SetModState sets the current key modifier state for the keyboard. (https://wiki.libsdl.org/SDL_SetModState)

func SetRelativeMouseMode

func SetRelativeMouseMode(enabled bool) int

SetRelativeMouseMode sets relative mouse mode. (https://wiki.libsdl.org/SDL_SetRelativeMouseMode)

func SetTextInputRect

func SetTextInputRect(rect *Rect)

SetTextInputRect sets the rectangle used to type Unicode text inputs. (https://wiki.libsdl.org/SDL_SetTextInputRect)

func SetYUVConversionMode

func SetYUVConversionMode(mode YUV_CONVERSION_MODE)

SetYUVConversionMode sets the YUV conversion mode TODO: (https://wiki.libsdl.org/SDL_SetYUVConversionMode)

func ShowCursor

func ShowCursor(toggle int) (int, error)

ShowCursor toggles whether or not the cursor is shown. (https://wiki.libsdl.org/SDL_ShowCursor)

func ShowMessageBox

func ShowMessageBox(data *MessageBoxData) (buttonid int32, err error)

ShowMessageBox creates a modal message box. (https://wiki.libsdl.org/SDL_ShowMessageBox)

func ShowSimpleMessageBox

func ShowSimpleMessageBox(flags uint32, title, message string, window *Window) error

ShowSimpleMessageBox displays a simple modal message box. (https://wiki.libsdl.org/SDL_ShowSimpleMessageBox)

func StartTextInput

func StartTextInput()

StartTextInput starts accepting Unicode text input events. (https://wiki.libsdl.org/SDL_StartTextInput)

func StopTextInput

func StopTextInput()

StopTextInput stops receiving any text input events. (https://wiki.libsdl.org/SDL_StopTextInput)

func UnlockAudio

func UnlockAudio()

UnlockAudio unlocks the audio device. New programs might want to use UnlockAudioDevice() instead. (https://wiki.libsdl.org/SDL_UnlockAudio)

func UnlockAudioDevice

func UnlockAudioDevice(dev AudioDeviceID)

UnlockAudioDevice unlocks the audio callback function for a specified device. (https://wiki.libsdl.org/SDL_UnlockAudioDevice)

func UnlockJoysticks

func UnlockJoysticks()

UnlockJoysticks unlocks joysticks for multi-threaded access to the joystick API TODO: (https://wiki.libsdl.org/SDL_UnlockJoysticks)

func Unsupported

func Unsupported()

Unsupported sets SDL error message to UNSUPPORTED (that operation is not supported).

func VERSION

func VERSION(v *Version)

VERSION fills the selected struct with the version of SDL in use. (https://wiki.libsdl.org/SDL_VERSION)

func VERSIONNUM

func VERSIONNUM(x, y, z int) int

VERSIONNUM converts separate version components into a single numeric value. (https://wiki.libsdl.org/SDL_VERSIONNUM)

func VERSION_ATLEAST

func VERSION_ATLEAST(x, y, z int) bool

VERSION_ATLEAST reports whether the SDL version compiled against is at least as new as the specified version. (https://wiki.libsdl.org/SDL_VERSION_ATLEAST)

func VideoInit

func VideoInit(driverName string) error

VideoInit initializes the video subsystem, optionally specifying a video driver. (https://wiki.libsdl.org/SDL_VideoInit)

func VideoQuit

func VideoQuit()

VideoQuit shuts down the video subsystem, if initialized with VideoInit(). (https://wiki.libsdl.org/SDL_VideoQuit)

func VulkanGetVkGetInstanceProcAddr

func VulkanGetVkGetInstanceProcAddr() unsafe.Pointer

VulkanGetVkGetInstanceProcAddr gets the address of the vkGetInstanceProcAddr function. (https://wiki.libsdl.org/SDL_Vulkan_GetVkInstanceProcAddr)

func VulkanLoadLibrary

func VulkanLoadLibrary(path string) error

VulkanLoadLibrary dynamically loads a Vulkan loader library. (https://wiki.libsdl.org/SDL_Vulkan_LoadLibrary)

func VulkanUnloadLibrary

func VulkanUnloadLibrary()

VulkanUnloadLibrary unloads the Vulkan loader library previously loaded by VulkanLoadLibrary(). (https://wiki.libsdl.org/SDL_Vulkan_UnloadLibrary)

func WarpMouseGlobal

func WarpMouseGlobal(x, y int32) error

WarpMouseGlobal moves the mouse to the given position in global screen space. (https://wiki.libsdl.org/SDL_WarpMouseGlobal)

func WasInit

func WasInit(flags uint32) uint32

WasInit returns a mask of the specified subsystems which have previously been initialized. (https://wiki.libsdl.org/SDL_WasInit)

Types

type ABGR1555

type ABGR1555 struct {
	A, R, G, B byte
}

func (ABGR1555) RGBA

func (c ABGR1555) RGBA() (r, g, b, a uint32)

type ABGR4444

type ABGR4444 struct {
	A, B, G, R byte
}

func (ABGR4444) RGBA

func (c ABGR4444) RGBA() (r, g, b, a uint32)

type ARGB1555

type ARGB1555 struct {
	A, R, G, B byte
}

func (ARGB1555) RGBA

func (c ARGB1555) RGBA() (r, g, b, a uint32)

type ARGB4444

type ARGB4444 struct {
	A, R, G, B byte
}

func (ARGB4444) RGBA

func (c ARGB4444) RGBA() (r, g, b, a uint32)

type AudioCVT

type AudioCVT struct {
	Needed    int32          // set to 1 if conversion possible
	SrcFormat AudioFormat    // source audio format
	DstFormat AudioFormat    // target audio format
	RateIncr  float64        // rate conversion increment
	Buf       unsafe.Pointer // the buffer to hold entire audio data. Use AudioCVT.BufAsSlice() for access via a Go slice
	Len       int32          // length of original audio buffer
	LenCVT    int32          // length of converted audio buffer
	LenMult   int32          // buf must be len*len_mult big
	LenRatio  float64        // given len, final size is len*len_ratio
	// contains filtered or unexported fields
}

AudioCVT contains audio data conversion information. (https://wiki.libsdl.org/SDL_AudioCVT)

func (*AudioCVT) AllocBuf

func (cvt *AudioCVT) AllocBuf(size uintptr)

AllocBuf allocates the requested memory for AudioCVT buffer.

func (AudioCVT) BufAsSlice

func (cvt AudioCVT) BufAsSlice() []byte

BufAsSlice returns AudioCVT.buf as byte slice. NOTE: Must be used after ConvertAudio() because it uses LenCVT as slice length.

func (*AudioCVT) FreeBuf

func (cvt *AudioCVT) FreeBuf()

FreeBuf deallocates the memory previously allocated from AudioCVT buffer.

type AudioCallback

type AudioCallback C.SDL_AudioCallback

AudioCallback is a function to call when the audio device needs more data.` (https://wiki.libsdl.org/SDL_AudioSpec)

type AudioDeviceEvent

type AudioDeviceEvent struct {
	Type      uint32 // AUDIODEVICEADDED, AUDIODEVICEREMOVED
	Timestamp uint32 // the timestamp of the event
	Which     uint32 // the audio device index for the AUDIODEVICEADDED event (valid until next GetNumAudioDevices() call), AudioDeviceID for the AUDIODEVICEREMOVED event
	IsCapture uint8  // zero if an audio output device, non-zero if an audio capture device
	// contains filtered or unexported fields
}

AudioDeviceEvent contains audio device event information. (https://wiki.libsdl.org/SDL_AudioDeviceEvent)

func (*AudioDeviceEvent) GetTimestamp

func (e *AudioDeviceEvent) GetTimestamp() uint32

GetTimestamp returns the timestamp of the event.

func (*AudioDeviceEvent) GetType

func (e *AudioDeviceEvent) GetType() uint32

GetType returns the event type.

type AudioDeviceID

type AudioDeviceID uint32

AudioDeviceID is ID of an audio device previously opened with OpenAudioDevice(). (https://wiki.libsdl.org/SDL_OpenAudioDevice)

func OpenAudioDevice

func OpenAudioDevice(device string, isCapture bool, desired, obtained *AudioSpec, allowedChanges int) (AudioDeviceID, error)

OpenAudioDevice opens a specific audio device. (https://wiki.libsdl.org/SDL_OpenAudioDevice)

type AudioFilter

type AudioFilter C.SDL_AudioFilter

AudioFilter is the filter list used in AudioCVT() (internal use) (https://wiki.libsdl.org/SDL_AudioCVT)

type AudioFormat

type AudioFormat uint16

AudioFormat is an enumeration of audio formats. (https://wiki.libsdl.org/SDL_AudioFormat)

func (AudioFormat) BitSize

func (fmt AudioFormat) BitSize() uint8

BitSize returns audio formats bit size. (https://wiki.libsdl.org/SDL_AudioFormat)

func (AudioFormat) IsBigEndian

func (fmt AudioFormat) IsBigEndian() bool

IsBigEndian reports whether audio format is big-endian. (https://wiki.libsdl.org/SDL_AudioFormat)

func (AudioFormat) IsFloat

func (fmt AudioFormat) IsFloat() bool

IsFloat reports whether audio format is float. (https://wiki.libsdl.org/SDL_AudioFormat)

func (AudioFormat) IsInt

func (fmt AudioFormat) IsInt() bool

IsInt reports whether audio format is integer. (https://wiki.libsdl.org/SDL_AudioFormat)

func (AudioFormat) IsLittleEndian

func (fmt AudioFormat) IsLittleEndian() bool

IsLittleEndian reports whether audio format is little-endian. (https://wiki.libsdl.org/SDL_AudioFormat)

func (AudioFormat) IsSigned

func (fmt AudioFormat) IsSigned() bool

IsSigned reports whether audio format is signed. (https://wiki.libsdl.org/SDL_AudioFormat)

func (AudioFormat) IsUnsigned

func (fmt AudioFormat) IsUnsigned() bool

IsUnsigned reports whether audio format is unsigned. (https://wiki.libsdl.org/SDL_AudioFormat)

type AudioSpec

type AudioSpec struct {
	Freq     int32       // DSP frequency (samples per second)
	Format   AudioFormat // audio data format
	Channels uint8       // number of separate sound channels
	Silence  uint8       // audio buffer silence value (calculated)
	Samples  uint16      // audio buffer size in samples (power of 2)

	Size     uint32         // audio buffer size in bytes (calculated)
	Callback AudioCallback  // the function to call when the audio device needs more data
	UserData unsafe.Pointer // a pointer that is passed to callback (otherwise ignored by SDL)
	// contains filtered or unexported fields
}

AudioSpec contains the audio output format. It also contains a callback that is called when the audio device needs more data. (https://wiki.libsdl.org/SDL_AudioSpec)

func LoadWAV

func LoadWAV(file string) ([]byte, *AudioSpec)

LoadWAV loads a WAVE from a file. (https://wiki.libsdl.org/SDL_LoadWAV)

func LoadWAVRW

func LoadWAVRW(src *RWops, freeSrc bool) ([]byte, *AudioSpec)

LoadWAVRW loads a WAVE from the data source, automatically freeing that source if freeSrc is true. (https://wiki.libsdl.org/SDL_LoadWAV_RW)

type AudioStatus

type AudioStatus uint32

AudioStatus is an enumeration of audio device states. (https://wiki.libsdl.org/SDL_AudioStatus)

func GetAudioDeviceStatus

func GetAudioDeviceStatus(dev AudioDeviceID) AudioStatus

GetAudioDeviceStatus returns the current audio state of an audio device. (https://wiki.libsdl.org/SDL_GetAudioDeviceStatus)

func GetAudioStatus

func GetAudioStatus() AudioStatus

GetAudioStatus returns the current audio state of the audio device. New programs might want to use GetAudioDeviceStatus() instead. (https://wiki.libsdl.org/SDL_GetAudioStatus)

type AudioStream

type AudioStream C.SDL_AudioStream

AudioStream is a new audio conversion interface. (https://wiki.libsdl.org/SDL_AudioStream)

func NewAudioStream

func NewAudioStream(srcFormat AudioFormat, srcChannels uint8, srcRate int, dstFormat AudioFormat, dstChannels uint8, dstRate int) (stream *AudioStream, err error)

NewAudioStream creates a new audio stream TODO: (https://wiki.libsdl.org/SDL_NewAudioStream)

func (*AudioStream) Available

func (stream *AudioStream) Available() (err error)

Available gets the number of converted/resampled bytes available TODO: (https://wiki.libsdl.org/SDL_AudioStreamAvailable)

func (*AudioStream) Clear

func (stream *AudioStream) Clear()

Clear clears any pending data in the stream without converting it TODO: (https://wiki.libsdl.org/SDL_AudioStreamClear)

func (*AudioStream) Flush

func (stream *AudioStream) Flush() (err error)

Flush tells the stream that you're done sending data, and anything being buffered should be converted/resampled and made available immediately. TODO: (https://wiki.libsdl.org/SDL_AudioStreamFlush)

func (*AudioStream) Free

func (stream *AudioStream) Free()

Free frees the audio stream TODO: (https://wiki.libsdl.org/SDL_AudoiStreamFree)

func (*AudioStream) Get

func (stream *AudioStream) Get(buf []byte) (err error)

Get gets converted/resampled data from the stream TODO: (https://wiki.libsdl.org/SDL_AudioStreamGet)

func (*AudioStream) Put

func (stream *AudioStream) Put(buf []byte) (err error)

Put adds data to be converted/resampled to the stream TODO: (https://wiki.libsdl.org/SDL_AudioStreamPut)

type BGR555

type BGR555 struct {
	B, G, R byte
}

func (BGR555) RGBA

func (c BGR555) RGBA() (r, g, b, a uint32)

type BGR565

type BGR565 struct {
	B, G, R byte
}

func (BGR565) RGBA

func (c BGR565) RGBA() (r, g, b, a uint32)

type BGRA4444

type BGRA4444 struct {
	B, G, R, A byte
}

func (BGRA4444) RGBA

func (c BGRA4444) RGBA() (r, g, b, a uint32)

type BGRA5551

type BGRA5551 struct {
	B, G, R, A byte
}

func (BGRA5551) RGBA

func (c BGRA5551) RGBA() (r, g, b, a uint32)

type BGRA8888

type BGRA8888 struct {
	B, G, R, A byte
}

func (BGRA8888) RGBA

func (c BGRA8888) RGBA() (r, g, b, a uint32)

type BlendFactor

type BlendFactor C.SDL_BlendFactor

BlendFactor is an enumeration of blend factors used when creating a custom blend mode with ComposeCustomBlendMode(). (https://wiki.libsdl.org/SDL_BlendFactor)

type BlendMode

type BlendMode uint32

BlendMode is an enumeration of blend modes used in Render.Copy() and drawing operations. (https://wiki.libsdl.org/SDL_BlendMode)

func ComposeCustomBlendMode

func ComposeCustomBlendMode(srcColorFactor, dstColorFactor BlendFactor, colorOperation BlendOperation, srcAlphaFactor, dstAlphaFactor BlendFactor, alphaOperation BlendOperation) BlendMode

ComposeCustomBlendMode creates a custom blend mode, which may or may not be supported by a given renderer The result of the blend mode operation will be:

dstRGB = dstRGB * dstColorFactor colorOperation srcRGB * srcColorFactor

and

dstA = dstA * dstAlphaFactor alphaOperation srcA * srcAlphaFactor

(https://wiki.libsdl.org/SDL_ComposeCustomBlendMode)

type BlendOperation

type BlendOperation C.SDL_BlendOperation

BlendOperation is an enumeration of blend operations used when creating a custom blend mode with ComposeCustomBlendMode(). (https://wiki.libsdl.org/SDL_BlendOperation)

type CEvent

type CEvent struct {
	Type uint32
	// contains filtered or unexported fields
}

CEvent is a union of all event structures used in SDL. (https://wiki.libsdl.org/SDL_Event)

type ClipboardEvent

type ClipboardEvent struct {
	Type      uint32 // CLIPBOARDUPDATE
	Timestamp uint32 // timestamp of the event
}

ClipboardEvent contains clipboard event information. (https://wiki.libsdl.org/SDL_EventType)

func (*ClipboardEvent) GetTimestamp

func (e *ClipboardEvent) GetTimestamp() uint32

GetTimestamp returns the timestamp of the event.

func (*ClipboardEvent) GetType

func (e *ClipboardEvent) GetType() uint32

GetType returns the event type.

type CocoaInfo

type CocoaInfo struct {
	Window unsafe.Pointer // the Cocoa window
}

CocoaInfo contains Apple Mac OS X window information.

type Color

type Color color.RGBA

Color represents a color. This implements image/color.Color interface. (https://wiki.libsdl.org/SDL_Color)

func (Color) Uint32

func (c Color) Uint32() uint32

Uint32 return uint32 representation of RGBA color.

type CommonEvent

type CommonEvent struct {
	Type      uint32 // the event type
	Timestamp uint32 // timestamp of the event
}

CommonEvent contains common event data. (https://wiki.libsdl.org/SDL_Event)

func (*CommonEvent) GetTimestamp

func (e *CommonEvent) GetTimestamp() uint32

GetTimestamp returns the timestamp of the event.

func (*CommonEvent) GetType

func (e *CommonEvent) GetType() uint32

GetType returns the event type.

type Cond

type Cond struct {
	Lock     *Mutex
	Waiting  int
	Signals  int
	WaitSem  *Sem
	WaitDone *Sem
}

Cond is the SDL condition variable structure.

func CreateCond

func CreateCond() *Cond

CreateCond (https://wiki.libsdl.org/SDL_CreateCond)

func (*Cond) Broadcast

func (cond *Cond) Broadcast() error

Broadcast restarts all threads that are waiting on the condition variable. (https://wiki.libsdl.org/SDL_CondBroadcast)

func (*Cond) Destroy

func (cond *Cond) Destroy()

Destroy creates a condition variable. (https://wiki.libsdl.org/SDL_DestroyCond)

func (*Cond) Signal

func (cond *Cond) Signal() error

Signal restarts one of the threads that are waiting on the condition variable. (https://wiki.libsdl.org/SDL_CondSignal)

func (*Cond) Wait

func (cond *Cond) Wait(mutex *Mutex) error

Wait waits until a condition variable is signaled. (https://wiki.libsdl.org/SDL_CondWait)

func (*Cond) WaitTimeout

func (cond *Cond) WaitTimeout(mutex *Mutex, ms uint32) error

WaitTimeout waits until a condition variable is signaled or a specified amount of time has passed. (https://wiki.libsdl.org/SDL_CondWaitTimeout)

type ControllerAxisEvent

type ControllerAxisEvent struct {
	Type      uint32     // CONTROLLERAXISMOTION
	Timestamp uint32     // the timestamp of the event
	Which     JoystickID // the joystick instance id
	Axis      uint8      // the controller axis (https://wiki.libsdl.org/SDL_GameControllerAxis)

	Value int16 // the axis value (range: -32768 to 32767)
	// contains filtered or unexported fields
}

ControllerAxisEvent contains game controller axis motion event information. (https://wiki.libsdl.org/SDL_ControllerAxisEvent)

func (*ControllerAxisEvent) GetTimestamp

func (e *ControllerAxisEvent) GetTimestamp() uint32

GetTimestamp returns the timestamp of the event.

func (*ControllerAxisEvent) GetType

func (e *ControllerAxisEvent) GetType() uint32

GetType returns the event type.

type ControllerButtonEvent

type ControllerButtonEvent struct {
	Type      uint32     // CONTROLLERBUTTONDOWN, CONTROLLERBUTTONUP
	Timestamp uint32     // the timestamp of the event
	Which     JoystickID // the joystick instance id
	Button    uint8      // the controller button (https://wiki.libsdl.org/SDL_GameControllerButton)
	State     uint8      // PRESSED, RELEASED
	// contains filtered or unexported fields
}

ControllerButtonEvent contains game controller button event information. (https://wiki.libsdl.org/SDL_ControllerButtonEvent)

func (*ControllerButtonEvent) GetTimestamp

func (e *ControllerButtonEvent) GetTimestamp() uint32

GetTimestamp returns the timestamp of the event.

func (*ControllerButtonEvent) GetType

func (e *ControllerButtonEvent) GetType() uint32

GetType returns the event type.

type ControllerDeviceEvent

type ControllerDeviceEvent struct {
	Type      uint32     // CONTROLLERDEVICEADDED, CONTROLLERDEVICEREMOVED, SDL_CONTROLLERDEVICEREMAPPED
	Timestamp uint32     // the timestamp of the event
	Which     JoystickID // the joystick device index for the CONTROLLERDEVICEADDED event or instance id for the CONTROLLERDEVICEREMOVED or CONTROLLERDEVICEREMAPPED event
}

ControllerDeviceEvent contains controller device event information. (https://wiki.libsdl.org/SDL_ControllerDeviceEvent)

func (*ControllerDeviceEvent) GetTimestamp

func (e *ControllerDeviceEvent) GetTimestamp() uint32

GetTimestamp returns the timestamp of the event.

func (*ControllerDeviceEvent) GetType

func (e *ControllerDeviceEvent) GetType() uint32

GetType returns the event type.

type Cursor

type Cursor C.SDL_Cursor

Cursor is a custom cursor created by CreateCursor() or CreateColorCursor().

func CreateColorCursor

func CreateColorCursor(surface *Surface, hotX, hotY int32) *Cursor

CreateColorCursor creates a color cursor. (https://wiki.libsdl.org/SDL_CreateColorCursor)

func CreateCursor

func CreateCursor(data, mask *uint8, w, h, hotX, hotY int32) *Cursor

CreateCursor creates a cursor using the specified bitmap data and mask (in MSB format). (https://wiki.libsdl.org/SDL_CreateCursor)

func CreateSystemCursor

func CreateSystemCursor(id SystemCursor) *Cursor

CreateSystemCursor creates a system cursor. (https://wiki.libsdl.org/SDL_CreateSystemCursor)

func GetCursor

func GetCursor() *Cursor

GetCursor returns the active cursor. (https://wiki.libsdl.org/SDL_GetCursor)

func GetDefaultCursor

func GetDefaultCursor() *Cursor

GetDefaultCursor returns the default cursor. (https://wiki.libsdl.org/SDL_GetDefaultCursor)

type DFBInfo

type DFBInfo struct {
	Dfb     unsafe.Pointer // the DirectFB main interface
	Window  unsafe.Pointer // the DirectFB window handle
	Surface unsafe.Pointer // the DirectFB client surface
}

DFBInfo contains DirectFB window information.

type DisplayEvent

type DisplayEvent struct {
	Type      uint32 // the event type
	Timestamp uint32 // timestamp of the event
	Display   uint32 // the associated display index
	Event     uint8  // TODO: (https://wiki.libsdl.org/SDL_DisplayEventID)

	Data1 int32 // event dependent data
	// contains filtered or unexported fields
}

DisplayEvent contains common event data. (https://wiki.libsdl.org/SDL_Event)

func (*DisplayEvent) GetTimestamp

func (e *DisplayEvent) GetTimestamp() uint32

GetTimestamp returns the timestamp of the event.

func (*DisplayEvent) GetType

func (e *DisplayEvent) GetType() uint32

GetType returns the event type.

type DisplayMode

type DisplayMode struct {
	Format      uint32         // one of the PixelFormatEnum values (https://wiki.libsdl.org/SDL_PixelFormatEnum)
	W           int32          // width, in screen coordinates
	H           int32          // height, in screen coordinates
	RefreshRate int32          // refresh rate (in Hz), or 0 for unspecified
	DriverData  unsafe.Pointer // driver-specific data, initialize to 0
}

DisplayMode contains the description of a display mode. (https://wiki.libsdl.org/SDL_DisplayMode)

func GetClosestDisplayMode

func GetClosestDisplayMode(displayIndex int, mode *DisplayMode, closest *DisplayMode) (*DisplayMode, error)

GetClosestDisplayMode returns the closest match to the requested display mode. (https://wiki.libsdl.org/SDL_GetClosestDisplayMode)

func GetCurrentDisplayMode

func GetCurrentDisplayMode(displayIndex int) (mode DisplayMode, err error)

GetCurrentDisplayMode returns information about the current display mode. (https://wiki.libsdl.org/SDL_GetCurrentDisplayMode)

func GetDesktopDisplayMode

func GetDesktopDisplayMode(displayIndex int) (mode DisplayMode, err error)

GetDesktopDisplayMode returns information about the desktop display mode. (https://wiki.libsdl.org/SDL_GetDesktopDisplayMode)

func GetDisplayMode

func GetDisplayMode(displayIndex int, modeIndex int) (mode DisplayMode, err error)

GetDisplayMode returns information about a specific display mode. (https://wiki.libsdl.org/SDL_GetDisplayMode)

type DollarGestureEvent

type DollarGestureEvent struct {
	Type       uint32    // DOLLARGESTURE, DOLLARRECORD
	Timestamp  uint32    // timestamp of the event
	TouchID    TouchID   // the touch device id
	GestureID  GestureID // the unique id of the closest gesture to the performed stroke
	NumFingers uint32    // the number of fingers used to draw the stroke
	Error      float32   // the difference between the gesture template and the actual performed gesture (lower error is a better match)
	X          float32   // the normalized center of gesture
	Y          float32   // the normalized center of gesture
}

DollarGestureEvent contains complex gesture event information. (https://wiki.libsdl.org/SDL_DollarGestureEvent)

func (*DollarGestureEvent) GetTimestamp

func (e *DollarGestureEvent) GetTimestamp() uint32

GetTimestamp returns the timestamp of the event.

func (*DollarGestureEvent) GetType

func (e *DollarGestureEvent) GetType() uint32

GetType returns the event type.

type DropEvent

type DropEvent struct {
	Type      uint32 // DROPFILE, DROPTEXT, DROPBEGIN, DROPCOMPLETE
	Timestamp uint32 // timestamp of the event
	File      string // the file name
	WindowID  uint32 // the window that was dropped on, if any
}

DropEvent contains an event used to request a file open by the system. (https://wiki.libsdl.org/SDL_DropEvent)

func (*DropEvent) GetTimestamp

func (e *DropEvent) GetTimestamp() uint32

GetTimestamp returns the timestamp of the event.

func (*DropEvent) GetType

func (e *DropEvent) GetType() uint32

GetType returns the event type.

type ErrorCode

type ErrorCode uint32

ErrorCode is an error code used in SDL error messages.

type Event

type Event interface {
	GetType() uint32      // GetType returns the event type
	GetTimestamp() uint32 // GetTimestamp returns the timestamp of the event
}

Event is a union of all event structures used in SDL. (https://wiki.libsdl.org/SDL_Event)

func PollEvent

func PollEvent() Event

PollEvent polls for currently pending events. (https://wiki.libsdl.org/SDL_PollEvent)

func WaitEvent

func WaitEvent() Event

WaitEvent waits indefinitely for the next available event. (https://wiki.libsdl.org/SDL_WaitEvent)

func WaitEventTimeout

func WaitEventTimeout(timeout int) Event

WaitEventTimeout waits until the specified timeout (in milliseconds) for the next available event. (https://wiki.libsdl.org/SDL_WaitEventTimeout)

type EventAction

type EventAction C.SDL_eventaction

EventAction is the action to take in PeepEvents() function. (https://wiki.libsdl.org/SDL_PeepEvents)

type EventFilter

type EventFilter interface {
	FilterEvent(e Event, userdata interface{}) bool
}

EventFilter is the function to call when an event happens. (https://wiki.libsdl.org/SDL_SetEventFilter)

func GetEventFilter

func GetEventFilter() EventFilter

GetEventFilter queries the current event filter. (https://wiki.libsdl.org/SDL_GetEventFilter)

type EventWatchHandle

type EventWatchHandle uintptr

EventWatchHandle is an event watch callback added with AddEventWatch().

func AddEventWatch

func AddEventWatch(filter EventFilter, userdata interface{}) EventWatchHandle

AddEventWatch adds a callback to be triggered when an event is added to the event queue. (https://wiki.libsdl.org/SDL_AddEventWatch)

func AddEventWatchFunc

func AddEventWatchFunc(filterFunc eventFilterFunc, userdata interface{}) EventWatchHandle

AddEventWatchFunc adds a callback function to be triggered when an event is added to the event queue. (https://wiki.libsdl.org/SDL_AddEventWatch)

type FPoint

type FPoint struct {
	X float32 // the x coordinate of the point
	Y float32 // the y coordinate of the point
}

FPoint defines a two dimensional point. TODO: (https://wiki.libsdl.org/SDL_FPoint)

func (*FPoint) InRect

func (p *FPoint) InRect(r *FRect) bool

InRect reports whether the point resides inside a rectangle. (https://wiki.libsdl.org/SDL_PointInRect)

type FRect

type FRect struct {
	X float32 // the x location of the rectangle's upper left corner
	Y float32 // the y location of the rectangle's upper left corner
	W float32 // the width of the rectangle
	H float32 // the height of the rectangle
}

FRect contains the definition of a rectangle, with the origin at the upper left. TODO: (https://wiki.libsdl.org/SDL_FRect)

func (*FRect) Empty

func (a *FRect) Empty() bool

Empty reports whether a rectangle has no area. (https://wiki.libsdl.org/SDL_RectEmpty)

func (*FRect) Equals

func (a *FRect) Equals(b *FRect) bool

Equals reports whether two rectangles are equal. (https://wiki.libsdl.org/SDL_RectEquals)

func (*FRect) HasIntersection

func (a *FRect) HasIntersection(b *FRect) bool

HasIntersection reports whether two rectangles intersect. (https://wiki.libsdl.org/SDL_HasIntersection)

func (*FRect) Intersect

func (a *FRect) Intersect(b *FRect) (FRect, bool)

Intersect calculates the intersection of two rectangles. (https://wiki.libsdl.org/SDL_IntersectRect)

func (*FRect) Union

func (a *FRect) Union(b *FRect) FRect

Union calculates the union of two rectangles. (https://wiki.libsdl.org/SDL_UnionRect)

type Finger

type Finger struct {
	ID       FingerID // the finger id
	X        float32  // the x-axis location of the touch event, normalized (0...1)
	Y        float32  // the y-axis location of the touch event, normalized (0...1)
	Pressure float32  // the quantity of pressure applied, normalized (0...1)
}

Finger contains touch information.

func GetTouchFinger

func GetTouchFinger(t TouchID, index int) *Finger

GetTouchFinger returns the finger object for specified touch device ID and finger index. (https://wiki.libsdl.org/SDL_GetTouchFinger)

type FingerID

type FingerID C.SDL_FingerID

FingerID is a finger id.

type GLContext

type GLContext C.SDL_GLContext

GLContext is an opaque handle to an OpenGL context.

type GLattr

type GLattr C.SDL_GLattr

GLattr is an OpenGL configuration attribute. (https://wiki.libsdl.org/SDL_GLattr)

type GameController

type GameController C.SDL_GameController

GameController used to identify an SDL game controller.

func GameControllerFromInstanceID

func GameControllerFromInstanceID(joyid JoystickID) *GameController

GameControllerFromInstanceID returns the GameController associated with an instance id. (https://wiki.libsdl.org/SDL_GameControllerFromInstanceID)

func GameControllerOpen

func GameControllerOpen(index int) *GameController

GameControllerOpen opens a gamecontroller for use. (https://wiki.libsdl.org/SDL_GameControllerOpen)

func (*GameController) Attached

func (ctrl *GameController) Attached() bool

Attached reports whether a controller has been opened and is currently connected. (https://wiki.libsdl.org/SDL_GameControllerGetAttached)

func (*GameController) Axis

func (ctrl *GameController) Axis(axis GameControllerAxis) int16

Axis returns the current state of an axis control on a game controller. (https://wiki.libsdl.org/SDL_GameControllerGetAxis)

func (*GameController) BindForAxis

BindForAxis returns the SDL joystick layer binding for a controller button mapping. (https://wiki.libsdl.org/SDL_GameControllerGetBindForAxis)

func (*GameController) BindForButton

BindForButton returns the SDL joystick layer binding for this controller button mapping. (https://wiki.libsdl.org/SDL_GameControllerGetBindForButton)

func (*GameController) Button

func (ctrl *GameController) Button(btn GameControllerButton) byte

Button returns the current state of a button on a game controller. (https://wiki.libsdl.org/SDL_GameControllerGetButton)

func (*GameController) Close

func (ctrl *GameController) Close()

Close closes a game controller previously opened with GameControllerOpen(). (https://wiki.libsdl.org/SDL_GameControllerClose)

func (*GameController) Joystick

func (ctrl *GameController) Joystick() *Joystick

Joystick returns the Joystick ID from a Game Controller. The game controller builds on the Joystick API, but to be able to use the Joystick's functions with a gamepad, you need to use this first to get the joystick object. (https://wiki.libsdl.org/SDL_GameControllerGetJoystick)

func (*GameController) Mapping

func (ctrl *GameController) Mapping() string

Mapping returns the current mapping of a Game Controller. (https://wiki.libsdl.org/SDL_GameControllerMapping)

func (*GameController) Name

func (ctrl *GameController) Name() string

Name returns the implementation dependent name for an opened game controller. (https://wiki.libsdl.org/SDL_GameControllerName)

func (*GameController) PlayerIndex

func (ctrl *GameController) PlayerIndex() int

PlayerIndex the player index of an opened game controller, or -1 if it's not available. TODO: (https://wiki.libsdl.org/SDL_GameControllerGetPlayerIndex)

func (*GameController) Product

func (ctrl *GameController) Product() int

Product returns the USB product ID of an opened controller, if available, 0 otherwise.

func (*GameController) ProductVersion

func (ctrl *GameController) ProductVersion() int

ProductVersion returns the product version of an opened controller, if available, 0 otherwise.

func (*GameController) Rumble

func (ctrl *GameController) Rumble(lowFrequencyRumble, highFrequencyRumble uint16, durationMS uint32) error

Rumble triggers a rumble effect Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.

lowFrequencyRumble - The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF highFrequencyRumble - The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF durationMS - The duration of the rumble effect, in milliseconds

Returns error if rumble isn't supported on this joystick.

TODO: (https://wiki.libsdl.org/SDL_GameControllerRumble)

func (*GameController) Vendor

func (ctrl *GameController) Vendor() int

Vendor returns the USB vendor ID of an opened controller, if available, 0 otherwise.

type GameControllerAxis

type GameControllerAxis C.SDL_GameControllerAxis

GameControllerAxis is an axis on a game controller. (https://wiki.libsdl.org/SDL_GameControllerAxis)

func GameControllerGetAxisFromString

func GameControllerGetAxisFromString(pchString string) GameControllerAxis

GameControllerGetAxisFromString converts a string into an enum representation for a GameControllerAxis. (https://wiki.libsdl.org/SDL_GameControllerGetAxisFromString)

type GameControllerBindType

type GameControllerBindType C.SDL_GameControllerBindType

GameControllerBindType is a type of game controller input.

type GameControllerButton

type GameControllerButton C.SDL_GameControllerButton

GameControllerButton is a button on a game controller. (https://wiki.libsdl.org/SDL_GameControllerButton)

func GameControllerGetButtonFromString

func GameControllerGetButtonFromString(pchString string) GameControllerButton

GameControllerGetButtonFromString turns a string into a button mapping. (https://wiki.libsdl.org/SDL_GameControllerGetButtonFromString)

type GameControllerButtonBind

type GameControllerButtonBind C.SDL_GameControllerButtonBind

GameControllerButtonBind SDL joystick layer binding for controller button/axis mapping.

func (*GameControllerButtonBind) Axis

func (bind *GameControllerButtonBind) Axis() int

Axis returns axis mapped for this SDL joystick layer binding.

func (*GameControllerButtonBind) Button

func (bind *GameControllerButtonBind) Button() int

Button returns button mapped for this SDL joystick layer binding.

func (*GameControllerButtonBind) Hat

func (bind *GameControllerButtonBind) Hat() int

Hat returns hat mapped for this SDL joystick layer binding.

func (*GameControllerButtonBind) HatMask

func (bind *GameControllerButtonBind) HatMask() int

HatMask returns hat mask for this SDL joystick layer binding.

func (*GameControllerButtonBind) Type

func (bind *GameControllerButtonBind) Type() int

Type returns the type of game controller input for this SDL joystick layer binding.

type GestureID

type GestureID C.SDL_GestureID

GestureID is the unique id of the closest gesture to the performed stroke.

type Haptic

type Haptic C.SDL_Haptic

Haptic identifies an SDL haptic. (https://wiki.libsdl.org/CategoryForceFeedback)

func HapticOpen

func HapticOpen(index int) (*Haptic, error)

HapticOpen opens a haptic device for use. (https://wiki.libsdl.org/SDL_HapticOpen)

func HapticOpenFromJoystick

func HapticOpenFromJoystick(joy *Joystick) (*Haptic, error)

HapticOpenFromJoystick opens a haptic device for use from a joystick device. (https://wiki.libsdl.org/SDL_HapticOpenFromJoystick)

func HapticOpenFromMouse

func HapticOpenFromMouse() (*Haptic, error)

HapticOpenFromMouse open a haptic device from the current mouse. (https://wiki.libsdl.org/SDL_HapticOpenFromMouse)

func (*Haptic) Close

func (h *Haptic) Close()

Close closes a haptic device previously opened with HapticOpen(). (https://wiki.libsdl.org/SDL_HapticClose)

func (*Haptic) DestroyEffect

func (h *Haptic) DestroyEffect(effect int)

DestroyEffect destroys a haptic effect on the device. (https://wiki.libsdl.org/SDL_HapticDestroyEffect)

func (*Haptic) EffectSupported

func (h *Haptic) EffectSupported(he HapticEffect) (bool, error)

EffectSupported reports whether an effect is supported by a haptic device. Pass pointer to a Haptic struct (Constant|Periodic|Condition|Ramp|LeftRight|Custom) instead of HapticEffect union. (https://wiki.libsdl.org/SDL_HapticEffectSupported)

func (*Haptic) GetEffectStatus

func (h *Haptic) GetEffectStatus(effect int) (int, error)

GetEffectStatus returns the status of the current effect on the specified haptic device. (https://wiki.libsdl.org/SDL_HapticGetEffectStatus)

func (*Haptic) NewEffect

func (h *Haptic) NewEffect(he HapticEffect) (int, error)

NewEffect creates a new haptic effect on a specified device. Pass pointer to a Haptic struct (Constant|Periodic|Condition|Ramp|LeftRight|Custom) instead of HapticEffect union. (https://wiki.libsdl.org/SDL_HapticNewEffect)

func (*Haptic) NumAxes

func (h *Haptic) NumAxes() (int, error)

NumAxes returns the number of haptic axes the device has. (https://wiki.libsdl.org/SDL_HapticNumAxes)

func (*Haptic) NumEffects

func (h *Haptic) NumEffects() (int, error)

NumEffects returns the number of effects a haptic device can store. (https://wiki.libsdl.org/SDL_HapticNumEffects)

func (*Haptic) NumEffectsPlaying

func (h *Haptic) NumEffectsPlaying() (int, error)

NumEffectsPlaying returns the number of effects a haptic device can play at the same time. (https://wiki.libsdl.org/SDL_HapticNumEffectsPlaying)

func (*Haptic) Pause

func (h *Haptic) Pause() error

Pause pauses a haptic device. (https://wiki.libsdl.org/SDL_HapticPause)

func (*Haptic) Query

func (h *Haptic) Query() (uint32, error)

Query returns haptic device's supported features in bitwise manner. (https://wiki.libsdl.org/SDL_HapticQuery)

func (*Haptic) RumbleInit

func (h *Haptic) RumbleInit() error

RumbleInit initializes the haptic device for simple rumble playback. (https://wiki.libsdl.org/SDL_HapticRumbleInit)

func (*Haptic) RumblePlay

func (h *Haptic) RumblePlay(strength float32, length uint32) error

RumblePlay runs a simple rumble effect on a haptic device. (https://wiki.libsdl.org/SDL_HapticRumblePlay)

func (*Haptic) RumbleStop

func (h *Haptic) RumbleStop() error

RumbleStop stops the simple rumble on a haptic device. (https://wiki.libsdl.org/SDL_HapticRumbleStop)

func (*Haptic) RumbleSupported

func (h *Haptic) RumbleSupported() (bool, error)

RumbleSupported reports whether rumble is supported on a haptic device. (https://wiki.libsdl.org/SDL_HapticRumbleSupported)

func (*Haptic) RunEffect

func (h *Haptic) RunEffect(effect int, iterations uint32) error

RunEffect runs the haptic effect on its associated haptic device. (https://wiki.libsdl.org/SDL_HapticRunEffect)

func (*Haptic) SetAutocenter

func (h *Haptic) SetAutocenter(autocenter int) error

SetAutocenter sets the global autocenter of the device. (https://wiki.libsdl.org/SDL_HapticSetAutocenter)

func (*Haptic) SetGain

func (h *Haptic) SetGain(gain int) error

SetGain sets the global gain of the specified haptic device. (https://wiki.libsdl.org/SDL_HapticSetGain)

func (*Haptic) StopAll

func (h *Haptic) StopAll() error

StopAll stops all the currently playing effects on a haptic device. (https://wiki.libsdl.org/SDL_HapticStopAll)

func (*Haptic) StopEffect

func (h *Haptic) StopEffect(effect int) error

StopEffect stops the haptic effect on its associated haptic device. (https://wiki.libsdl.org/SDL_HapticStopEffect)

func (*Haptic) Unpause

func (h *Haptic) Unpause() error

Unpause unpauses a haptic device. (https://wiki.libsdl.org/SDL_HapticUnpause)

func (*Haptic) UpdateEffect

func (h *Haptic) UpdateEffect(effect int, data HapticEffect) error

UpdateEffect updates the properties of an effect. Pass pointer to a Haptic struct (Constant|Periodic|Condition|Ramp|LeftRight|Custom) instead of HapticEffect union. (https://wiki.libsdl.org/SDL_HapticUpdateEffect)

type HapticCondition

type HapticCondition struct {
	Type       uint16          // HAPTIC_SPRING, HAPTIC_DAMPER, HAPTIC_INERTIA, HAPTIC_FRICTION
	Direction  HapticDirection // direction of the effect - not used at the moment
	Length     uint32          // duration of the effect
	Delay      uint16          // delay before starting the effect
	Button     uint16          // button that triggers the effect
	Interval   uint16          // how soon it can be triggered again after button
	RightSat   [3]uint16       // level when joystick is to the positive side; max 0xFFFF
	LeftSat    [3]uint16       // level when joystick is to the negative side; max 0xFFFF
	RightCoeff [3]int16        // how fast to increase the force towards the positive side
	LeftCoeff  [3]int16        // how fast to increase the force towards the negative side
	Deadband   [3]uint16       // size of the dead zone; max 0xFFFF: whole axis-range when 0-centered
	Center     [3]int16        // position of the dead zone
}

HapticCondition contains a template for a condition effect. (https://wiki.libsdl.org/SDL_HapticCondition)

type HapticConstant

type HapticConstant struct {
	Type         uint16          // HAPTIC_CONSTANT
	Direction    HapticDirection // direction of the effect
	Length       uint32          // duration of the effect
	Delay        uint16          // delay before starting the effect
	Button       uint16          // button that triggers the effect
	Interval     uint16          // how soon it can be triggered again after button
	Level        int16           // strength of the constant effect
	AttackLength uint16          // duration of the attack
	AttackLevel  uint16          // level at the start of the attack
	FadeLength   uint16          // duration of the fade
	FadeLevel    uint16          // level at the end of the fade
}

HapticConstant contains a template for a constant effect. (https://wiki.libsdl.org/SDL_HapticConstant)

type HapticCustom

type HapticCustom struct {
	Type         uint16          // SDL_HAPTIC_CUSTOM
	Direction    HapticDirection // direction of the effect
	Length       uint32          // duration of the effect
	Delay        uint16          // delay before starting the effect
	Button       uint16          // button that triggers the effect
	Interval     uint16          // how soon it can be triggered again after button
	Channels     uint8           // axes to use, minimum of 1
	Period       uint16          // sample periods
	Samples      uint16          // amount of samples
	Data         *uint16         // should contain channels*samples items
	AttackLength uint16          // duration of the attack
	AttackLevel  uint16          // level at the start of the attack
	FadeLength   uint16          // duration of the fade
	FadeLevel    uint16          // level at the end of the fade
}

HapticCustom contains a template for a custom effect. (https://wiki.libsdl.org/SDL_HapticCustom)

type HapticDirection

type HapticDirection struct {
	Type byte     // the type of encoding
	Dir  [3]int32 // the encoded direction
}

HapticDirection contains a haptic direction. (https://wiki.libsdl.org/SDL_HapticDirection)

type HapticEffect

type HapticEffect interface {
	// contains filtered or unexported methods
}

HapticEffect union that contains the generic template for any haptic effect. (https://wiki.libsdl.org/SDL_HapticEffect)

type HapticLeftRight

type HapticLeftRight struct {
	Type           uint16 // HAPTIC_LEFTRIGHT
	Length         uint32 // duration of the effect
	LargeMagnitude uint16 // control of the large controller motor
	SmallMagnitude uint16 // control of the small controller motor
}

HapticLeftRight contains a template for a left/right effect. (https://wiki.libsdl.org/SDL_HapticLeftRight)

type HapticPeriodic

type HapticPeriodic struct {
	Type         uint16          // HAPTIC_SINE, HAPTIC_LEFTRIGHT, HAPTIC_TRIANGLE, HAPTIC_SAWTOOTHUP, HAPTIC_SAWTOOTHDOWN
	Direction    HapticDirection // direction of the effect
	Length       uint32          // duration of the effect
	Delay        uint16          // delay before starting the effect
	Button       uint16          // button that triggers the effect
	Interval     uint16          // how soon it can be triggered again after button
	Period       uint16          // period of the wave
	Magnitude    int16           // peak value; if negative, equivalent to 180 degrees extra phase shift
	Offset       int16           // mean value of the wave
	Phase        uint16          // positive phase shift given by hundredth of a degree
	AttackLength uint16          // duration of the attack
	AttackLevel  uint16          // level at the start of the attack
	FadeLength   uint16          // duration of the fade
	FadeLevel    uint16          // level at the end of the fade
}

HapticPeriodic contains a template for a periodic effect. (https://wiki.libsdl.org/SDL_HapticPeriodic)

type HapticRamp

type HapticRamp struct {
	Type         uint16          // HAPTIC_RAMP
	Direction    HapticDirection // direction of the effect
	Length       uint32          // duration of the effect
	Delay        uint16          // delay before starting the effect
	Button       uint16          // button that triggers the effect
	Interval     uint16          // how soon it can be triggered again after button
	Start        int16           // beginning strength level
	End          int16           // ending strength level
	AttackLength uint16          // duration of the attack
	AttackLevel  uint16          // level at the start of the attack
	FadeLength   uint16          // duration of the fade
	FadeLevel    uint16          // level at the end of the fade
}

HapticRamp contains a template for a ramp effect. (https://wiki.libsdl.org/SDL_HapticRamp)

type