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