| 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 | |