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| Rev | Author | Line No. | Line |
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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: */ |