Crate sdl3_sys

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§sdl3-sys: Low level Rust bindings for SDL 3

This version of sdl3-sys has bindings for SDL version 3.1.8-preview and earlier.

SDL 3 is ABI stable as of the 3.1.3 preview release, but sdl3-sys is new and may have bugs. Please submit an issue at github if you have any issues or comments!

Many types can be initialized to all zero with the Default trait for convenience. However, many of these aren’t valid when passed to SDL without further modification. They’re intended to be used with ..Default::default() in initializers. The Default impl of interface types also sets the version field to the correct value.

Known issues:

  • Satellite libraries (mixer, image, ttf) aren’t available yet
  • There are no tests yet, except for static asserts translated from the original headers
  • Some less common targets are missing detection or features to enable corresponding SDL features

Most of the docs are generated directly from the C headers and document how SDL works in C. Using it from Rust might work differently in some cases. For example, macros in C are usually translated to constants or constant functions in Rust. Documentation specific to these Rust bindings are tagged with sdl3-sys.

Browse the API at docs.rs!

If you’re looking for more idiomatic or higher level bindings, check out the sdl3 crate.

§Usage

sdl3-sys requires SDL version 3.1.3-preview or later. Some APIs may require a later version. You can check availability in the documentation. Starting with version 3.1.3-preview, all later releases of SDL 3 are ABI compatible with earlier ones.

By default, sdl3-sys will attempt to link to a dynamic/shared library named SDL3 in the default library search path, using the usual platform specific naming convention for libraries. You can change this behaviour with the following feature flags.

FeatureDescription
use-pkg-configUse pkg-config to find and link the SDL 3 library.
use-vcpkgUse vcpkg to find and link the SDL 3 library.
build-from-sourceBuild and link SDL 3 from source. You have to install any dependencies SDL needs to build for your target first. See below for build related features.
build-from-source-staticShortcut for enabling both the build-from-source and link-static features. This should no longer be necessary.
link-frameworkLink to a framework on Apple targets. This currently requires SDL3.xcframework to be located at /Library/Frameworks. The built executable has to be put in a signed app bundle to be able to run.
link-staticLink SDL statically. SDL doesn’t recommend doing this.
  • On targets that only support static linking, such as emscripten, you don’t have to enable this feature.
  • On Apple targets, this currently requires frameworks that should be optional.

§Building from source

When building from source with the build-from-source feature flag, you can enable these additional features to configure the build. These have no effect when not building from source.

FeatureDescription
sdl-unix-console-buildAllow building SDL without X11 or Wayland support on Linux and other targets that usually use X11/Wayland. By default, SDL requires either X11 or Wayland on these targets as a sanity check.

§Optional integrations

sdl3-sys can use definitions from other crates for some foreign types that it needs, e.g. for Vulkan types. By default it’ll use opaque structs or pointers to opaque structs for these types unless otherwise specified.

FeatureDescription
use-ash-v0-38Use Vulkan types from the ash crate (v0.38).
use-libc-v0-2Use wchar_t type from the libc crate (v0.2). By default sdl3-sys will alias wchar_t to u16 on Windows and u32 otherwise.
use-windows-sys-v0-59Use Windows types from the windows-sys crate (v0.59).
use-x11-v2Use X11 types from the x11 crate (v2).
use-x11-dl-v2Use X11 types from the x11-dl crate (v2).

§Assert level

You can set the default assertion level for SDL using the assert-level-* features. This affects the assert macros in the assert module and the value of the SDL_ASSERT_LEVEL constant.

If no assert-level-* features are enabled, assert-level-debug will be enabled by default for debug builds, and assert-level-release otherwise.

These features are mutually exclusive. Features higher in this list override later ones.

FeatureDescription
assert-level-disabled0: All SDL assertion macros are disabled.
assert-level-release1: Release settings: SDL_assert disabled, SDL_assert_release enabled.
assert-level-debug2: Debug settings: SDL_assert and SDL_assert_release enabled.
assert-level-paranoid3: Paranoid settings: All SDL assertion macros enabled, including SDL_assert_paranoid.

§Other features

FeatureDescription
debug-implsImplement the Debug trait for most SDL types.
nightlyEnable features that need the nightly compiler. This enables the VaList type, as well as enabling some intrinsics.

Modules§

  • A helpful assertion macro!
  • SDL offers a way to perform I/O asynchronously. This allows an app to read or write files without waiting for data to actually transfer; the functions that request I/O never block while the request is fulfilled.
  • Atomic operations.
  • Audio functionality for the SDL library.
  • Functions for fiddling with bits and bitmasks.
  • Blend modes decide how two colors will mix together. There are both standard modes for basic needs and a means to create custom modes, dictating what sort of math to do on what color components.
  • Video capture for the SDL library.
  • SDL provides access to the system clipboard, both for reading information from other processes and publishing information of its own.
  • CPU feature detection for SDL.
  • File dialog support.
  • Simple error message routines for SDL.
  • Event queue management.
  • Reexports of everything from the other modules
  • Extra ffi types for sdl3-sys
  • SDL offers an API for examining and manipulating the system’s filesystem. This covers most things one would need to do with directories, except for actual file I/O (which is covered by CategoryIOStream and CategoryAsyncIO instead).
  • SDL provides a low-level joystick API, which just treats joysticks as an arbitrary pile of buttons, axes, and hat switches. If you’re planning to write your own control configuration screen, this can give you a lot of flexibility, but that’s a lot of work, and most things that we consider “joysticks” now are actually console-style gamepads. So SDL provides the gamepad API on top of the lower-level joystick functionality.
  • The GPU API offers a cross-platform way for apps to talk to modern graphics hardware. It offers both 3D graphics and compute support, in the style of Metal, Vulkan, and Direct3D 12.
  • A GUID is a 128-bit value that represents something that is uniquely identifiable by this value: “globally unique.”
  • The SDL haptic subsystem manages haptic (force feedback) devices.
  • Header file for SDL HIDAPI functions.
  • This file contains functions to set and get configuration hints, as well as listing each of them alphabetically.
  • All SDL programs need to initialize the library before starting to work with it.
  • SDL provides an abstract interface for reading and writing data streams. It offers implementations for files, memory, etc, and the app can provide their own implementations, too.
  • SDL joystick support.
  • SDL keyboard management.
  • Defines constants which identify keyboard keys and modifiers.
  • System-dependent library loading routines.
  • SDL locale services.
  • Simple log messages with priorities and categories. A message’s SDL_LogPriority signifies how important the message is. A message’s SDL_LogCategory signifies from what domain it belongs to. Every category has a minimum priority specified: when a message belongs to that category, it will only be sent out if it has that minimum priority or higher.
  • Redefine main() if necessary so that it is called by SDL.
  • Message box support routines.
  • Functions to creating Metal layers and views on SDL windows.
  • SDL API functions that don’t fit elsewhere.
  • SDL mouse handling.
  • Functions to provide thread synchronization primitives.
  • SDL pen event handling.
  • SDL offers facilities for pixel management.
  • SDL provides a means to identify the app’s platform, both at compile time and runtime.
  • SDL power management routines.
  • Process control support.
  • A property is a variable that can be created and retrieved by name at runtime.
  • Some helper functions for managing rectangles and 2D points, in both integer and floating point versions.
  • Header file for SDL 2D rendering functions.
  • Defines keyboard scancodes.
  • SDL sensor management.
  • SDL provides its own implementation of some of the most important C runtime functions.
  • The storage API is a high-level API designed to abstract away the portability issues that come up when using something lower-level (in SDL’s case, this sits on top of the Filesystem and IOStream subsystems). It is significantly more restrictive than a typical filesystem API, for a number of reasons:
  • SDL surfaces are buffers of pixels in system RAM. These are useful for passing around and manipulating images that are not stored in GPU memory.
  • Platform-specific SDL API functions. These are functions that deal with needs of specific operating systems, that didn’t make sense to offer as platform-independent, generic APIs.
  • SDL thread management routines.
  • SDL realtime clock and date/time routines.
  • SDL time management routines.
  • SDL touch management.
  • System tray menu support.
  • Functionality to query the current SDL version, both as headers the app was compiled against, and a library the app is linked to.
  • SDL’s video subsystem is largely interested in abstracting window management from the underlying operating system. You can create windows, manage them in various ways, set them fullscreen, and get events when interesting things happen with them, such as the mouse or keyboard interacting with a window.
  • Functions for creating Vulkan surfaces on SDL windows.

Functions§

  • You can set a breakpoint on this function to break into the debugger when asserts want to trigger a breakpoint.