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11 | pmbaty | 1 | /* |
2 | Simple DirectMedia Layer |
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3 | Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> |
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4 | |||
5 | This software is provided 'as-is', without any express or implied |
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6 | warranty. In no event will the authors be held liable for any damages |
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7 | arising from the use of this software. |
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8 | |||
9 | Permission is granted to anyone to use this software for any purpose, |
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10 | including commercial applications, and to alter it and redistribute it |
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11 | freely, subject to the following restrictions: |
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12 | |||
13 | 1. The origin of this software must not be misrepresented; you must not |
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14 | claim that you wrote the original software. If you use this software |
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15 | in a product, an acknowledgment in the product documentation would be |
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16 | appreciated but is not required. |
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17 | 2. Altered source versions must be plainly marked as such, and must not be |
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18 | misrepresented as being the original software. |
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19 | 3. This notice may not be removed or altered from any source distribution. |
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20 | */ |
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21 | |||
22 | /** |
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23 | * \file SDL.h |
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24 | * |
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25 | * Main include header for the SDL library |
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26 | */ |
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27 | |||
28 | |||
29 | #ifndef SDL_h_ |
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30 | #define SDL_h_ |
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31 | |||
32 | #include "SDL_main.h" |
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33 | #include "SDL_stdinc.h" |
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34 | #include "SDL_assert.h" |
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35 | #include "SDL_atomic.h" |
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36 | #include "SDL_audio.h" |
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37 | #include "SDL_clipboard.h" |
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38 | #include "SDL_cpuinfo.h" |
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39 | #include "SDL_endian.h" |
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40 | #include "SDL_error.h" |
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41 | #include "SDL_events.h" |
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42 | #include "SDL_filesystem.h" |
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43 | #include "SDL_gamecontroller.h" |
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44 | #include "SDL_guid.h" |
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45 | #include "SDL_haptic.h" |
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46 | #include "SDL_hidapi.h" |
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47 | #include "SDL_hints.h" |
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48 | #include "SDL_joystick.h" |
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49 | #include "SDL_loadso.h" |
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50 | #include "SDL_log.h" |
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51 | #include "SDL_messagebox.h" |
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52 | #include "SDL_metal.h" |
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53 | #include "SDL_mutex.h" |
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54 | #include "SDL_power.h" |
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55 | #include "SDL_render.h" |
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56 | #include "SDL_rwops.h" |
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57 | #include "SDL_sensor.h" |
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58 | #include "SDL_shape.h" |
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59 | #include "SDL_system.h" |
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60 | #include "SDL_thread.h" |
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61 | #include "SDL_timer.h" |
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62 | #include "SDL_version.h" |
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63 | #include "SDL_video.h" |
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64 | #include "SDL_locale.h" |
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65 | #include "SDL_misc.h" |
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66 | |||
67 | #include "begin_code.h" |
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68 | /* Set up for C function definitions, even when using C++ */ |
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69 | #ifdef __cplusplus |
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70 | extern "C" { |
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71 | #endif |
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72 | |||
73 | /* As of version 0.5, SDL is loaded dynamically into the application */ |
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74 | |||
75 | /** |
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76 | * \name SDL_INIT_* |
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77 | * |
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78 | * These are the flags which may be passed to SDL_Init(). You should |
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79 | * specify the subsystems which you will be using in your application. |
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80 | */ |
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81 | /* @{ */ |
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82 | #define SDL_INIT_TIMER 0x00000001u |
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83 | #define SDL_INIT_AUDIO 0x00000010u |
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84 | #define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */ |
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85 | #define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */ |
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86 | #define SDL_INIT_HAPTIC 0x00001000u |
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87 | #define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */ |
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88 | #define SDL_INIT_EVENTS 0x00004000u |
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89 | #define SDL_INIT_SENSOR 0x00008000u |
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90 | #define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */ |
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91 | #define SDL_INIT_EVERYTHING ( \ |
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92 | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \ |
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93 | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \ |
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94 | ) |
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95 | /* @} */ |
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96 | |||
97 | /** |
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98 | * Initialize the SDL library. |
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99 | * |
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100 | * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the |
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101 | * two may be used interchangeably. Though for readability of your code |
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102 | * SDL_InitSubSystem() might be preferred. |
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103 | * |
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104 | * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread) |
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105 | * subsystems are initialized by default. Message boxes |
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106 | * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the |
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107 | * video subsystem, in hopes of being useful in showing an error dialog when |
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108 | * SDL_Init fails. You must specifically initialize other subsystems if you |
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109 | * use them in your application. |
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110 | * |
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111 | * Logging (such as SDL_Log) works without initialization, too. |
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112 | * |
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113 | * `flags` may be any of the following OR'd together: |
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114 | * |
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115 | * - `SDL_INIT_TIMER`: timer subsystem |
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116 | * - `SDL_INIT_AUDIO`: audio subsystem |
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117 | * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events |
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118 | * subsystem |
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119 | * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the |
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120 | * events subsystem |
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121 | * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem |
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122 | * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically |
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123 | * initializes the joystick subsystem |
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124 | * - `SDL_INIT_EVENTS`: events subsystem |
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125 | * - `SDL_INIT_EVERYTHING`: all of the above subsystems |
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126 | * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored |
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127 | * |
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128 | * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem() |
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129 | * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or |
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130 | * call SDL_Quit() to force shutdown). If a subsystem is already loaded then |
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131 | * this call will increase the ref-count and return. |
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132 | * |
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133 | * \param flags subsystem initialization flags |
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134 | * \returns 0 on success or a negative error code on failure; call |
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135 | * SDL_GetError() for more information. |
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136 | * |
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137 | * \since This function is available since SDL 2.0.0. |
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138 | * |
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139 | * \sa SDL_InitSubSystem |
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140 | * \sa SDL_Quit |
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141 | * \sa SDL_SetMainReady |
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142 | * \sa SDL_WasInit |
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143 | */ |
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144 | extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); |
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145 | |||
146 | /** |
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147 | * Compatibility function to initialize the SDL library. |
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148 | * |
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149 | * In SDL2, this function and SDL_Init() are interchangeable. |
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150 | * |
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151 | * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
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152 | * \returns 0 on success or a negative error code on failure; call |
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153 | * SDL_GetError() for more information. |
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154 | * |
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155 | * \since This function is available since SDL 2.0.0. |
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156 | * |
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157 | * \sa SDL_Init |
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158 | * \sa SDL_Quit |
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159 | * \sa SDL_QuitSubSystem |
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160 | */ |
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161 | extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); |
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162 | |||
163 | /** |
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164 | * Shut down specific SDL subsystems. |
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165 | * |
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166 | * If you start a subsystem using a call to that subsystem's init function |
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167 | * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(), |
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168 | * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use |
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169 | * that subsystem's quit function (SDL_VideoQuit()) directly instead. But |
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170 | * generally, you should not be using those functions directly anyhow; use |
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171 | * SDL_Init() instead. |
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172 | * |
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173 | * You still need to call SDL_Quit() even if you close all open subsystems |
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174 | * with SDL_QuitSubSystem(). |
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175 | * |
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176 | * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
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177 | * |
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178 | * \since This function is available since SDL 2.0.0. |
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179 | * |
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180 | * \sa SDL_InitSubSystem |
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181 | * \sa SDL_Quit |
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182 | */ |
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183 | extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); |
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184 | |||
185 | /** |
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186 | * Get a mask of the specified subsystems which are currently initialized. |
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187 | * |
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188 | * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
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189 | * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it |
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190 | * returns the initialization status of the specified subsystems. |
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191 | * |
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192 | * The return value does not include SDL_INIT_NOPARACHUTE. |
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193 | * |
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194 | * \since This function is available since SDL 2.0.0. |
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195 | * |
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196 | * \sa SDL_Init |
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197 | * \sa SDL_InitSubSystem |
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198 | */ |
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199 | extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); |
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200 | |||
201 | /** |
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202 | * Clean up all initialized subsystems. |
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203 | * |
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204 | * You should call this function even if you have already shutdown each |
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205 | * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this |
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206 | * function even in the case of errors in initialization. |
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207 | * |
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208 | * If you start a subsystem using a call to that subsystem's init function |
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209 | * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(), |
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210 | * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut |
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211 | * it down before calling SDL_Quit(). But generally, you should not be using |
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212 | * those functions directly anyhow; use SDL_Init() instead. |
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213 | * |
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214 | * You can use this function with atexit() to ensure that it is run when your |
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215 | * application is shutdown, but it is not wise to do this from a library or |
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216 | * other dynamically loaded code. |
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217 | * |
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218 | * \since This function is available since SDL 2.0.0. |
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219 | * |
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220 | * \sa SDL_Init |
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221 | * \sa SDL_QuitSubSystem |
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222 | */ |
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223 | extern DECLSPEC void SDLCALL SDL_Quit(void); |
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224 | |||
225 | /* Ends C function definitions when using C++ */ |
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226 | #ifdef __cplusplus |
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227 | } |
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228 | #endif |
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229 | #include "close_code.h" |
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230 | |||
231 | #endif /* SDL_h_ */ |
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232 | |||
233 | /* vi: set ts=4 sw=4 expandtab: */ |