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 |
68 | extern "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 | */ |
140 | extern 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 | */ |
155 | extern 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 | */ |
175 | extern 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 | */ |
190 | extern 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 | */ |
212 | extern 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 | |