SDL.h 4.0 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2018 Sam Lantinga <[email protected]>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * \file SDL.h
  20. *
  21. * Main include header for the SDL library
  22. */
  23. #ifndef SDL_h_
  24. #define SDL_h_
  25. #include "SDL_main.h"
  26. #include "SDL_stdinc.h"
  27. #include "SDL_assert.h"
  28. #include "SDL_atomic.h"
  29. #include "SDL_audio.h"
  30. #include "SDL_clipboard.h"
  31. #include "SDL_cpuinfo.h"
  32. #include "SDL_endian.h"
  33. #include "SDL_error.h"
  34. #include "SDL_events.h"
  35. #include "SDL_filesystem.h"
  36. #include "SDL_gamecontroller.h"
  37. #include "SDL_haptic.h"
  38. #include "SDL_hints.h"
  39. #include "SDL_joystick.h"
  40. #include "SDL_loadso.h"
  41. #include "SDL_log.h"
  42. #include "SDL_messagebox.h"
  43. #include "SDL_mutex.h"
  44. #include "SDL_power.h"
  45. #include "SDL_render.h"
  46. #include "SDL_rwops.h"
  47. #include "SDL_shape.h"
  48. #include "SDL_system.h"
  49. #include "SDL_thread.h"
  50. #include "SDL_timer.h"
  51. #include "SDL_version.h"
  52. #include "SDL_video.h"
  53. #include "begin_code.h"
  54. /* Set up for C function definitions, even when using C++ */
  55. #ifdef __cplusplus
  56. extern "C" {
  57. #endif
  58. /* As of version 0.5, SDL is loaded dynamically into the application */
  59. /**
  60. * \name SDL_INIT_*
  61. *
  62. * These are the flags which may be passed to SDL_Init(). You should
  63. * specify the subsystems which you will be using in your application.
  64. */
  65. /* @{ */
  66. #define SDL_INIT_TIMER 0x00000001u
  67. #define SDL_INIT_AUDIO 0x00000010u
  68. #define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
  69. #define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
  70. #define SDL_INIT_HAPTIC 0x00001000u
  71. #define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
  72. #define SDL_INIT_EVENTS 0x00004000u
  73. #define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
  74. #define SDL_INIT_EVERYTHING ( \
  75. SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
  76. SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
  77. )
  78. /* @} */
  79. /**
  80. * This function initializes the subsystems specified by \c flags
  81. */
  82. extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
  83. /**
  84. * This function initializes specific SDL subsystems
  85. *
  86. * Subsystem initialization is ref-counted, you must call
  87. * SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly
  88. * shutdown a subsystem manually (or call SDL_Quit() to force shutdown).
  89. * If a subsystem is already loaded then this call will
  90. * increase the ref-count and return.
  91. */
  92. extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
  93. /**
  94. * This function cleans up specific SDL subsystems
  95. */
  96. extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
  97. /**
  98. * This function returns a mask of the specified subsystems which have
  99. * previously been initialized.
  100. *
  101. * If \c flags is 0, it returns a mask of all initialized subsystems.
  102. */
  103. extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
  104. /**
  105. * This function cleans up all initialized subsystems. You should
  106. * call it upon all exit conditions.
  107. */
  108. extern DECLSPEC void SDLCALL SDL_Quit(void);
  109. /* Ends C function definitions when using C++ */
  110. #ifdef __cplusplus
  111. }
  112. #endif
  113. #include "close_code.h"
  114. #endif /* SDL_h_ */
  115. /* vi: set ts=4 sw=4 expandtab: */