include/SDL.h
author Philipp Wiesemann <philipp.wiesemann@arcor.de>
Sun, 07 Jul 2013 16:15:21 +0200
changeset 7370 9af77b0c7c93
parent 7360 b86947ea2749
child 7655 8f71b590aff6
permissions -rw-r--r--
Corrected name of constant in header file comment.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2013 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  *  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.
    38  *
    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.
    43  *
    44  *  This library is distributed under the zlib license, which can be
    45  *  found in the file  "COPYING".  This license allows you to use SDL
    46  *  freely for any purpose as long as you retain the copyright notice.
    47  *
    48  *  The best way to learn how to use SDL is to check out the header files in
    49  *  the "include" subdirectory and the programs in the "test" subdirectory.
    50  *  The header files and test programs are well commented and always up to date.
    51  *  More documentation and FAQs are available online at:
    52  *      http://wiki.libsdl.org/
    53  *
    54  *  If you need help with the library, or just want to discuss SDL related
    55  *  issues, you can join the developers mailing list:
    56  *      http://www.libsdl.org/mailing-list.php
    57  *
    58  *  Enjoy!
    59  *      Sam Lantinga                (slouken@libsdl.org)
    60  */
    61 
    62 #ifndef _SDL_H
    63 #define _SDL_H
    64 
    65 #include "SDL_main.h"
    66 #include "SDL_stdinc.h"
    67 #include "SDL_assert.h"
    68 #include "SDL_atomic.h"
    69 #include "SDL_audio.h"
    70 #include "SDL_clipboard.h"
    71 #include "SDL_cpuinfo.h"
    72 #include "SDL_endian.h"
    73 #include "SDL_error.h"
    74 #include "SDL_events.h"
    75 #include "SDL_joystick.h"
    76 #include "SDL_gamecontroller.h"
    77 #include "SDL_haptic.h"
    78 #include "SDL_hints.h"
    79 #include "SDL_loadso.h"
    80 #include "SDL_log.h"
    81 #include "SDL_messagebox.h"
    82 #include "SDL_mutex.h"
    83 #include "SDL_power.h"
    84 #include "SDL_render.h"
    85 #include "SDL_rwops.h"
    86 #include "SDL_system.h"
    87 #include "SDL_thread.h"
    88 #include "SDL_timer.h"
    89 #include "SDL_version.h"
    90 #include "SDL_video.h"
    91 
    92 #include "begin_code.h"
    93 /* Set up for C function definitions, even when using C++ */
    94 #ifdef __cplusplus
    95 extern "C" {
    96 #endif
    97 
    98 /* As of version 0.5, SDL is loaded dynamically into the application */
    99 
   100 /**
   101  *  \name SDL_INIT_*
   102  *
   103  *  These are the flags which may be passed to SDL_Init().  You should
   104  *  specify the subsystems which you will be using in your application.
   105  */
   106 /*@{*/
   107 #define SDL_INIT_TIMER          0x00000001
   108 #define SDL_INIT_AUDIO          0x00000010
   109 #define SDL_INIT_VIDEO          0x00000020  /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
   110 #define SDL_INIT_JOYSTICK       0x00000200  /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
   111 #define SDL_INIT_HAPTIC         0x00001000
   112 #define SDL_INIT_GAMECONTROLLER 0x00002000  /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
   113 #define SDL_INIT_EVENTS         0x00004000
   114 #define SDL_INIT_NOPARACHUTE    0x00100000  /**< Don't catch fatal signals */
   115 #define SDL_INIT_EVERYTHING ( \
   116                 SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
   117                 SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
   118             )
   119 /*@}*/
   120 
   121 /**
   122  *  This function initializes  the subsystems specified by \c flags
   123  *  Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
   124  *  signal handlers for some commonly ignored fatal signals (like SIGSEGV).
   125  */
   126 extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
   127 
   128 /**
   129  *  This function initializes specific SDL subsystems
   130  */
   131 extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
   132 
   133 /**
   134  *  This function cleans up specific SDL subsystems
   135  */
   136 extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
   137 
   138 /**
   139  *  This function returns a mask of the specified subsystems which have
   140  *  previously been initialized.
   141  *
   142  *  If \c flags is 0, it returns a mask of all initialized subsystems.
   143  */
   144 extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
   145 
   146 /**
   147  *  This function cleans up all initialized subsystems. You should
   148  *  call it upon all exit conditions.
   149  */
   150 extern DECLSPEC void SDLCALL SDL_Quit(void);
   151 
   152 /* Ends C function definitions when using C++ */
   153 #ifdef __cplusplus
   154 }
   155 #endif
   156 #include "close_code.h"
   157 
   158 #endif /* _SDL_H */
   159 
   160 /* vi: set ts=4 sw=4 expandtab: */