|
| 1 | +/* |
| 2 | + Simple DirectMedia Layer |
| 3 | + Copyright (C) 1997-2014 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 | + * \mainpage Simple DirectMedia Layer (SDL) |
| 30 | + * |
| 31 | + * http://www.libsdl.org/ |
| 32 | + * |
| 33 | + * \section intro_sec Introduction |
| 34 | + * |
| 35 | + * Simple DirectMedia Layer is a cross-platform development library designed |
| 36 | + * to provide low level access to audio, keyboard, mouse, joystick, and |
| 37 | + * graphics hardware via OpenGL and Direct3D. It is used by video playback |
| 38 | + * software, emulators, and popular games including Valve's award winning |
| 39 | + * catalog and many Humble Bundle games. |
| 40 | + * |
| 41 | + * SDL officially supports Windows, Mac OS X, Linux, iOS, and Android. |
| 42 | + * Support for other platforms may be found in the source code. |
| 43 | + * |
| 44 | + * SDL is written in C, works natively with C++, and there are bindings |
| 45 | + * available for several other languages, including C# and Python. |
| 46 | + * |
| 47 | + * This library is distributed under the zlib license, which can be found |
| 48 | + * in the file "COPYING.txt". |
| 49 | + * |
| 50 | + * The best way to learn how to use SDL is to check out the header files in |
| 51 | + * the "include" subdirectory and the programs in the "test" subdirectory. |
| 52 | + * The header files and test programs are well commented and always up to date. |
| 53 | + * More documentation and FAQs are available online at: |
| 54 | + * http://wiki.libsdl.org/ |
| 55 | + * |
| 56 | + * If you need help with the library, or just want to discuss SDL related |
| 57 | + * issues, you can join the developers mailing list: |
| 58 | + * http://www.libsdl.org/mailing-list.php |
| 59 | + * |
| 60 | + * Enjoy! |
| 61 | + * Sam Lantinga (slouken@libsdl.org) |
| 62 | + */ |
| 63 | + |
| 64 | +#ifndef _SDL_H |
| 65 | +#define _SDL_H |
| 66 | + |
| 67 | +#include "SDL_main.h" |
| 68 | +#include "SDL_stdinc.h" |
| 69 | +#include "SDL_assert.h" |
| 70 | +#include "SDL_atomic.h" |
| 71 | +#include "SDL_audio.h" |
| 72 | +#include "SDL_clipboard.h" |
| 73 | +#include "SDL_cpuinfo.h" |
| 74 | +#include "SDL_endian.h" |
| 75 | +#include "SDL_error.h" |
| 76 | +#include "SDL_events.h" |
| 77 | +#include "SDL_filesystem.h" |
| 78 | +#include "SDL_joystick.h" |
| 79 | +#include "SDL_gamecontroller.h" |
| 80 | +#include "SDL_haptic.h" |
| 81 | +#include "SDL_hints.h" |
| 82 | +#include "SDL_loadso.h" |
| 83 | +#include "SDL_log.h" |
| 84 | +#include "SDL_messagebox.h" |
| 85 | +#include "SDL_mutex.h" |
| 86 | +#include "SDL_power.h" |
| 87 | +#include "SDL_render.h" |
| 88 | +#include "SDL_rwops.h" |
| 89 | +#include "SDL_system.h" |
| 90 | +#include "SDL_thread.h" |
| 91 | +#include "SDL_timer.h" |
| 92 | +#include "SDL_version.h" |
| 93 | +#include "SDL_video.h" |
| 94 | + |
| 95 | +#include "begin_code.h" |
| 96 | +/* Set up for C function definitions, even when using C++ */ |
| 97 | +#ifdef __cplusplus |
| 98 | +extern "C" { |
| 99 | +#endif |
| 100 | + |
| 101 | +/* As of version 0.5, SDL is loaded dynamically into the application */ |
| 102 | + |
| 103 | +/** |
| 104 | + * \name SDL_INIT_* |
| 105 | + * |
| 106 | + * These are the flags which may be passed to SDL_Init(). You should |
| 107 | + * specify the subsystems which you will be using in your application. |
| 108 | + */ |
| 109 | +/* @{ */ |
| 110 | +#define SDL_INIT_TIMER 0x00000001 |
| 111 | +#define SDL_INIT_AUDIO 0x00000010 |
| 112 | +#define SDL_INIT_VIDEO 0x00000020 /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */ |
| 113 | +#define SDL_INIT_JOYSTICK 0x00000200 /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */ |
| 114 | +#define SDL_INIT_HAPTIC 0x00001000 |
| 115 | +#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */ |
| 116 | +#define SDL_INIT_EVENTS 0x00004000 |
| 117 | +#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */ |
| 118 | +#define SDL_INIT_EVERYTHING ( \ |
| 119 | + SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \ |
| 120 | + SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \ |
| 121 | + ) |
| 122 | +/* @} */ |
| 123 | + |
| 124 | +/** |
| 125 | + * This function initializes the subsystems specified by \c flags |
| 126 | + * Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup |
| 127 | + * signal handlers for some commonly ignored fatal signals (like SIGSEGV). |
| 128 | + */ |
| 129 | +extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); |
| 130 | + |
| 131 | +/** |
| 132 | + * This function initializes specific SDL subsystems |
| 133 | + */ |
| 134 | +extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); |
| 135 | + |
| 136 | +/** |
| 137 | + * This function cleans up specific SDL subsystems |
| 138 | + */ |
| 139 | +extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); |
| 140 | + |
| 141 | +/** |
| 142 | + * This function returns a mask of the specified subsystems which have |
| 143 | + * previously been initialized. |
| 144 | + * |
| 145 | + * If \c flags is 0, it returns a mask of all initialized subsystems. |
| 146 | + */ |
| 147 | +extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); |
| 148 | + |
| 149 | +/** |
| 150 | + * This function cleans up all initialized subsystems. You should |
| 151 | + * call it upon all exit conditions. |
| 152 | + */ |
| 153 | +extern DECLSPEC void SDLCALL SDL_Quit(void); |
| 154 | + |
| 155 | +/* Ends C function definitions when using C++ */ |
| 156 | +#ifdef __cplusplus |
| 157 | +} |
| 158 | +#endif |
| 159 | +#include "close_code.h" |
| 160 | + |
| 161 | +#endif /* _SDL_H */ |
| 162 | + |
| 163 | +/* vi: set ts=4 sw=4 expandtab: */ |
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