/// Simple DirectMedia Layer
/// Copyright (C) 1997-2025 Sam Lantinga 
/// 
/// This software is provided 'as-is', without any express or implied
/// warranty.  In no event will the authors be held liable for any damages
/// arising from the use of this software.
/// 
/// Permission is granted to anyone to use this software for any purpose,
/// including commercial applications, and to alter it and redistribute it
/// freely, subject to the following restrictions:
/// 
/// 1. The origin of this software must not be misrepresented; you must not
///    claim that you wrote the original software. If you use this software
///    in a product, an acknowledgment in the product documentation would be
///    appreciated but is not required.
/// 2. Altered source versions must be plainly marked as such, and must not be
///    misrepresented as being the original software.
/// 3. This notice may not be removed or altered from any source distribution.

///|
/// # CategoryKeyboard
/// 
/// SDL keyboard management.
/// 
/// Please refer to the Best Keyboard Practices document for details on how
/// best to accept keyboard input in various types of programs:
/// 
/// https://wiki.libsdl.org/SDL3/BestKeyboardPractices
pub struct SDL_Scancode(UInt) derive(Eq)

///|
pub struct SDL_Keycode(UInt) derive(Eq, Show)

///|
pub struct SDL_Keymod(UInt16) derive(Eq)

///|
/// This is a unique ID for a keyboard for the time it is connected to the
/// system, and is never reused for the lifetime of the application.
/// 
/// If the keyboard is disconnected and reconnected, it will get a new ID.
/// 
/// The value 0 is an invalid ID.
/// 
/// @since This datatype is available since SDL 3.2.0.
/// 
/// ```c
/// typedef Uint32 SDL_KeyboardID;
/// ```
pub type SDL_KeyboardID = UInt

///|
/// Text input type.
/// 
/// These are the valid values for SDL_PROP_TEXTINPUT_TYPE_NUMBER. Not every
/// value is valid on every platform, but where a value isn't supported, a
/// reasonable fallback will be used.
/// 
/// @since This enum is available since SDL 3.2.0.
/// 
/// @see SDL_StartTextInputWithProperties
/// 
/// ```c
/// typedef enum SDL_TextInputType
/// {
///     SDL_TEXTINPUT_TYPE_TEXT,                        /**< The input is text */
///     SDL_TEXTINPUT_TYPE_TEXT_NAME,                   /**< The input is a person's name */
///     SDL_TEXTINPUT_TYPE_TEXT_EMAIL,                  /**< The input is an e-mail address */
///     SDL_TEXTINPUT_TYPE_TEXT_USERNAME,               /**< The input is a username */
///     SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN,        /**< The input is a secure password that is hidden */
///     SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE,       /**< The input is a secure password that is visible */
///     SDL_TEXTINPUT_TYPE_NUMBER,                      /**< The input is a number */
///     SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN,      /**< The input is a secure PIN that is hidden */
///     SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE      /**< The input is a secure PIN that is visible */
/// } SDL_TextInputType;
/// ```
pub(all) enum SDL_TextInputType {
  SDL_TEXTINPUT_TYPE_TEXT
  SDL_TEXTINPUT_TYPE_TEXT_NAME
  SDL_TEXTINPUT_TYPE_TEXT_EMAIL
  SDL_TEXTINPUT_TYPE_TEXT_USERNAME
  SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN
  SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE
  SDL_TEXTINPUT_TYPE_NUMBER
  SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN
  SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE
}

///|
/// Auto capitalization type.
/// 
/// These are the valid values for SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER.
/// Not every value is valid on every platform, but where a value isn't
/// supported, a reasonable fallback will be used.
/// 
/// @since This enum is available since SDL 3.2.0.
/// 
/// @see SDL_StartTextInputWithProperties
/// 
/// ```c
/// typedef enum SDL_Capitalization
/// {
///     SDL_CAPITALIZE_NONE,        /**< No auto-capitalization will be done */
///     SDL_CAPITALIZE_SENTENCES,   /**< The first letter of sentences will be capitalized */
///     SDL_CAPITALIZE_WORDS,       /**< The first letter of words will be capitalized */
///     SDL_CAPITALIZE_LETTERS      /**< All letters will be capitalized */
/// } SDL_Capitalization;
/// ```
pub(all) enum SDL_Capitalization {
  SDL_CAPITALIZE_NONE
  SDL_CAPITALIZE_SENTENCES
  SDL_CAPITALIZE_WORDS
  SDL_CAPITALIZE_LETTERS
}

// 文本输入属性常量

///|
pub const SDL_PROP_TEXTINPUT_TYPE_NUMBER : String = "SDL.textinput.type"

///|
pub const SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER : String = "SDL.textinput.capitalization"

///|
pub const SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN : String = "SDL.textinput.autocorrect"

///|
pub const SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN : String = "SDL.textinput.multiline"

///|
pub const SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER : String = "SDL.textinput.android.inputtype"

// Function prototypes

///|
/// Return whether a keyboard is currently connected.
/// 
/// @return true if a keyboard is connected, false otherwise.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetKeyboards
/// 
/// ```c
/// extern SDL_DECLSPEC bool SDLCALL SDL_HasKeyboard(void);
/// ```
pub extern "C" fn sdl_HasKeyboard() -> Bool = "SDL_HasKeyboard"

///|
/// Get a list of currently connected keyboards.
/// 
/// Note that this will include any device or virtual driver that includes
/// keyboard functionality, including some mice, KVM switches, motherboard
/// power buttons, etc. You should wait for input from a device before you
/// consider it actively in use.
/// 
/// @param count a pointer filled in with the number of keyboards returned, may
///              be NULL.
/// @return a 0 terminated array of keyboards instance IDs or NULL on failure;
///          call SDL_GetError() for more information. This should be freed
///          with SDL_free() when it is no longer needed.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetKeyboardNameForID
/// @see SDL_HasKeyboard
/// 
/// ```c
/// extern SDL_DECLSPEC SDL_KeyboardID * SDLCALL SDL_GetKeyboards(int *count);
/// ```
#owned(count)
pub extern "C" fn sdl_GetKeyboards(
  count : FixedArray[Int],
) -> FixedArray[SDL_KeyboardID] = "SDL_GetKeyboards"

///|
/// Get the name of a keyboard.
/// 
/// This function returns "" if the keyboard doesn't have a name.
/// 
/// @param instance_id the keyboard instance ID.
/// @return the name of the selected keyboard or NULL on failure; call
///          SDL_GetError() for more information.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetKeyboards
/// 
/// ```c
/// extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyboardNameForID(SDL_KeyboardID instance_id);
/// ```
pub fn sdl_GetKeyboardNameForID(instance_id : SDL_KeyboardID) -> String {
  let cres = __sdl_GetKeyboardNameForID(instance_id)
  let res = cres.to_string()
  free_cstr(cres)
  res
}

///|
extern "C" fn __sdl_GetKeyboardNameForID(instance_id : SDL_KeyboardID) -> CStr = "SDL_GetKeyboardNameForID"

///|
/// Query the window which currently has keyboard focus.
/// 
/// @return the window with keyboard focus.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// ```c
/// extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
/// ```
pub extern "C" fn sdl_GetKeyboardFocus() -> SDL_Window = "SDL_GetKeyboardFocus"

///|
/// Get a snapshot of the current state of the keyboard.
/// 
/// The pointer returned is a pointer to an internal SDL array. It will be
/// valid for the whole lifetime of the application and should not be freed by
/// the caller.
/// 
/// A array element with a value of true means that the key is pressed and a
/// value of false means that it is not. Indexes into this array are obtained
/// by using SDL_Scancode values.
/// 
/// Use SDL_PumpEvents() to update the state array.
/// 
/// This function gives you the current state after all events have been
/// processed, so if a key or button has been pressed and released before you
/// process events, then the pressed state will never show up in the
/// SDL_GetKeyboardState() calls.
/// 
/// Note: This function doesn't take into account whether shift has been
/// pressed or not.
/// 
/// @param numkeys if non-NULL, receives the length of the returned array.
/// @return a pointer to an array of key states.
/// 
/// @threadsafety It is safe to call this function from any thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_PumpEvents
/// @see SDL_ResetKeyboard
/// 
/// ```c
/// extern SDL_DECLSPEC const bool * SDLCALL SDL_GetKeyboardState(int *numkeys);
/// ```
#owned(numkeys)
pub extern "C" fn sdl_GetKeyboardState(
  numkeys : FixedArray[Int],
) -> FixedArray[Bool] = "SDL_GetKeyboardState"

///|
/// Clear the state of the keyboard.
/// 
/// This function will generate key up events for all pressed keys.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetKeyboardState
/// 
/// ```c
/// extern SDL_DECLSPEC void SDLCALL SDL_ResetKeyboard(void);
/// ```
pub extern "C" fn sdl_ResetKeyboard() = "SDL_ResetKeyboard"

///|
/// Get the current key modifier state for the keyboard.
/// 
/// @return an OR'd combination of the modifier keys for the keyboard. See
///          SDL_Keymod for details.
/// 
/// @threadsafety It is safe to call this function from any thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetKeyboardState
/// @see SDL_SetModState
/// 
/// ```c
/// extern SDL_DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
/// ```
pub extern "C" fn sdl_GetModState() -> SDL_Keymod = "SDL_GetModState"

///|
/// Set the current key modifier state for the keyboard.
/// 
/// The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
/// modifier key states on your application. Simply pass your desired modifier
/// states into `modstate`. This value may be a bitwise, OR'd combination of
/// SDL_Keymod values.
/// 
/// This does not change the keyboard state, only the key modifier flags that
/// SDL reports.
/// 
/// @param modstate the desired SDL_Keymod for the keyboard.
/// 
/// @threadsafety It is safe to call this function from any thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetModState
/// 
/// ```c
/// extern SDL_DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
/// ```
pub extern "C" fn sdl_SetModState(modstate : SDL_Keymod) = "SDL_SetModState"

///|
/// Get the key code corresponding to the given scancode according to the
/// current keyboard layout.
/// 
/// If you want to get the keycode as it would be delivered in key events,
/// including options specified in SDL_HINT_KEYCODE_OPTIONS, then you should
/// pass `key_event` as true. Otherwise this function simply translates the
/// scancode based on the given modifier state.
/// 
/// @param scancode the desired SDL_Scancode to query.
/// @param modstate the modifier state to use when translating the scancode to
///                 a keycode.
/// @param key_event true if the keycode will be used in key events.
/// @return the SDL_Keycode that corresponds to the given SDL_Scancode.
/// 
/// @threadsafety This function is not thread safe.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetKeyName
/// @see SDL_GetScancodeFromKey
/// 
/// ```c
/// extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate, bool key_event);
/// ```
pub extern "C" fn sdl_GetKeyFromScancode(
  scancode : SDL_Scancode,
  modstate : SDL_Keymod,
  key_event : Bool,
) -> SDL_Keycode = "SDL_GetKeyFromScancode"

///|
/// Get the scancode corresponding to the given key code according to the
/// current keyboard layout.
/// 
/// Note that there may be multiple scancode+modifier states that can generate
/// this keycode, this will just return the first one found.
/// 
/// @param key the desired SDL_Keycode to query.
/// @param modstate a pointer to the modifier state that would be used when the
///                 scancode generates this key, may be NULL.
/// @return the SDL_Scancode that corresponds to the given SDL_Keycode.
/// 
/// @threadsafety This function is not thread safe.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetKeyFromScancode
/// @see SDL_GetScancodeName
/// 
/// ```c
/// extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate);
/// ```
#owned(modstate)
pub extern "C" fn sdl_GetScancodeFromKey(
  key : SDL_Keycode,
  modstate : FixedArray[SDL_Keymod],
) -> SDL_Scancode = "SDL_GetScancodeFromKey"

///|
/// Set a human-readable name for a scancode.
/// 
/// @param scancode the desired SDL_Scancode.
/// @param name the name to use for the scancode, encoded as UTF-8. The string
///             is not copied, so the pointer given to this function must stay
///             valid while SDL is being used.
/// @return true on success or false on failure; call SDL_GetError() for more
///          information.
/// 
/// @threadsafety This function is not thread safe.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetScancodeName
/// 
/// ```c
/// extern SDL_DECLSPEC bool SDLCALL SDL_SetScancodeName(SDL_Scancode scancode, const char *name);
/// ```
pub fn sdl_SetScancodeName(scancode : SDL_Scancode, name : String) -> Bool {
  __sdl_SetScancodeName(scancode, string_to_cbytes(name))
}

///|
#owned(name)
extern "C" fn __sdl_SetScancodeName(
  scancode : SDL_Scancode,
  name : Bytes,
) -> Bool = "SDL_SetScancodeName"

///|
/// Get a human-readable name for a scancode.
/// 
/// **Warning**: The returned name is by design not stable across platforms,
/// e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
/// Windows" under Microsoft Windows, and some scancodes like
/// `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
/// scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
/// `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
/// unsuitable for creating a stable cross-platform two-way mapping between
/// strings and scancodes.
/// 
/// @param scancode the desired SDL_Scancode to query.
/// @return a pointer to the name for the scancode. If the scancode doesn't
///          have a name this function returns an empty string ("").
/// 
/// @threadsafety This function is not thread safe.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetScancodeFromKey
/// @see SDL_GetScancodeFromName
/// @see SDL_SetScancodeName
/// 
/// ```c
/// extern SDL_DECLSPEC const char * SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
/// ```
pub fn sdl_GetScancodeName(scancode : SDL_Scancode) -> String {
  let cres = __sdl_GetScancodeName(scancode)
  let res = cres.to_string()
  free_cstr(cres)
  res
}

///|
extern "C" fn __sdl_GetScancodeName(scancode : SDL_Scancode) -> CStr = "SDL_GetScancodeName"

///|
/// Get a scancode from a human-readable name.
/// 
/// @param name the human-readable scancode name.
/// @return the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
///          recognized; call SDL_GetError() for more information.
/// 
/// @threadsafety This function is not thread safe.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetKeyFromName
/// @see SDL_GetScancodeFromKey
/// @see SDL_GetScancodeName
/// 
/// ```c
/// extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
/// ```
pub fn sdl_GetScancodeFromName(name : String) -> SDL_Scancode {
  __sdl_GetScancodeFromName(string_to_cbytes(name))
}

///|
#owned(name)
extern "C" fn __sdl_GetScancodeFromName(name : Bytes) -> SDL_Scancode = "SDL_GetScancodeFromName"

///|
/// Get a human-readable name for a key.
/// 
/// If the key doesn't have a name, this function returns an empty string ("").
/// 
/// Letters will be presented in their uppercase form, if applicable.
/// 
/// @param key the desired SDL_Keycode to query.
/// @return a UTF-8 encoded string of the key name.
/// 
/// @threadsafety This function is not thread safe.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetKeyFromName
/// @see SDL_GetKeyFromScancode
/// @see SDL_GetScancodeFromKey
/// 
/// ```c
/// extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyName(SDL_Keycode key);
/// ```
pub fn sdl_GetKeyName(key : SDL_Keycode) -> String {
  let cres = __sdl_GetKeyName(key)
  let res = cres.to_string()
  free_cstr(cres)
  res
}

///|
extern "C" fn __sdl_GetKeyName(key : SDL_Keycode) -> CStr = "SDL_GetKeyName"

///|
/// Get a key code from a human-readable name.
/// 
/// @param name the human-readable key name.
/// @return key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
///          SDL_GetError() for more information.
/// 
/// @threadsafety This function is not thread safe.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetKeyFromScancode
/// @see SDL_GetKeyName
/// @see SDL_GetScancodeFromName
/// 
/// ```c
/// extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
/// ```
pub fn sdl_GetKeyFromName(name : String) -> SDL_Keycode {
  __sdl_GetKeyFromName(string_to_cbytes(name))
}

///|
#owned(name)
extern "C" fn __sdl_GetKeyFromName(name : Bytes) -> SDL_Keycode = "SDL_GetKeyFromName"

///|
/// Start accepting Unicode text input events in a window.
/// 
/// This function will enable text input (SDL_EVENT_TEXT_INPUT and
/// SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this
/// function paired with SDL_StopTextInput().
/// 
/// Text input events are not received by default.
/// 
/// On some platforms using this function shows the screen keyboard and/or
/// activates an IME, which can prevent some key press events from being passed
/// through.
/// 
/// @param window the window to enable text input.
/// @return true on success or false on failure; call SDL_GetError() for more
///          information.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_SetTextInputArea
/// @see SDL_StartTextInputWithProperties
/// @see SDL_StopTextInput
/// @see SDL_TextInputActive
/// 
/// ```c
/// extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInput(SDL_Window *window);
/// ```
pub extern "C" fn sdl_StartTextInput(window : SDL_Window) -> Bool = "SDL_StartTextInput"

///|
/// Start accepting Unicode text input events in a window, with properties
/// describing the input.
/// 
/// This function will enable text input (SDL_EVENT_TEXT_INPUT and
/// SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this
/// function paired with SDL_StopTextInput().
/// 
/// Text input events are not received by default.
/// 
/// On some platforms using this function shows the screen keyboard and/or
/// activates an IME, which can prevent some key press events from being passed
/// through.
/// 
/// These are the supported properties:
/// 
/// - `SDL_PROP_TEXTINPUT_TYPE_NUMBER` - an SDL_TextInputType value that
///   describes text being input, defaults to SDL_TEXTINPUT_TYPE_TEXT.
/// - `SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER` - an SDL_Capitalization value
///   that describes how text should be capitalized, defaults to
///   SDL_CAPITALIZE_SENTENCES for normal text entry, SDL_CAPITALIZE_WORDS for
///   SDL_TEXTINPUT_TYPE_TEXT_NAME, and SDL_CAPITALIZE_NONE for e-mail
///   addresses, usernames, and passwords.
/// - `SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN` - true to enable auto completion
///   and auto correction, defaults to true.
/// - `SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN` - true if multiple lines of text
///   are allowed. This defaults to true if SDL_HINT_RETURN_KEY_HIDES_IME is
///   "0" or is not set, and defaults to false if SDL_HINT_RETURN_KEY_HIDES_IME
///   is "1".
/// 
/// On Android you can directly specify the input type:
/// 
/// - `SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER` - the text input type to
///   use, overriding other properties. This is documented at
///   https://developer.android.com/reference/android/text/InputType
/// 
/// @param window the window to enable text input.
/// @param props the properties to use.
/// @return true on success or false on failure; call SDL_GetError() for more
///          information.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_SetTextInputArea
/// @see SDL_StartTextInput
/// @see SDL_StopTextInput
/// @see SDL_TextInputActive
/// 
/// ```c
/// extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInputWithProperties(SDL_Window *window, SDL_PropertiesID props);
/// ```
pub extern "C" fn sdl_StartTextInputWithProperties(
  window : SDL_Window,
  props : UInt,
) -> Bool = "SDL_StartTextInputWithProperties" // SDL_PropertiesID is Uint32

///|
/// Check whether or not Unicode text input events are enabled for a window.
/// 
/// @param window the window to check.
/// @return true if text input events are enabled else false.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_StartTextInput
/// 
/// ```c
/// extern SDL_DECLSPEC bool SDLCALL SDL_TextInputActive(SDL_Window *window);
/// ```
pub extern "C" fn sdl_TextInputActive(window : SDL_Window) -> Bool = "SDL_TextInputActive"

///|
/// Stop receiving any text input events in a window.
/// 
/// If SDL_StartTextInput() showed the screen keyboard, this function will hide
/// it.
/// 
/// @param window the window to disable text input.
/// @return true on success or false on failure; call SDL_GetError() for more
///          information.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_StartTextInput
/// 
/// ```c
/// extern SDL_DECLSPEC bool SDLCALL SDL_StopTextInput(SDL_Window *window);
/// ```
pub extern "C" fn sdl_StopTextInput(window : SDL_Window) -> Bool = "SDL_StopTextInput"

///|
/// Dismiss the composition window/IME without disabling the subsystem.
/// 
/// @param window the window to affect.
/// @return true on success or false on failure; call SDL_GetError() for more
///          information.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_StartTextInput
/// @see SDL_StopTextInput
/// 
/// ```c
/// extern SDL_DECLSPEC bool SDLCALL SDL_ClearComposition(SDL_Window *window);
/// ```
pub extern "C" fn sdl_ClearComposition(window : SDL_Window) -> Bool = "SDL_ClearComposition"

///|
/// Set the area used to type Unicode text input.
/// 
/// Native input methods may place a window with word suggestions near the
/// cursor, without covering the text being entered.
/// 
/// @param window the window for which to set the text input area.
/// @param rect the SDL_Rect representing the text input area, in window
///             coordinates, or NULL to clear it.
/// @param cursor the offset of the current cursor location relative to
///               `rect->x`, in window coordinates.
/// @return true on success or false on failure; call SDL_GetError() for more
///          information.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_GetTextInputArea
/// @see SDL_StartTextInput
/// 
/// ```c
/// extern SDL_DECLSPEC bool SDLCALL SDL_SetTextInputArea(SDL_Window *window, const SDL_Rect *rect, int cursor);
/// ```
#owned(rect)
pub extern "C" fn sdl_SetTextInputArea(
  window : SDL_Window,
  rect : FixedArray[SDL_Rect],
  cursor : Int,
) -> Bool = "SDL_SetTextInputArea"

///|
/// Get the area used to type Unicode text input.
/// 
/// This returns the values previously set by SDL_SetTextInputArea().
/// 
/// @param window the window for which to query the text input area.
/// @param rect a pointer to an SDL_Rect filled in with the text input area,
///             may be NULL.
/// @param cursor a pointer to the offset of the current cursor location
///               relative to `rect->x`, may be NULL.
/// @return true on success or false on failure; call SDL_GetError() for more
///          information.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_SetTextInputArea
/// 
/// ```c
/// extern SDL_DECLSPEC bool SDLCALL SDL_GetTextInputArea(SDL_Window *window, SDL_Rect *rect, int *cursor);
/// ```
#owned(rect, cursor)
pub extern "C" fn sdl_GetTextInputArea(
  window : SDL_Window,
  rect : FixedArray[SDL_Rect],
  cursor : FixedArray[Int],
) -> Bool = "SDL_GetTextInputArea"

///|
/// Check whether the platform has screen keyboard support.
/// 
/// @return true if the platform has some screen keyboard support or false if
///          not.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_StartTextInput
/// @see SDL_ScreenKeyboardShown
/// 
/// ```c
/// extern SDL_DECLSPEC bool SDLCALL SDL_HasScreenKeyboardSupport(void);
/// ```
pub extern "C" fn sdl_HasScreenKeyboardSupport() -> Bool = "SDL_HasScreenKeyboardSupport"

///|
/// Check whether the screen keyboard is shown for given window.
/// 
/// @param window the window for which screen keyboard should be queried.
/// @return true if screen keyboard is shown or false if not.
/// 
/// @threadsafety This function should only be called on the main thread.
/// 
/// @since This function is available since SDL 3.2.0.
/// 
/// @see SDL_HasScreenKeyboardSupport
/// 
/// ```c
/// extern SDL_DECLSPEC bool SDLCALL SDL_ScreenKeyboardShown(SDL_Window *window);
/// ```
pub extern "C" fn sdl_ScreenKeyboardShown(window : SDL_Window) -> Bool = "SDL_ScreenKeyboardShown"