SDL.h revision 15560bb32cdb9b47db48eb4865b736df9708a8fe
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 98extern "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 /**< Don't catch fatal signals */ 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 * Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup 127 * signal handlers for some commonly ignored fatal signals (like SIGSEGV). 128 */ 129extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); 130 131/** 132 * This function initializes specific SDL subsystems 133 */ 134extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); 135 136/** 137 * This function cleans up specific SDL subsystems 138 */ 139extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); 140 141/** 142 * This function returns a mask of the specified subsystems which have 143 * previously been initialized. 144 * 145 * If \c flags is 0, it returns a mask of all initialized subsystems. 146 */ 147extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); 148 149/** 150 * This function cleans up all initialized subsystems. You should 151 * call it upon all exit conditions. 152 */ 153extern DECLSPEC void SDLCALL SDL_Quit(void); 154 155/* Ends C function definitions when using C++ */ 156#ifdef __cplusplus 157} 158#endif 159#include "close_code.h" 160 161#endif /* _SDL_H */ 162 163/* vi: set ts=4 sw=4 expandtab: */ 164