import sdl2_parser, sdl2_generator if __name__ == "__main__": ctx = sdl2_parser.ParseContext('./SDL2/SDL_vulkan.h') sdl2_parser.execute(ctx) sdl2_generator.sanitize(ctx) sdl2_generator.generate(ctx)
import sdl2_parser, sdl2_generator if __name__ == "__main__": ctx = sdl2_parser.ParseContext('./SDL2/SDL_shape.h') sdl2_parser.execute(ctx) sdl2_generator.sanitize(ctx) sdl2_generator.generate( ctx, prefix=sdl2_generator.PREFIX + "from .sdl2_pixels import SDL_Color\n", )
import sdl2_parser, sdl2_generator if __name__ == "__main__": ctx = sdl2_parser.ParseContext('./SDL2/SDL2_imageFilter.h') sdl2_parser.execute(ctx) sdl2_generator.sanitize(ctx) sdl2_generator.generate( ctx, prefix=sdl2_generator.PREFIX + "from .api import SDL2_GFX_API_NAMES, SDL2_GFX_API_ARGS_MAP, SDL2_GFX_API_RETVAL_MAP\n", table_prefix="SDL2_GFX_")
_fields_ = [ ("button", ctypes.c_int), ("axis", ctypes.c_int), ("hat", _SDL_GameControllerButtonBind_value_hat), ] class SDL_GameControllerButtonBind(ctypes.Structure): _fields_ = [ ("bindType", ctypes.c_int), ("value", _SDL_GameControllerButtonBind_value), ] """ if __name__ == "__main__": ctx = sdl2_parser.ParseContext('./SDL2/SDL_gamecontroller.h') sdl2_parser.execute(ctx) # TODO : Merge anonymous structs into one union (e.g. SDL_RWops) # # SDL_GameControllerButtonBind is a bit complicated so I unfortunately have to # substitute the parsed definition with my handwritten one. ctx.decl_structs['SDL_GameControllerButtonBind'] = None sdl2_generator.sanitize(ctx) sdl2_generator.generate(ctx, prefix=sdl2_generator.PREFIX + "from .sdl2_joystick import SDL_JoystickGUID\n", postfix=sdl2_generator.POSTFIX + POSTFIX_GAMECONTROLLER)
import sdl2_parser, sdl2_generator POSTFIX_AUDIO = """ # TODO : def SDL_LoadWAV """ if __name__ == "__main__": ctx = sdl2_parser.ParseContext('./SDL2/SDL_audio.h') sdl2_parser.execute(ctx) sdl2_generator.sanitize(ctx) sdl2_generator.generate(ctx, postfix=sdl2_generator.POSTFIX + POSTFIX_AUDIO)
class _Win32_SDL_RWops(ctypes.Structure): _fields_ = [ ("size", ctypes.c_void_p), ("seek", ctypes.c_void_p), ("read", ctypes.c_void_p), ("write", ctypes.c_void_p), ("close", ctypes.c_void_p), ("type", ctypes.c_uint), ("hidden", _Win32_SDL_RWops_hidden), ] SDL_RWops = _Win32_SDL_RWops if os.name == "nt" else _Default_SDL_RWops """ if __name__ == "__main__": ctx = sdl2_parser.ParseContext('./SDL2/SDL_rwops.h') sdl2_parser.execute(ctx) # TODO : Merge anonymous structs into one union (e.g. SDL_RWops) # # SDL_RWops is a bit complicated so I unfortunately have to # substitute the parsed definition with my handwritten one. ctx.decl_structs['SDL_RWops'] = None sdl2_generator.sanitize(ctx) sdl2_generator.generate(ctx, prefix=sdl2_generator.PREFIX + PREFIX_RWOPS, postfix=sdl2_generator.POSTFIX + POSTFIX_RWOPS)
import sdl2_parser, sdl2_generator if __name__ == "__main__": ctx = sdl2_parser.ParseContext('./SDL2/SDL_events.h') sdl2_parser.execute(ctx) sdl2_generator.sanitize(ctx) sdl2_generator.generate(ctx, prefix=sdl2_generator.PREFIX + "from .sdl2_keyboard import SDL_Keysym\n")
import sdl2_parser, sdl2_generator if __name__ == "__main__": ctx = sdl2_parser.ParseContext('./SDL2/SDL_surface.h') sdl2_parser.execute(ctx) sdl2_generator.sanitize(ctx) sdl2_generator.generate(ctx, prefix=sdl2_generator.PREFIX + "from .sdl2_rect import SDL_Rect\n")