| /* | |
| 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: */ |