| 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 | |