1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2025 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 | * # CategoryInit |
24 | * |
25 | * All SDL programs need to initialize the library before starting to work |
26 | * with it. |
27 | * |
28 | * Almost everything can simply call SDL_Init() near startup, with a handful |
29 | * of flags to specify subsystems to touch. These are here to make sure SDL |
30 | * does not even attempt to touch low-level pieces of the operating system |
31 | * that you don't intend to use. For example, you might be using SDL for video |
32 | * and input but chose an external library for audio, and in this case you |
33 | * would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that |
34 | * external library has complete control. |
35 | * |
36 | * Most apps, when terminating, should call SDL_Quit(). This will clean up |
37 | * (nearly) everything that SDL might have allocated, and crucially, it'll |
38 | * make sure that the display's resolution is back to what the user expects if |
39 | * you had previously changed it for your game. |
40 | * |
41 | * SDL3 apps are strongly encouraged to call SDL_SetAppMetadata() at startup |
42 | * to fill in details about the program. This is completely optional, but it |
43 | * helps in small ways (we can provide an About dialog box for the macOS menu, |
44 | * we can name the app in the system's audio mixer, etc). Those that want to |
45 | * provide a _lot_ of information should look at the more-detailed |
46 | * SDL_SetAppMetadataProperty(). |
47 | */ |
48 | |
49 | #ifndef SDL_init_h_ |
50 | #define SDL_init_h_ |
51 | |
52 | #include <SDL3/SDL_stdinc.h> |
53 | #include <SDL3/SDL_error.h> |
54 | #include <SDL3/SDL_events.h> |
55 | |
56 | #include <SDL3/SDL_begin_code.h> |
57 | /* Set up for C function definitions, even when using C++ */ |
58 | #ifdef __cplusplus |
59 | extern "C" { |
60 | #endif |
61 | |
62 | /* As of version 0.5, SDL is loaded dynamically into the application */ |
63 | |
64 | /** |
65 | * Initialization flags for SDL_Init and/or SDL_InitSubSystem |
66 | * |
67 | * These are the flags which may be passed to SDL_Init(). You should specify |
68 | * the subsystems which you will be using in your application. |
69 | * |
70 | * \since This datatype is available since SDL 3.2.0. |
71 | * |
72 | * \sa SDL_Init |
73 | * \sa SDL_Quit |
74 | * \sa SDL_InitSubSystem |
75 | * \sa SDL_QuitSubSystem |
76 | * \sa SDL_WasInit |
77 | */ |
78 | typedef Uint32 SDL_InitFlags; |
79 | |
80 | #define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */ |
81 | #define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS`, should be initialized on the main thread */ |
82 | #define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS`, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don't set SDL_HINT_JOYSTICK_THREAD */ |
83 | #define SDL_INIT_HAPTIC 0x00001000u |
84 | #define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */ |
85 | #define SDL_INIT_EVENTS 0x00004000u |
86 | #define SDL_INIT_SENSOR 0x00008000u /**< `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` */ |
87 | #define SDL_INIT_CAMERA 0x00010000u /**< `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` */ |
88 | |
89 | /** |
90 | * Return values for optional main callbacks. |
91 | * |
92 | * Returning SDL_APP_SUCCESS or SDL_APP_FAILURE from SDL_AppInit, |
93 | * SDL_AppEvent, or SDL_AppIterate will terminate the program and report |
94 | * success/failure to the operating system. What that means is |
95 | * platform-dependent. On Unix, for example, on success, the process error |
96 | * code will be zero, and on failure it will be 1. This interface doesn't |
97 | * allow you to return specific exit codes, just whether there was an error |
98 | * generally or not. |
99 | * |
100 | * Returning SDL_APP_CONTINUE from these functions will let the app continue |
101 | * to run. |
102 | * |
103 | * See |
104 | * [Main callbacks in SDL3](https://wiki.libsdl.org/SDL3/README/main-functions#main-callbacks-in-sdl3) |
105 | * for complete details. |
106 | * |
107 | * \since This enum is available since SDL 3.2.0. |
108 | */ |
109 | typedef enum SDL_AppResult |
110 | { |
111 | SDL_APP_CONTINUE, /**< Value that requests that the app continue from the main callbacks. */ |
112 | SDL_APP_SUCCESS, /**< Value that requests termination with success from the main callbacks. */ |
113 | SDL_APP_FAILURE /**< Value that requests termination with error from the main callbacks. */ |
114 | } SDL_AppResult; |
115 | |
116 | /** |
117 | * Function pointer typedef for SDL_AppInit. |
118 | * |
119 | * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind |
120 | * the scenes for apps using the optional main callbacks. Apps that want to |
121 | * use this should just implement SDL_AppInit directly. |
122 | * |
123 | * \param appstate a place where the app can optionally store a pointer for |
124 | * future use. |
125 | * \param argc the standard ANSI C main's argc; number of elements in `argv`. |
126 | * \param argv the standard ANSI C main's argv; array of command line |
127 | * arguments. |
128 | * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to |
129 | * terminate with success, SDL_APP_CONTINUE to continue. |
130 | * |
131 | * \since This datatype is available since SDL 3.2.0. |
132 | */ |
133 | typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]); |
134 | |
135 | /** |
136 | * Function pointer typedef for SDL_AppIterate. |
137 | * |
138 | * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind |
139 | * the scenes for apps using the optional main callbacks. Apps that want to |
140 | * use this should just implement SDL_AppIterate directly. |
141 | * |
142 | * \param appstate an optional pointer, provided by the app in SDL_AppInit. |
143 | * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to |
144 | * terminate with success, SDL_APP_CONTINUE to continue. |
145 | * |
146 | * \since This datatype is available since SDL 3.2.0. |
147 | */ |
148 | typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate); |
149 | |
150 | /** |
151 | * Function pointer typedef for SDL_AppEvent. |
152 | * |
153 | * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind |
154 | * the scenes for apps using the optional main callbacks. Apps that want to |
155 | * use this should just implement SDL_AppEvent directly. |
156 | * |
157 | * \param appstate an optional pointer, provided by the app in SDL_AppInit. |
158 | * \param event the new event for the app to examine. |
159 | * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to |
160 | * terminate with success, SDL_APP_CONTINUE to continue. |
161 | * |
162 | * \since This datatype is available since SDL 3.2.0. |
163 | */ |
164 | typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, SDL_Event *event); |
165 | |
166 | /** |
167 | * Function pointer typedef for SDL_AppQuit. |
168 | * |
169 | * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind |
170 | * the scenes for apps using the optional main callbacks. Apps that want to |
171 | * use this should just implement SDL_AppEvent directly. |
172 | * |
173 | * \param appstate an optional pointer, provided by the app in SDL_AppInit. |
174 | * \param result the result code that terminated the app (success or failure). |
175 | * |
176 | * \since This datatype is available since SDL 3.2.0. |
177 | */ |
178 | typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate, SDL_AppResult result); |
179 | |
180 | |
181 | /** |
182 | * Initialize the SDL library. |
183 | * |
184 | * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the |
185 | * two may be used interchangeably. Though for readability of your code |
186 | * SDL_InitSubSystem() might be preferred. |
187 | * |
188 | * The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread) |
189 | * subsystems are initialized by default. Message boxes |
190 | * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the |
191 | * video subsystem, in hopes of being useful in showing an error dialog when |
192 | * SDL_Init fails. You must specifically initialize other subsystems if you |
193 | * use them in your application. |
194 | * |
195 | * Logging (such as SDL_Log) works without initialization, too. |
196 | * |
197 | * `flags` may be any of the following OR'd together: |
198 | * |
199 | * - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events |
200 | * subsystem |
201 | * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events |
202 | * subsystem, should be initialized on the main thread. |
203 | * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the |
204 | * events subsystem |
205 | * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem |
206 | * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the |
207 | * joystick subsystem |
208 | * - `SDL_INIT_EVENTS`: events subsystem |
209 | * - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events |
210 | * subsystem |
211 | * - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events |
212 | * subsystem |
213 | * |
214 | * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem() |
215 | * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or |
216 | * call SDL_Quit() to force shutdown). If a subsystem is already loaded then |
217 | * this call will increase the ref-count and return. |
218 | * |
219 | * Consider reporting some basic metadata about your application before |
220 | * calling SDL_Init, using either SDL_SetAppMetadata() or |
221 | * SDL_SetAppMetadataProperty(). |
222 | * |
223 | * \param flags subsystem initialization flags. |
224 | * \returns true on success or false on failure; call SDL_GetError() for more |
225 | * information. |
226 | * |
227 | * \since This function is available since SDL 3.2.0. |
228 | * |
229 | * \sa SDL_SetAppMetadata |
230 | * \sa SDL_SetAppMetadataProperty |
231 | * \sa SDL_InitSubSystem |
232 | * \sa SDL_Quit |
233 | * \sa SDL_SetMainReady |
234 | * \sa SDL_WasInit |
235 | */ |
236 | extern SDL_DECLSPEC bool SDLCALL SDL_Init(SDL_InitFlags flags); |
237 | |
238 | /** |
239 | * Compatibility function to initialize the SDL library. |
240 | * |
241 | * This function and SDL_Init() are interchangeable. |
242 | * |
243 | * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
244 | * \returns true on success or false on failure; call SDL_GetError() for more |
245 | * information. |
246 | * |
247 | * \since This function is available since SDL 3.2.0. |
248 | * |
249 | * \sa SDL_Init |
250 | * \sa SDL_Quit |
251 | * \sa SDL_QuitSubSystem |
252 | */ |
253 | extern SDL_DECLSPEC bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags); |
254 | |
255 | /** |
256 | * Shut down specific SDL subsystems. |
257 | * |
258 | * You still need to call SDL_Quit() even if you close all open subsystems |
259 | * with SDL_QuitSubSystem(). |
260 | * |
261 | * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
262 | * |
263 | * \since This function is available since SDL 3.2.0. |
264 | * |
265 | * \sa SDL_InitSubSystem |
266 | * \sa SDL_Quit |
267 | */ |
268 | extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags); |
269 | |
270 | /** |
271 | * Get a mask of the specified subsystems which are currently initialized. |
272 | * |
273 | * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
274 | * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it |
275 | * returns the initialization status of the specified subsystems. |
276 | * |
277 | * \since This function is available since SDL 3.2.0. |
278 | * |
279 | * \sa SDL_Init |
280 | * \sa SDL_InitSubSystem |
281 | */ |
282 | extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags); |
283 | |
284 | /** |
285 | * Clean up all initialized subsystems. |
286 | * |
287 | * You should call this function even if you have already shutdown each |
288 | * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this |
289 | * function even in the case of errors in initialization. |
290 | * |
291 | * You can use this function with atexit() to ensure that it is run when your |
292 | * application is shutdown, but it is not wise to do this from a library or |
293 | * other dynamically loaded code. |
294 | * |
295 | * \since This function is available since SDL 3.2.0. |
296 | * |
297 | * \sa SDL_Init |
298 | * \sa SDL_QuitSubSystem |
299 | */ |
300 | extern SDL_DECLSPEC void SDLCALL SDL_Quit(void); |
301 | |
302 | /** |
303 | * Return whether this is the main thread. |
304 | * |
305 | * On Apple platforms, the main thread is the thread that runs your program's |
306 | * main() entry point. On other platforms, the main thread is the one that |
307 | * calls SDL_Init(SDL_INIT_VIDEO), which should usually be the one that runs |
308 | * your program's main() entry point. If you are using the main callbacks, |
309 | * SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit() are all called on the |
310 | * main thread. |
311 | * |
312 | * \returns true if this thread is the main thread, or false otherwise. |
313 | * |
314 | * \threadsafety It is safe to call this function from any thread. |
315 | * |
316 | * \since This function is available since SDL 3.2.0. |
317 | * |
318 | * \sa SDL_RunOnMainThread |
319 | */ |
320 | extern SDL_DECLSPEC bool SDLCALL SDL_IsMainThread(void); |
321 | |
322 | /** |
323 | * Callback run on the main thread. |
324 | * |
325 | * \param userdata an app-controlled pointer that is passed to the callback. |
326 | * |
327 | * \since This datatype is available since SDL 3.2.0. |
328 | * |
329 | * \sa SDL_RunOnMainThread |
330 | */ |
331 | typedef void (SDLCALL *SDL_MainThreadCallback)(void *userdata); |
332 | |
333 | /** |
334 | * Call a function on the main thread during event processing. |
335 | * |
336 | * If this is called on the main thread, the callback is executed immediately. |
337 | * If this is called on another thread, this callback is queued for execution |
338 | * on the main thread during event processing. |
339 | * |
340 | * Be careful of deadlocks when using this functionality. You should not have |
341 | * the main thread wait for the current thread while this function is being |
342 | * called with `wait_complete` true. |
343 | * |
344 | * \param callback the callback to call on the main thread. |
345 | * \param userdata a pointer that is passed to `callback`. |
346 | * \param wait_complete true to wait for the callback to complete, false to |
347 | * return immediately. |
348 | * \returns true on success or false on failure; call SDL_GetError() for more |
349 | * information. |
350 | * |
351 | * \threadsafety It is safe to call this function from any thread. |
352 | * |
353 | * \since This function is available since SDL 3.2.0. |
354 | * |
355 | * \sa SDL_IsMainThread |
356 | */ |
357 | extern SDL_DECLSPEC bool SDLCALL SDL_RunOnMainThread(SDL_MainThreadCallback callback, void *userdata, bool wait_complete); |
358 | |
359 | /** |
360 | * Specify basic metadata about your app. |
361 | * |
362 | * You can optionally provide metadata about your app to SDL. This is not |
363 | * required, but strongly encouraged. |
364 | * |
365 | * There are several locations where SDL can make use of metadata (an "About" |
366 | * box in the macOS menu bar, the name of the app can be shown on some audio |
367 | * mixers, etc). Any piece of metadata can be left as NULL, if a specific |
368 | * detail doesn't make sense for the app. |
369 | * |
370 | * This function should be called as early as possible, before SDL_Init. |
371 | * Multiple calls to this function are allowed, but various state might not |
372 | * change once it has been set up with a previous call to this function. |
373 | * |
374 | * Passing a NULL removes any previous metadata. |
375 | * |
376 | * This is a simplified interface for the most important information. You can |
377 | * supply significantly more detailed metadata with |
378 | * SDL_SetAppMetadataProperty(). |
379 | * |
380 | * \param appname The name of the application ("My Game 2: Bad Guy's |
381 | * Revenge!"). |
382 | * \param appversion The version of the application ("1.0.0beta5" or a git |
383 | * hash, or whatever makes sense). |
384 | * \param appidentifier A unique string in reverse-domain format that |
385 | * identifies this app ("com.example.mygame2"). |
386 | * \returns true on success or false on failure; call SDL_GetError() for more |
387 | * information. |
388 | * |
389 | * \threadsafety It is safe to call this function from any thread. |
390 | * |
391 | * \since This function is available since SDL 3.2.0. |
392 | * |
393 | * \sa SDL_SetAppMetadataProperty |
394 | */ |
395 | extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier); |
396 | |
397 | /** |
398 | * Specify metadata about your app through a set of properties. |
399 | * |
400 | * You can optionally provide metadata about your app to SDL. This is not |
401 | * required, but strongly encouraged. |
402 | * |
403 | * There are several locations where SDL can make use of metadata (an "About" |
404 | * box in the macOS menu bar, the name of the app can be shown on some audio |
405 | * mixers, etc). Any piece of metadata can be left out, if a specific detail |
406 | * doesn't make sense for the app. |
407 | * |
408 | * This function should be called as early as possible, before SDL_Init. |
409 | * Multiple calls to this function are allowed, but various state might not |
410 | * change once it has been set up with a previous call to this function. |
411 | * |
412 | * Once set, this metadata can be read using SDL_GetAppMetadataProperty(). |
413 | * |
414 | * These are the supported properties: |
415 | * |
416 | * - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of the |
417 | * application, like "My Game 2: Bad Guy's Revenge!". This will show up |
418 | * anywhere the OS shows the name of the application separately from window |
419 | * titles, such as volume control applets, etc. This defaults to "SDL |
420 | * Application". |
421 | * - `SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is |
422 | * running; there are no rules on format, so "1.0.3beta2" and "April 22nd, |
423 | * 2024" and a git hash are all valid options. This has no default. |
424 | * - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that |
425 | * identifies this app. This must be in reverse-domain format, like |
426 | * "com.example.mygame2". This string is used by desktop compositors to |
427 | * identify and group windows together, as well as match applications with |
428 | * associated desktop settings and icons. If you plan to package your |
429 | * application in a container such as Flatpak, the app ID should match the |
430 | * name of your Flatpak container as well. This has no default. |
431 | * - `SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name of the |
432 | * creator/developer/maker of this app, like "MojoWorkshop, LLC" |
433 | * - `SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright |
434 | * notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this |
435 | * to one line, don't paste a copy of a whole software license in here. This |
436 | * has no default. |
437 | * - `SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe a |
438 | * product page, or a storefront, or even a GitHub repository, for user's |
439 | * further information This has no default. |
440 | * - `SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is. |
441 | * Currently this string can be "game" for a video game, "mediaplayer" for a |
442 | * media player, or generically "application" if nothing else applies. |
443 | * Future versions of SDL might add new types. This defaults to |
444 | * "application". |
445 | * |
446 | * \param name the name of the metadata property to set. |
447 | * \param value the value of the property, or NULL to remove that property. |
448 | * \returns true on success or false on failure; call SDL_GetError() for more |
449 | * information. |
450 | * |
451 | * \threadsafety It is safe to call this function from any thread. |
452 | * |
453 | * \since This function is available since SDL 3.2.0. |
454 | * |
455 | * \sa SDL_GetAppMetadataProperty |
456 | * \sa SDL_SetAppMetadata |
457 | */ |
458 | extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value); |
459 | |
460 | #define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name" |
461 | #define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version" |
462 | #define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier" |
463 | #define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator" |
464 | #define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright" |
465 | #define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url" |
466 | #define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type" |
467 | |
468 | /** |
469 | * Get metadata about your app. |
470 | * |
471 | * This returns metadata previously set using SDL_SetAppMetadata() or |
472 | * SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list |
473 | * of available properties and their meanings. |
474 | * |
475 | * \param name the name of the metadata property to get. |
476 | * \returns the current value of the metadata property, or the default if it |
477 | * is not set, NULL for properties with no default. |
478 | * |
479 | * \threadsafety It is safe to call this function from any thread, although |
480 | * the string returned is not protected and could potentially be |
481 | * freed if you call SDL_SetAppMetadataProperty() to set that |
482 | * property from another thread. |
483 | * |
484 | * \since This function is available since SDL 3.2.0. |
485 | * |
486 | * \sa SDL_SetAppMetadata |
487 | * \sa SDL_SetAppMetadataProperty |
488 | */ |
489 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetAppMetadataProperty(const char *name); |
490 | |
491 | /* Ends C function definitions when using C++ */ |
492 | #ifdef __cplusplus |
493 | } |
494 | #endif |
495 | #include <SDL3/SDL_close_code.h> |
496 | |
497 | #endif /* SDL_init_h_ */ |
498 | |