- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2017 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_haptic.h" 
- #include "SDL_hints.h" 
- #include "SDL_joystick.h" 
- #include "SDL_loadso.h" 
- #include "SDL_log.h" 
- #include "SDL_messagebox.h" 
- #include "SDL_mutex.h" 
- #include "SDL_power.h" 
- #include "SDL_render.h" 
- #include "SDL_rwops.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 "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_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 \ 
-             ) 
- /* @} */ 
-   
- /** 
-  *  This function initializes  the subsystems specified by \c flags 
-  */ 
- extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); 
-   
- /** 
-  *  This function initializes specific SDL subsystems 
-  * 
-  *  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. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); 
-   
- /** 
-  *  This function cleans up specific SDL subsystems 
-  */ 
- extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); 
-   
- /** 
-  *  This function returns a mask of the specified subsystems which have 
-  *  previously been initialized. 
-  * 
-  *  If \c flags is 0, it returns a mask of all initialized subsystems. 
-  */ 
- extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); 
-   
- /** 
-  *  This function cleans up all initialized subsystems. You should 
-  *  call it upon all exit conditions. 
-  */ 
- 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: */ 
-