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  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: */
  234.