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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2011 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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/**
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* \file SDL.h
*
* Main include header for the SDL library
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*/
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/**
* \mainpage Simple DirectMedia Layer (SDL)
*
* http://www.libsdl.org/
*
* \section intro_sec Introduction
*
* This is the Simple DirectMedia Layer, a general API that provides low
* level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
* and 2D framebuffer across multiple platforms.
*
* SDL is written in C, but works with C++ natively, and has bindings to
* several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
* Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
* Pike, Pliant, Python, Ruby, and Smalltalk.
*
* This library is distributed under GNU LGPL version 2, which can be
* found in the file "COPYING". This license allows you to use SDL
* freely in commercial programs as long as you link with the dynamic
* library.
*
* The best way to learn how to use SDL is to check out the header files in
* the "include" subdirectory and the programs in the "test" subdirectory.
* The header files and test programs are well commented and always up to date.
* More documentation is available in HTML format in "docs/index.html", and
* a documentation wiki is available online at:
* http://www.libsdl.org/cgi/docwiki.cgi
*
* The test programs in the "test" subdirectory are in the public domain.
*
* Frequently asked questions are answered online:
* http://www.libsdl.org/faq.php
*
* If you need help with the library, or just want to discuss SDL related
* issues, you can join the developers mailing list:
* http://www.libsdl.org/mailing-list.php
*
* Enjoy!
* Sam Lantinga (slouken@libsdl.org)
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*/
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#ifndef _SDL_H
#define _SDL_H
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#include "SDL_main.h"
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#include "SDL_stdinc.h"
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#include "SDL_atomic.h"
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#include "SDL_audio.h"
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#include "SDL_clipboard.h"
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#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
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#include "SDL_events.h"
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#include "SDL_hints.h"
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#include "SDL_loadso.h"
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#include "SDL_log.h"
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#include "SDL_mutex.h"
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#include "SDL_power.h"
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#include "SDL_render.h"
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#include "SDL_rwops.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
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#include "SDL_version.h"
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#include "SDL_video.h"
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#include "SDL_compat.h"
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#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
/* As of version 0.5, SDL is loaded dynamically into the application */
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/**
* \name SDL_INIT_*
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
*/
/*@{*/
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#define SDL_INIT_TIMER 0x00000001
#define SDL_INIT_AUDIO 0x00000010
#define SDL_INIT_VIDEO 0x00000020
#define SDL_INIT_JOYSTICK 0x00000200
#define SDL_INIT_HAPTIC 0x00001000
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#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */
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#define SDL_INIT_EVERYTHING 0x0000FFFF
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/*@}*/
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/**
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* This function initializes the subsystems specified by \c flags
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* Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
* signal handlers for some commonly ignored fatal signals (like SIGSEGV).
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*/
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extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
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/**
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* This function initializes specific SDL subsystems
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*/
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extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
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/**
* This function cleans up specific SDL subsystems
*/
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extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
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/**
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* This function returns a mask of the specified subsystems which have
* previously been initialized.
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*
* If \c flags is 0, it returns a mask of all initialized subsystems.
*/
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extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
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/**
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* This function cleans up all initialized subsystems. You should
* call it upon all exit conditions.
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*/
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extern DECLSPEC void SDLCALL SDL_Quit(void);
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/* Ends C function definitions when using C++ */
#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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#endif
#include "close_code.h"
#endif /* _SDL_H */
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/* vi: set ts=4 sw=4 expandtab: */