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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
-
- 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.
- */
-
- /**
- * \file SDL.h
- *
- * Main include header for the SDL library
- */
-
-
- #ifndef SDL_h_
- #define SDL_h_
-
- #include "SDL_main.h"
- #include "SDL_stdinc.h"
- #include "SDL_assert.h"
- #include "SDL_atomic.h"
- #include "SDL_audio.h"
- #include "SDL_clipboard.h"
- #include "SDL_cpuinfo.h"
- #include "SDL_endian.h"
- #include "SDL_error.h"
- #include "SDL_events.h"
- #include "SDL_filesystem.h"
- #include "SDL_gamecontroller.h"
- #include "SDL_guid.h"
- #include "SDL_haptic.h"
- #include "SDL_hidapi.h"
- #include "SDL_hints.h"
- #include "SDL_joystick.h"
- #include "SDL_loadso.h"
- #include "SDL_log.h"
- #include "SDL_messagebox.h"
- #include "SDL_metal.h"
- #include "SDL_mutex.h"
- #include "SDL_power.h"
- #include "SDL_render.h"
- #include "SDL_rwops.h"
- #include "SDL_sensor.h"
- #include "SDL_shape.h"
- #include "SDL_system.h"
- #include "SDL_thread.h"
- #include "SDL_timer.h"
- #include "SDL_version.h"
- #include "SDL_video.h"
- #include "SDL_locale.h"
- #include "SDL_misc.h"
-
- #include "begin_code.h"
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
-
- /* As of version 0.5, SDL is loaded dynamically into the application */
-
- /**
- * \name SDL_INIT_*
- *
- * These are the flags which may be passed to SDL_Init(). You should
- * specify the subsystems which you will be using in your application.
- */
- /* @{ */
- #define SDL_INIT_TIMER 0x00000001u
- #define SDL_INIT_AUDIO 0x00000010u
- #define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
- #define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
- #define SDL_INIT_HAPTIC 0x00001000u
- #define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
- #define SDL_INIT_EVENTS 0x00004000u
- #define SDL_INIT_SENSOR 0x00008000u
- #define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
- #define SDL_INIT_EVERYTHING ( \
- SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
- SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
- )
- /* @} */
-
- /**
- * Initialize the SDL library.
- *
- * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
- * two may be used interchangeably. Though for readability of your code
- * SDL_InitSubSystem() might be preferred.
- *
- * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
- * subsystems are initialized by default. Message boxes
- * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
- * video subsystem, in hopes of being useful in showing an error dialog when
- * SDL_Init fails. You must specifically initialize other subsystems if you
- * use them in your application.
- *
- * Logging (such as SDL_Log) works without initialization, too.
- *
- * `flags` may be any of the following OR'd together:
- *
- * - `SDL_INIT_TIMER`: timer subsystem
- * - `SDL_INIT_AUDIO`: audio subsystem
- * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
- * subsystem
- * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
- * events subsystem
- * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
- * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
- * initializes the joystick subsystem
- * - `SDL_INIT_EVENTS`: events subsystem
- * - `SDL_INIT_EVERYTHING`: all of the above subsystems
- * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
- *
- * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
- * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
- * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
- * this call will increase the ref-count and return.
- *
- * \param flags subsystem initialization flags
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_InitSubSystem
- * \sa SDL_Quit
- * \sa SDL_SetMainReady
- * \sa SDL_WasInit
- */
- extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
-
- /**
- * Compatibility function to initialize the SDL library.
- *
- * In SDL2, this function and SDL_Init() are interchangeable.
- *
- * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_Init
- * \sa SDL_Quit
- * \sa SDL_QuitSubSystem
- */
- extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
-
- /**
- * Shut down specific SDL subsystems.
- *
- * If you start a subsystem using a call to that subsystem's init function
- * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
- * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
- * that subsystem's quit function (SDL_VideoQuit()) directly instead. But
- * generally, you should not be using those functions directly anyhow; use
- * SDL_Init() instead.
- *
- * You still need to call SDL_Quit() even if you close all open subsystems
- * with SDL_QuitSubSystem().
- *
- * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_InitSubSystem
- * \sa SDL_Quit
- */
- extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
-
- /**
- * Get a mask of the specified subsystems which are currently initialized.
- *
- * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
- * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
- * returns the initialization status of the specified subsystems.
- *
- * The return value does not include SDL_INIT_NOPARACHUTE.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_Init
- * \sa SDL_InitSubSystem
- */
- extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
-
- /**
- * Clean up all initialized subsystems.
- *
- * You should call this function even if you have already shutdown each
- * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
- * function even in the case of errors in initialization.
- *
- * If you start a subsystem using a call to that subsystem's init function
- * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
- * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
- * it down before calling SDL_Quit(). But generally, you should not be using
- * those functions directly anyhow; use SDL_Init() instead.
- *
- * You can use this function with atexit() to ensure that it is run when your
- * application is shutdown, but it is not wise to do this from a library or
- * other dynamically loaded code.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_Init
- * \sa SDL_QuitSubSystem
- */
- extern DECLSPEC void SDLCALL SDL_Quit(void);
-
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include "close_code.h"
-
- #endif /* SDL_h_ */
-
- /* vi: set ts=4 sw=4 expandtab: */
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