SDL_init.h 14 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * # CategoryInit
  20. *
  21. * SDL subsystem init and quit functions.
  22. */
  23. #ifndef SDL_init_h_
  24. #define SDL_init_h_
  25. #include <SDL3/SDL_stdinc.h>
  26. #include <SDL3/SDL_error.h>
  27. #include <SDL3/SDL_events.h>
  28. #include <SDL3/SDL_begin_code.h>
  29. /* Set up for C function definitions, even when using C++ */
  30. #ifdef __cplusplus
  31. extern "C" {
  32. #endif
  33. /* As of version 0.5, SDL is loaded dynamically into the application */
  34. /**
  35. * Initialization flags for SDL_Init and/or SDL_InitSubSystem
  36. *
  37. * These are the flags which may be passed to SDL_Init(). You should specify
  38. * the subsystems which you will be using in your application.
  39. *
  40. * \since This datatype is available since SDL 3.0.0.
  41. *
  42. * \sa SDL_Init
  43. * \sa SDL_Quit
  44. * \sa SDL_InitSubSystem
  45. * \sa SDL_QuitSubSystem
  46. * \sa SDL_WasInit
  47. */
  48. typedef Uint32 SDL_InitFlags;
  49. #define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */
  50. #define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS` */
  51. #define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS`, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don't set SDL_HINT_JOYSTICK_THREAD */
  52. #define SDL_INIT_HAPTIC 0x00001000u
  53. #define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */
  54. #define SDL_INIT_EVENTS 0x00004000u
  55. #define SDL_INIT_SENSOR 0x00008000u /**< `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` */
  56. #define SDL_INIT_CAMERA 0x00010000u /**< `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` */
  57. /**
  58. * Return values for optional main callbacks.
  59. *
  60. * Returning SDL_APP_SUCCESS or SDL_APP_FAILURE from SDL_AppInit,
  61. * SDL_AppEvent, or SDL_AppIterate will terminate the program and report
  62. * success/failure to the operating system. What that means is
  63. * platform-dependent. On Unix, for example, on success, the process error
  64. * code will be zero, and on failure it will be 1. This interface doesn't
  65. * allow you to return specific exit codes, just whether there was an error
  66. * generally or not.
  67. *
  68. * Returning SDL_APP_CONTINUE from these functions will let the app continue
  69. * to run.
  70. *
  71. * See
  72. * [Main callbacks in SDL3](https://wiki.libsdl.org/SDL3/README/main-functions#main-callbacks-in-sdl3)
  73. * for complete details.
  74. *
  75. * \since This enum is available since SDL 3.0.0.
  76. */
  77. typedef enum SDL_AppResult
  78. {
  79. SDL_APP_CONTINUE, /**< Value that requests that the app continue from the main callbacks. */
  80. SDL_APP_SUCCESS, /**< Value that requests termination with success from the main callbacks. */
  81. SDL_APP_FAILURE /**< Value that requests termination with error from the main callbacks. */
  82. } SDL_AppResult;
  83. typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
  84. typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate);
  85. typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, SDL_Event *event);
  86. typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate);
  87. /**
  88. * Initialize the SDL library.
  89. *
  90. * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
  91. * two may be used interchangeably. Though for readability of your code
  92. * SDL_InitSubSystem() might be preferred.
  93. *
  94. * The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread)
  95. * subsystems are initialized by default. Message boxes
  96. * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
  97. * video subsystem, in hopes of being useful in showing an error dialog when
  98. * SDL_Init fails. You must specifically initialize other subsystems if you
  99. * use them in your application.
  100. *
  101. * Logging (such as SDL_Log) works without initialization, too.
  102. *
  103. * `flags` may be any of the following OR'd together:
  104. *
  105. * - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events
  106. * subsystem
  107. * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
  108. * subsystem
  109. * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
  110. * events subsystem
  111. * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
  112. * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the
  113. * joystick subsystem
  114. * - `SDL_INIT_EVENTS`: events subsystem
  115. * - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events
  116. * subsystem
  117. * - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events
  118. * subsystem
  119. *
  120. * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
  121. * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
  122. * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
  123. * this call will increase the ref-count and return.
  124. *
  125. * Consider reporting some basic metadata about your application before
  126. * calling SDL_Init, using either SDL_SetAppMetadata() or
  127. * SDL_SetAppMetadataProperty().
  128. *
  129. * \param flags subsystem initialization flags.
  130. * \returns true on success or false on failure; call SDL_GetError()
  131. * for more information.
  132. *
  133. * \since This function is available since SDL 3.0.0.
  134. *
  135. * \sa SDL_SetAppMetadata
  136. * \sa SDL_SetAppMetadataProperty
  137. * \sa SDL_InitSubSystem
  138. * \sa SDL_Quit
  139. * \sa SDL_SetMainReady
  140. * \sa SDL_WasInit
  141. */
  142. extern SDL_DECLSPEC bool SDLCALL SDL_Init(SDL_InitFlags flags);
  143. /**
  144. * Compatibility function to initialize the SDL library.
  145. *
  146. * This function and SDL_Init() are interchangeable.
  147. *
  148. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  149. * \returns true on success or false on failure; call SDL_GetError()
  150. * for more information.
  151. *
  152. * \since This function is available since SDL 3.0.0.
  153. *
  154. * \sa SDL_Init
  155. * \sa SDL_Quit
  156. * \sa SDL_QuitSubSystem
  157. */
  158. extern SDL_DECLSPEC bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags);
  159. /**
  160. * Shut down specific SDL subsystems.
  161. *
  162. * You still need to call SDL_Quit() even if you close all open subsystems
  163. * with SDL_QuitSubSystem().
  164. *
  165. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  166. *
  167. * \since This function is available since SDL 3.0.0.
  168. *
  169. * \sa SDL_InitSubSystem
  170. * \sa SDL_Quit
  171. */
  172. extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags);
  173. /**
  174. * Get a mask of the specified subsystems which are currently initialized.
  175. *
  176. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  177. * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
  178. * returns the initialization status of the specified subsystems.
  179. *
  180. * \since This function is available since SDL 3.0.0.
  181. *
  182. * \sa SDL_Init
  183. * \sa SDL_InitSubSystem
  184. */
  185. extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags);
  186. /**
  187. * Clean up all initialized subsystems.
  188. *
  189. * You should call this function even if you have already shutdown each
  190. * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
  191. * function even in the case of errors in initialization.
  192. *
  193. * You can use this function with atexit() to ensure that it is run when your
  194. * application is shutdown, but it is not wise to do this from a library or
  195. * other dynamically loaded code.
  196. *
  197. * \since This function is available since SDL 3.0.0.
  198. *
  199. * \sa SDL_Init
  200. * \sa SDL_QuitSubSystem
  201. */
  202. extern SDL_DECLSPEC void SDLCALL SDL_Quit(void);
  203. /**
  204. * Specify basic metadata about your app.
  205. *
  206. * You can optionally provide metadata about your app to SDL. This is not
  207. * required, but strongly encouraged.
  208. *
  209. * There are several locations where SDL can make use of metadata (an "About"
  210. * box in the macOS menu bar, the name of the app can be shown on some audio
  211. * mixers, etc). Any piece of metadata can be left as NULL, if a specific
  212. * detail doesn't make sense for the app.
  213. *
  214. * This function should be called as early as possible, before SDL_Init.
  215. * Multiple calls to this function are allowed, but various state might not
  216. * change once it has been set up with a previous call to this function.
  217. *
  218. * Passing a NULL removes any previous metadata.
  219. *
  220. * This is a simplified interface for the most important information. You can
  221. * supply significantly more detailed metadata with
  222. * SDL_SetAppMetadataProperty().
  223. *
  224. * \param appname The name of the application ("My Game 2: Bad Guy's
  225. * Revenge!").
  226. * \param appversion The version of the application ("1.0.0beta5" or a git
  227. * hash, or whatever makes sense).
  228. * \param appidentifier A unique string in reverse-domain format that
  229. * identifies this app ("com.example.mygame2").
  230. * \returns true on success or false on failure; call SDL_GetError()
  231. * for more information.
  232. *
  233. * \threadsafety It is safe to call this function from any thread.
  234. *
  235. * \since This function is available since SDL 3.0.0.
  236. *
  237. * \sa SDL_SetAppMetadataProperty
  238. */
  239. extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier);
  240. /**
  241. * Specify metadata about your app through a set of properties.
  242. *
  243. * You can optionally provide metadata about your app to SDL. This is not
  244. * required, but strongly encouraged.
  245. *
  246. * There are several locations where SDL can make use of metadata (an "About"
  247. * box in the macOS menu bar, the name of the app can be shown on some audio
  248. * mixers, etc). Any piece of metadata can be left out, if a specific detail
  249. * doesn't make sense for the app.
  250. *
  251. * This function should be called as early as possible, before SDL_Init.
  252. * Multiple calls to this function are allowed, but various state might not
  253. * change once it has been set up with a previous call to this function.
  254. *
  255. * Once set, this metadata can be read using SDL_GetMetadataProperty().
  256. *
  257. * These are the supported properties:
  258. *
  259. * - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of the
  260. * application, like "My Game 2: Bad Guy's Revenge!". This will show up
  261. * anywhere the OS shows the name of the application separately from window
  262. * titles, such as volume control applets, etc. This defaults to "SDL
  263. * Application".
  264. * - `SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is
  265. * running; there are no rules on format, so "1.0.3beta2" and "April 22nd,
  266. * 2024" and a git hash are all valid options. This has no default.
  267. * - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that
  268. * identifies this app. This must be in reverse-domain format, like
  269. * "com.example.mygame2". This string is used by desktop compositors to
  270. * identify and group windows together, as well as match applications with
  271. * associated desktop settings and icons. If you plan to package your
  272. * application in a container such as Flatpak, the app ID should match the
  273. * name of your Flatpak container as well. This has no default.
  274. * - `SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name of the
  275. * creator/developer/maker of this app, like "MojoWorkshop, LLC"
  276. * - `SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright
  277. * notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this
  278. * to one line, don't paste a copy of a whole software license in here. This
  279. * has no default.
  280. * - `SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe a
  281. * product page, or a storefront, or even a GitHub repository, for user's
  282. * further information This has no default.
  283. * - `SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is.
  284. * Currently this string can be "game" for a video game, "mediaplayer" for a
  285. * media player, or generically "application" if nothing else applies.
  286. * Future versions of SDL might add new types. This defaults to
  287. * "application".
  288. *
  289. * \param name the name of the metadata property to set.
  290. * \param value the value of the property, or NULL to remove that property.
  291. * \returns true on success or false on failure; call SDL_GetError()
  292. * for more information.
  293. *
  294. * \threadsafety It is safe to call this function from any thread.
  295. *
  296. * \since This function is available since SDL 3.0.0.
  297. *
  298. * \sa SDL_GetAppMetadataProperty
  299. * \sa SDL_SetAppMetadata
  300. */
  301. extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value);
  302. #define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name"
  303. #define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version"
  304. #define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier"
  305. #define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator"
  306. #define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright"
  307. #define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url"
  308. #define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type"
  309. /**
  310. * Get metadata about your app.
  311. *
  312. * This returns metadata previously set using SDL_SetAppMetadata() or
  313. * SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list
  314. * of available properties and their meanings.
  315. *
  316. * \param name the name of the metadata property to get.
  317. * \returns the current value of the metadata property, or the default if it
  318. * is not set, NULL for properties with no default.
  319. *
  320. * \threadsafety It is safe to call this function from any thread, although
  321. * the string returned is not protected and could potentially be
  322. * freed if you call SDL_SetAppMetadataProperty() to set that
  323. * property from another thread.
  324. *
  325. * \since This function is available since SDL 3.0.0.
  326. *
  327. * \sa SDL_SetAppMetadata
  328. * \sa SDL_SetAppMetadataProperty
  329. */
  330. extern SDL_DECLSPEC const char * SDLCALL SDL_GetAppMetadataProperty(const char *name);
  331. /* Ends C function definitions when using C++ */
  332. #ifdef __cplusplus
  333. }
  334. #endif
  335. #include <SDL3/SDL_close_code.h>
  336. #endif /* SDL_init_h_ */