1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2021 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_haptic.h"
45#include "SDL_hints.h"
46#include "SDL_joystick.h"
47#include "SDL_loadso.h"
48#include "SDL_log.h"
49#include "SDL_messagebox.h"
50#include "SDL_metal.h"
51#include "SDL_mutex.h"
52#include "SDL_power.h"
53#include "SDL_render.h"
54#include "SDL_rwops.h"
55#include "SDL_sensor.h"
56#include "SDL_shape.h"
57#include "SDL_system.h"
58#include "SDL_thread.h"
59#include "SDL_timer.h"
60#include "SDL_version.h"
61#include "SDL_video.h"
62#include "SDL_locale.h"
63#include "SDL_misc.h"
64
65#include "begin_code.h"
66/* Set up for C function definitions, even when using C++ */
67#ifdef __cplusplus
68extern "C" {
69#endif
70
71/* As of version 0.5, SDL is loaded dynamically into the application */
72
73/**
74 * \name SDL_INIT_*
75 *
76 * These are the flags which may be passed to SDL_Init(). You should
77 * specify the subsystems which you will be using in your application.
78 */
79/* @{ */
80#define SDL_INIT_TIMER 0x00000001u
81#define SDL_INIT_AUDIO 0x00000010u
82#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
83#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
84#define SDL_INIT_HAPTIC 0x00001000u
85#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
86#define SDL_INIT_EVENTS 0x00004000u
87#define SDL_INIT_SENSOR 0x00008000u
88#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
89#define SDL_INIT_EVERYTHING ( \
90 SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
91 SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
92 )
93/* @} */
94
95/**
96 * Initialize the SDL library.
97 *
98 * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
99 * two may be used interchangeably. Though for readability of your code
100 * SDL_InitSubSystem() might be preferred.
101 *
102 * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
103 * subsystems are initialized by default. Message boxes
104 * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
105 * video subsystem, in hopes of being useful in showing an error dialog when
106 * SDL_Init fails. You must specifically initialize other subsystems if you
107 * use them in your application.
108 *
109 * Logging (such as SDL_Log) works without initialization, too.
110 *
111 * `flags` may be any of the following OR'd together:
112 *
113 * - `SDL_INIT_TIMER`: timer subsystem
114 * - `SDL_INIT_AUDIO`: audio subsystem
115 * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
116 * subsystem
117 * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
118 * events subsystem
119 * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
120 * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
121 * initializes the joystick subsystem
122 * - `SDL_INIT_EVENTS`: events subsystem
123 * - `SDL_INIT_EVERYTHING`: all of the above subsystems
124 * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
125 *
126 * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
127 * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
128 * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
129 * this call will increase the ref-count and return.
130 *
131 * \param flags subsystem initialization flags
132 * \returns 0 on success or a negative error code on failure; call
133 * SDL_GetError() for more information.
134 *
135 * \sa SDL_InitSubSystem
136 * \sa SDL_Quit
137 * \sa SDL_SetMainReady
138 * \sa SDL_WasInit
139 */
140extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
141
142/**
143 * Compatibility function to initialize the SDL library.
144 *
145 * In SDL2, this function and SDL_Init() are interchangeable.
146 *
147 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
148 * \returns 0 on success or a negative error code on failure; call
149 * SDL_GetError() for more information.
150 *
151 * \sa SDL_Init
152 * \sa SDL_Quit
153 * \sa SDL_QuitSubSystem
154 */
155extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
156
157/**
158 * Shut down specific SDL subsystems.
159 *
160 * If you start a subsystem using a call to that subsystem's init function
161 * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
162 * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
163 * that subsystem's quit function (SDL_VideoQuit()) directly instead. But
164 * generally, you should not be using those functions directly anyhow; use
165 * SDL_Init() instead.
166 *
167 * You still need to call SDL_Quit() even if you close all open subsystems
168 * with SDL_QuitSubSystem().
169 *
170 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
171 *
172 * \sa SDL_InitSubSystem
173 * \sa SDL_Quit
174 */
175extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
176
177/**
178 * Get a mask of the specified subsystems which are currently initialized.
179 *
180 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
181 * \returns If `flags` is 0 it returns a mask of all initialized subsystems,
182 * otherwise it returns the initialization status of the specified
183 * subsystems.
184 *
185 * The return value does not include SDL_INIT_NOPARACHUTE.
186 *
187 * \sa SDL_Init
188 * \sa SDL_InitSubSystem
189 */
190extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
191
192/**
193 * Clean up all initialized subsystems.
194 *
195 * You should call this function even if you have already shutdown each
196 * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
197 * function even in the case of errors in initialization.
198 *
199 * If you start a subsystem using a call to that subsystem's init function
200 * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
201 * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
202 * it down before calling SDL_Quit(). But generally, you should not be using
203 * those functions directly anyhow; use SDL_Init() instead.
204 *
205 * You can use this function with atexit() to ensure that it is run when your
206 * application is shutdown, but it is not wise to do this from a library or
207 * other dynamically loaded code.
208 *
209 * \sa SDL_Init
210 * \sa SDL_QuitSubSystem
211 */
212extern DECLSPEC void SDLCALL SDL_Quit(void);
213
214/* Ends C function definitions when using C++ */
215#ifdef __cplusplus
216}
217#endif
218#include "close_code.h"
219
220#endif /* SDL_h_ */
221
222/* vi: set ts=4 sw=4 expandtab: */
223