- /* 
-   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: */ 
-