include/SDL.h
author Ryan C. Gordon <icculus@icculus.org>
Tue, 08 Jul 2014 16:17:06 -0400
changeset 8999 c6398920a9ca
parent 8970 c566c1634307
child 9023 276802355854
permissions -rw-r--r--
Comment update: SDL_INIT_NOPARACHUTE doesn't do anything as of 2.0.0.
     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  /**< compatibility; this flag is ignored. */
   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  */
   127 extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
   128 
   129 /**
   130  *  This function initializes specific SDL subsystems
   131  *
   132  *  Subsystem initialization is ref-counted, you must call
   133  *  SDL_QuitSubSystem for each SDL_InitSubSystem to correctly
   134  *  shutdown a subsystem manually (or call SDL_Quit to force shutdown).
   135  *  If a subsystem is already loaded then this call will
   136  *  increase the ref-count and return.
   137  */
   138 extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
   139 
   140 /**
   141  *  This function cleans up specific SDL subsystems
   142  */
   143 extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
   144 
   145 /**
   146  *  This function returns a mask of the specified subsystems which have
   147  *  previously been initialized.
   148  *
   149  *  If \c flags is 0, it returns a mask of all initialized subsystems.
   150  */
   151 extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
   152 
   153 /**
   154  *  This function cleans up all initialized subsystems. You should
   155  *  call it upon all exit conditions.
   156  */
   157 extern DECLSPEC void SDLCALL SDL_Quit(void);
   158 
   159 /* Ends C function definitions when using C++ */
   160 #ifdef __cplusplus
   161 }
   162 #endif
   163 #include "close_code.h"
   164 
   165 #endif /* _SDL_H */
   166 
   167 /* vi: set ts=4 sw=4 expandtab: */