include/SDL.h
author Alfred Reynolds <alfred@valvesoftware.com>
Thu, 03 Jul 2014 10:22:26 -0700
changeset 8970 c566c1634307
parent 8149 681eb46b8ac4
child 8999 c6398920a9ca
permissions -rw-r--r--
add a comment to SDL_InitSubSystem explaining its refcounting behavior
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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 *  \file SDL.h
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 *
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 *  Main include header for the SDL library
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 */
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/**
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 *  \mainpage Simple DirectMedia Layer (SDL)
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 *
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 *  http://www.libsdl.org/
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 *
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 *  \section intro_sec Introduction
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 *
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 *  Simple DirectMedia Layer is a cross-platform development library designed
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 *  to provide low level access to audio, keyboard, mouse, joystick, and
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 *  graphics hardware via OpenGL and Direct3D. It is used by video playback
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 *  software, emulators, and popular games including Valve's award winning
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 *  catalog and many Humble Bundle games.
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 *
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 *  SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
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 *  Support for other platforms may be found in the source code.
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 *
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 *  SDL is written in C, works natively with C++, and there are bindings 
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 *  available for several other languages, including C# and Python.
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 *
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 *  This library is distributed under the zlib license, which can be found
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 *  in the file "COPYING.txt".
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 *
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 *  The best way to learn how to use SDL is to check out the header files in
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 *  the "include" subdirectory and the programs in the "test" subdirectory.
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 *  The header files and test programs are well commented and always up to date.
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 *  More documentation and FAQs are available online at:
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 *      http://wiki.libsdl.org/
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 *
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 *  If you need help with the library, or just want to discuss SDL related
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 *  issues, you can join the developers mailing list:
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 *      http://www.libsdl.org/mailing-list.php
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 *
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 *  Enjoy!
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 *      Sam Lantinga                (slouken@libsdl.org)
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 */
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#ifndef _SDL_H
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#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_assert.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"
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#include "SDL_endian.h"
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#include "SDL_error.h"
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#include "SDL_events.h"
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#include "SDL_filesystem.h"
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#include "SDL_joystick.h"
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#include "SDL_gamecontroller.h"
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#include "SDL_haptic.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_messagebox.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"
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#include "SDL_system.h"
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#include "SDL_thread.h"
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#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 "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* As of version 0.5, SDL is loaded dynamically into the application */
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/**
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 *  \name SDL_INIT_*
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 *
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 *  These are the flags which may be passed to SDL_Init().  You should
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 *  specify the subsystems which you will be using in your application.
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 */
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/* @{ */
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#define SDL_INIT_TIMER          0x00000001
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#define SDL_INIT_AUDIO          0x00000010
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#define SDL_INIT_VIDEO          0x00000020  /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
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#define SDL_INIT_JOYSTICK       0x00000200  /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
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#define SDL_INIT_HAPTIC         0x00001000
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#define SDL_INIT_GAMECONTROLLER 0x00002000  /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
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#define SDL_INIT_EVENTS         0x00004000
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#define SDL_INIT_NOPARACHUTE    0x00100000  /**< Don't catch fatal signals */
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#define SDL_INIT_EVERYTHING ( \
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                SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
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                SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
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            )
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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
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 *  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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 *  Subsystem initialization is ref-counted, you must call
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 *  SDL_QuitSubSystem for each SDL_InitSubSystem to correctly
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 *  shutdown a subsystem manually (or call SDL_Quit to force shutdown).
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 *  If a subsystem is already loaded then this call will
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 *  increase the ref-count and return.
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 */
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extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
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/**
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 *  This function cleans up specific SDL subsystems
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 */
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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
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 *  previously been initialized.
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 *
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 *  If \c flags is 0, it returns a mask of all initialized subsystems.
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 */
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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
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 *  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++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* _SDL_H */
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/* vi: set ts=4 sw=4 expandtab: */