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232 lines
7.9 KiB
232 lines
7.9 KiB
/* |
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Simple DirectMedia Layer |
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org> |
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This software is provided 'as-is', without any express or implied |
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warranty. In no event will the authors be held liable for any damages |
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arising from the use of this software. |
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Permission is granted to anyone to use this software for any purpose, |
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including commercial applications, and to alter it and redistribute it |
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freely, subject to the following restrictions: |
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1. The origin of this software must not be misrepresented; you must not |
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claim that you wrote the original software. If you use this software |
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in a product, an acknowledgment in the product documentation would be |
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appreciated but is not required. |
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2. Altered source versions must be plainly marked as such, and must not be |
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misrepresented as being the original software. |
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3. This notice may not be removed or altered from any source distribution. |
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*/ |
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/** |
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* \file SDL.h |
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* |
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* Main include header for the SDL library |
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*/ |
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#ifndef SDL_h_ |
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#define SDL_h_ |
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#include "SDL_main.h" |
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#include "SDL_stdinc.h" |
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#include "SDL_assert.h" |
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#include "SDL_atomic.h" |
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#include "SDL_audio.h" |
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#include "SDL_clipboard.h" |
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#include "SDL_cpuinfo.h" |
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#include "SDL_endian.h" |
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#include "SDL_error.h" |
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#include "SDL_events.h" |
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#include "SDL_filesystem.h" |
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#include "SDL_gamecontroller.h" |
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#include "SDL_haptic.h" |
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#include "SDL_hidapi.h" |
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#include "SDL_hints.h" |
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#include "SDL_joystick.h" |
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#include "SDL_loadso.h" |
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#include "SDL_log.h" |
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#include "SDL_messagebox.h" |
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#include "SDL_metal.h" |
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#include "SDL_mutex.h" |
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#include "SDL_power.h" |
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#include "SDL_render.h" |
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#include "SDL_rwops.h" |
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#include "SDL_sensor.h" |
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#include "SDL_shape.h" |
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#include "SDL_system.h" |
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#include "SDL_thread.h" |
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#include "SDL_timer.h" |
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#include "SDL_version.h" |
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#include "SDL_video.h" |
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#include "SDL_locale.h" |
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#include "SDL_misc.h" |
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#include "begin_code.h" |
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/* Set up for C function definitions, even when using C++ */ |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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/* As of version 0.5, SDL is loaded dynamically into the application */ |
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/** |
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* \name SDL_INIT_* |
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* |
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* These are the flags which may be passed to SDL_Init(). You should |
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* specify the subsystems which you will be using in your application. |
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*/ |
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/* @{ */ |
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#define SDL_INIT_TIMER 0x00000001u |
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#define SDL_INIT_AUDIO 0x00000010u |
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#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */ |
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#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */ |
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#define SDL_INIT_HAPTIC 0x00001000u |
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#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */ |
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#define SDL_INIT_EVENTS 0x00004000u |
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#define SDL_INIT_SENSOR 0x00008000u |
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#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */ |
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#define SDL_INIT_EVERYTHING ( \ |
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SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \ |
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SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \ |
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) |
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/* @} */ |
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/** |
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* Initialize the SDL library. |
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* |
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* SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the |
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* two may be used interchangeably. Though for readability of your code |
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* SDL_InitSubSystem() might be preferred. |
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* |
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* The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread) |
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* subsystems are initialized by default. Message boxes |
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* (SDL_ShowSimpleMessageBox) also attempt to work without initializing the |
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* video subsystem, in hopes of being useful in showing an error dialog when |
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* SDL_Init fails. You must specifically initialize other subsystems if you |
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* use them in your application. |
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* |
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* Logging (such as SDL_Log) works without initialization, too. |
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* |
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* `flags` may be any of the following OR'd together: |
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* |
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* - `SDL_INIT_TIMER`: timer subsystem |
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* - `SDL_INIT_AUDIO`: audio subsystem |
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* - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events |
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* subsystem |
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* - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the |
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* events subsystem |
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* - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem |
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* - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically |
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* initializes the joystick subsystem |
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* - `SDL_INIT_EVENTS`: events subsystem |
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* - `SDL_INIT_EVERYTHING`: all of the above subsystems |
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* - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored |
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* |
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* Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem() |
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* for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or |
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* call SDL_Quit() to force shutdown). If a subsystem is already loaded then |
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* this call will increase the ref-count and return. |
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* |
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* \param flags subsystem initialization flags |
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* \returns 0 on success or a negative error code on failure; call |
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* SDL_GetError() for more information. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_InitSubSystem |
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* \sa SDL_Quit |
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* \sa SDL_SetMainReady |
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* \sa SDL_WasInit |
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*/ |
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extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); |
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/** |
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* Compatibility function to initialize the SDL library. |
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* |
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* In SDL2, this function and SDL_Init() are interchangeable. |
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* |
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* \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
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* \returns 0 on success or a negative error code on failure; call |
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* SDL_GetError() for more information. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_Init |
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* \sa SDL_Quit |
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* \sa SDL_QuitSubSystem |
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*/ |
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extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); |
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/** |
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* Shut down specific SDL subsystems. |
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* |
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* If you start a subsystem using a call to that subsystem's init function |
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* (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(), |
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* SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use |
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* that subsystem's quit function (SDL_VideoQuit()) directly instead. But |
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* generally, you should not be using those functions directly anyhow; use |
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* SDL_Init() instead. |
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* |
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* You still need to call SDL_Quit() even if you close all open subsystems |
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* with SDL_QuitSubSystem(). |
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* |
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* \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_InitSubSystem |
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* \sa SDL_Quit |
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*/ |
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extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); |
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/** |
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* Get a mask of the specified subsystems which are currently initialized. |
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* |
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* \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
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* \returns a mask of all initialized subsystems if `flags` is 0, otherwise it |
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* returns the initialization status of the specified subsystems. |
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* |
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* The return value does not include SDL_INIT_NOPARACHUTE. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_Init |
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* \sa SDL_InitSubSystem |
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*/ |
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extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); |
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/** |
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* Clean up all initialized subsystems. |
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* |
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* You should call this function even if you have already shutdown each |
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* initialized subsystem with SDL_QuitSubSystem(). It is safe to call this |
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* function even in the case of errors in initialization. |
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* |
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* If you start a subsystem using a call to that subsystem's init function |
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* (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(), |
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* then you must use that subsystem's quit function (SDL_VideoQuit()) to shut |
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* it down before calling SDL_Quit(). But generally, you should not be using |
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* those functions directly anyhow; use SDL_Init() instead. |
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* |
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* You can use this function with atexit() to ensure that it is run when your |
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* application is shutdown, but it is not wise to do this from a library or |
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* other dynamically loaded code. |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
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* \sa SDL_Init |
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* \sa SDL_QuitSubSystem |
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*/ |
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extern DECLSPEC void SDLCALL SDL_Quit(void); |
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/* Ends C function definitions when using C++ */ |
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#ifdef __cplusplus |
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} |
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#endif |
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#include "close_code.h" |
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#endif /* SDL_h_ */ |
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/* vi: set ts=4 sw=4 expandtab: */
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