1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2022 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_hidapi.h" |
46 | #include "SDL_hints.h" |
47 | #include "SDL_joystick.h" |
48 | #include "SDL_loadso.h" |
49 | #include "SDL_log.h" |
50 | #include "SDL_messagebox.h" |
51 | #include "SDL_metal.h" |
52 | #include "SDL_mutex.h" |
53 | #include "SDL_power.h" |
54 | #include "SDL_render.h" |
55 | #include "SDL_rwops.h" |
56 | #include "SDL_sensor.h" |
57 | #include "SDL_shape.h" |
58 | #include "SDL_system.h" |
59 | #include "SDL_thread.h" |
60 | #include "SDL_timer.h" |
61 | #include "SDL_version.h" |
62 | #include "SDL_video.h" |
63 | #include "SDL_locale.h" |
64 | #include "SDL_misc.h" |
65 | |
66 | #include "begin_code.h" |
67 | /* Set up for C function definitions, even when using C++ */ |
68 | #ifdef __cplusplus |
69 | extern "C" { |
70 | #endif |
71 | |
72 | /* As of version 0.5, SDL is loaded dynamically into the application */ |
73 | |
74 | /** |
75 | * \name SDL_INIT_* |
76 | * |
77 | * These are the flags which may be passed to SDL_Init(). You should |
78 | * specify the subsystems which you will be using in your application. |
79 | */ |
80 | /* @{ */ |
81 | #define SDL_INIT_TIMER 0x00000001u |
82 | #define SDL_INIT_AUDIO 0x00000010u |
83 | #define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */ |
84 | #define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */ |
85 | #define SDL_INIT_HAPTIC 0x00001000u |
86 | #define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */ |
87 | #define SDL_INIT_EVENTS 0x00004000u |
88 | #define SDL_INIT_SENSOR 0x00008000u |
89 | #define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */ |
90 | #define SDL_INIT_EVERYTHING ( \ |
91 | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \ |
92 | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \ |
93 | ) |
94 | /* @} */ |
95 | |
96 | /** |
97 | * Initialize the SDL library. |
98 | * |
99 | * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the |
100 | * two may be used interchangeably. Though for readability of your code |
101 | * SDL_InitSubSystem() might be preferred. |
102 | * |
103 | * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread) |
104 | * subsystems are initialized by default. Message boxes |
105 | * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the |
106 | * video subsystem, in hopes of being useful in showing an error dialog when |
107 | * SDL_Init fails. You must specifically initialize other subsystems if you |
108 | * use them in your application. |
109 | * |
110 | * Logging (such as SDL_Log) works without initialization, too. |
111 | * |
112 | * `flags` may be any of the following OR'd together: |
113 | * |
114 | * - `SDL_INIT_TIMER`: timer subsystem |
115 | * - `SDL_INIT_AUDIO`: audio subsystem |
116 | * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events |
117 | * subsystem |
118 | * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the |
119 | * events subsystem |
120 | * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem |
121 | * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically |
122 | * initializes the joystick subsystem |
123 | * - `SDL_INIT_EVENTS`: events subsystem |
124 | * - `SDL_INIT_EVERYTHING`: all of the above subsystems |
125 | * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored |
126 | * |
127 | * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem() |
128 | * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or |
129 | * call SDL_Quit() to force shutdown). If a subsystem is already loaded then |
130 | * this call will increase the ref-count and return. |
131 | * |
132 | * \param flags subsystem initialization flags |
133 | * \returns 0 on success or a negative error code on failure; call |
134 | * SDL_GetError() for more information. |
135 | * |
136 | * \since This function is available since SDL 2.0.0. |
137 | * |
138 | * \sa SDL_InitSubSystem |
139 | * \sa SDL_Quit |
140 | * \sa SDL_SetMainReady |
141 | * \sa SDL_WasInit |
142 | */ |
143 | extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); |
144 | |
145 | /** |
146 | * Compatibility function to initialize the SDL library. |
147 | * |
148 | * In SDL2, this function and SDL_Init() are interchangeable. |
149 | * |
150 | * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
151 | * \returns 0 on success or a negative error code on failure; call |
152 | * SDL_GetError() for more information. |
153 | * |
154 | * \since This function is available since SDL 2.0.0. |
155 | * |
156 | * \sa SDL_Init |
157 | * \sa SDL_Quit |
158 | * \sa SDL_QuitSubSystem |
159 | */ |
160 | extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); |
161 | |
162 | /** |
163 | * Shut down specific SDL subsystems. |
164 | * |
165 | * If you start a subsystem using a call to that subsystem's init function |
166 | * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(), |
167 | * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use |
168 | * that subsystem's quit function (SDL_VideoQuit()) directly instead. But |
169 | * generally, you should not be using those functions directly anyhow; use |
170 | * SDL_Init() instead. |
171 | * |
172 | * You still need to call SDL_Quit() even if you close all open subsystems |
173 | * with SDL_QuitSubSystem(). |
174 | * |
175 | * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
176 | * |
177 | * \since This function is available since SDL 2.0.0. |
178 | * |
179 | * \sa SDL_InitSubSystem |
180 | * \sa SDL_Quit |
181 | */ |
182 | extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); |
183 | |
184 | /** |
185 | * Get a mask of the specified subsystems which are currently initialized. |
186 | * |
187 | * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. |
188 | * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it |
189 | * returns the initialization status of the specified subsystems. |
190 | * |
191 | * The return value does not include SDL_INIT_NOPARACHUTE. |
192 | * |
193 | * \since This function is available since SDL 2.0.0. |
194 | * |
195 | * \sa SDL_Init |
196 | * \sa SDL_InitSubSystem |
197 | */ |
198 | extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); |
199 | |
200 | /** |
201 | * Clean up all initialized subsystems. |
202 | * |
203 | * You should call this function even if you have already shutdown each |
204 | * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this |
205 | * function even in the case of errors in initialization. |
206 | * |
207 | * If you start a subsystem using a call to that subsystem's init function |
208 | * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(), |
209 | * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut |
210 | * it down before calling SDL_Quit(). But generally, you should not be using |
211 | * those functions directly anyhow; use SDL_Init() instead. |
212 | * |
213 | * You can use this function with atexit() to ensure that it is run when your |
214 | * application is shutdown, but it is not wise to do this from a library or |
215 | * other dynamically loaded code. |
216 | * |
217 | * \since This function is available since SDL 2.0.0. |
218 | * |
219 | * \sa SDL_Init |
220 | * \sa SDL_QuitSubSystem |
221 | */ |
222 | extern DECLSPEC void SDLCALL SDL_Quit(void); |
223 | |
224 | /* Ends C function definitions when using C++ */ |
225 | #ifdef __cplusplus |
226 | } |
227 | #endif |
228 | #include "close_code.h" |
229 | |
230 | #endif /* SDL_h_ */ |
231 | |
232 | /* vi: set ts=4 sw=4 expandtab: */ |
233 | |