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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2020 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_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 \
- )
- /* @} */
- /**
- * 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: */
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