2 Simple DirectMedia Layer
3 Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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.
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:
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.
25 * Main include header for the SDL library
29 * \mainpage Simple DirectMedia Layer (SDL)
31 * http://www.libsdl.org/
33 * \section intro_sec Introduction
35 * This is the Simple DirectMedia Layer, a general API that provides low
36 * level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
37 * and 2D framebuffer across multiple platforms.
39 * SDL is written in C, but works with C++ natively, and has bindings to
40 * several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
41 * Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
42 * Pike, Pliant, Python, Ruby, and Smalltalk.
44 * This library is distributed under GNU LGPL version 2, which can be
45 * found in the file "COPYING". This license allows you to use SDL
46 * freely in commercial programs as long as you link with the dynamic
49 * The best way to learn how to use SDL is to check out the header files in
50 * the "include" subdirectory and the programs in the "test" subdirectory.
51 * The header files and test programs are well commented and always up to date.
52 * More documentation and FAQs are available online at:
53 * http://wiki.libsdl.org/
55 * If you need help with the library, or just want to discuss SDL related
56 * issues, you can join the developers mailing list:
57 * http://www.libsdl.org/mailing-list.php
60 * Sam Lantinga (slouken@libsdl.org)
67 #include "SDL_stdinc.h"
68 #include "SDL_assert.h"
69 #include "SDL_atomic.h"
70 #include "SDL_audio.h"
71 #include "SDL_clipboard.h"
72 #include "SDL_cpuinfo.h"
73 #include "SDL_endian.h"
74 #include "SDL_error.h"
75 #include "SDL_events.h"
76 #include "SDL_gamecontroller.h"
77 #include "SDL_hints.h"
78 #include "SDL_loadso.h"
80 #include "SDL_messagebox.h"
81 #include "SDL_mutex.h"
82 #include "SDL_power.h"
83 #include "SDL_render.h"
84 #include "SDL_rwops.h"
85 #include "SDL_system.h"
86 #include "SDL_thread.h"
87 #include "SDL_timer.h"
88 #include "SDL_version.h"
89 #include "SDL_video.h"
91 #include "begin_code.h"
92 /* Set up for C function definitions, even when using C++ */
99 /* As of version 0.5, SDL is loaded dynamically into the application */
104 * These are the flags which may be passed to SDL_Init(). You should
105 * specify the subsystems which you will be using in your application.
108 #define SDL_INIT_TIMER 0x00000001
109 #define SDL_INIT_AUDIO 0x00000010
110 #define SDL_INIT_VIDEO 0x00000020
111 #define SDL_INIT_JOYSTICK 0x00000200
112 #define SDL_INIT_HAPTIC 0x00001000
113 #define SDL_INIT_GAMECONTROLLER 0x00002000 /**< turn on game controller also implicitly does JOYSTICK */
114 #define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */
115 #define SDL_INIT_EVERYTHING 0x0000FFFF
119 * This function initializes the subsystems specified by \c flags
120 * Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
121 * signal handlers for some commonly ignored fatal signals (like SIGSEGV).
123 extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
126 * This function initializes specific SDL subsystems
128 extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
131 * This function cleans up specific SDL subsystems
133 extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
136 * This function returns a mask of the specified subsystems which have
137 * previously been initialized.
139 * If \c flags is 0, it returns a mask of all initialized subsystems.
141 extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
144 * This function cleans up all initialized subsystems. You should
145 * call it upon all exit conditions.
147 extern DECLSPEC void SDLCALL SDL_Quit(void);
149 /* Ends C function definitions when using C++ */
155 #include "close_code.h"
159 /* vi: set ts=4 sw=4 expandtab: */