SDL.h 7.9 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2025 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. * \file SDL.h
  20. *
  21. * Main include header for the SDL library
  22. */
  23. #ifndef SDL_h_
  24. #define SDL_h_
  25. #include "SDL_main.h"
  26. #include "SDL_stdinc.h"
  27. #include "SDL_assert.h"
  28. #include "SDL_atomic.h"
  29. #include "SDL_audio.h"
  30. #include "SDL_clipboard.h"
  31. #include "SDL_cpuinfo.h"
  32. #include "SDL_endian.h"
  33. #include "SDL_error.h"
  34. #include "SDL_events.h"
  35. #include "SDL_filesystem.h"
  36. #include "SDL_gamecontroller.h"
  37. #include "SDL_guid.h"
  38. #include "SDL_haptic.h"
  39. #include "SDL_hidapi.h"
  40. #include "SDL_hints.h"
  41. #include "SDL_joystick.h"
  42. #include "SDL_loadso.h"
  43. #include "SDL_log.h"
  44. #include "SDL_messagebox.h"
  45. #include "SDL_metal.h"
  46. #include "SDL_mutex.h"
  47. #include "SDL_power.h"
  48. #include "SDL_render.h"
  49. #include "SDL_rwops.h"
  50. #include "SDL_sensor.h"
  51. #include "SDL_shape.h"
  52. #include "SDL_system.h"
  53. #include "SDL_thread.h"
  54. #include "SDL_timer.h"
  55. #include "SDL_version.h"
  56. #include "SDL_video.h"
  57. #include "SDL_locale.h"
  58. #include "SDL_misc.h"
  59. #include "begin_code.h"
  60. /* Set up for C function definitions, even when using C++ */
  61. #ifdef __cplusplus
  62. extern "C" {
  63. #endif
  64. /* WIKI CATEGORY: Init */
  65. /* As of version 0.5, SDL is loaded dynamically into the application */
  66. /**
  67. * \name SDL_INIT_*
  68. *
  69. * These are the flags which may be passed to SDL_Init(). You should
  70. * specify the subsystems which you will be using in your application.
  71. */
  72. /* @{ */
  73. #define SDL_INIT_TIMER 0x00000001u
  74. #define SDL_INIT_AUDIO 0x00000010u
  75. #define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
  76. #define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
  77. #define SDL_INIT_HAPTIC 0x00001000u
  78. #define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
  79. #define SDL_INIT_EVENTS 0x00004000u
  80. #define SDL_INIT_SENSOR 0x00008000u
  81. #define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
  82. #define SDL_INIT_EVERYTHING ( \
  83. SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
  84. SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
  85. )
  86. /* @} */
  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_RWFromFile) 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_TIMER`: timer subsystem
  106. * - `SDL_INIT_AUDIO`: audio 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_GAMECONTROLLER`: controller subsystem; automatically
  113. * initializes the joystick subsystem
  114. * - `SDL_INIT_EVENTS`: events subsystem
  115. * - `SDL_INIT_EVERYTHING`: all of the above subsystems
  116. * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
  117. *
  118. * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
  119. * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
  120. * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
  121. * this call will increase the ref-count and return.
  122. *
  123. * \param flags subsystem initialization flags.
  124. * \returns 0 on success or a negative error code on failure; call
  125. * SDL_GetError() for more information.
  126. *
  127. * \since This function is available since SDL 2.0.0.
  128. *
  129. * \sa SDL_InitSubSystem
  130. * \sa SDL_Quit
  131. * \sa SDL_SetMainReady
  132. * \sa SDL_WasInit
  133. */
  134. extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
  135. /**
  136. * Compatibility function to initialize the SDL library.
  137. *
  138. * In SDL2, this function and SDL_Init() are interchangeable.
  139. *
  140. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  141. * \returns 0 on success or a negative error code on failure; call
  142. * SDL_GetError() for more information.
  143. *
  144. * \since This function is available since SDL 2.0.0.
  145. *
  146. * \sa SDL_Init
  147. * \sa SDL_Quit
  148. * \sa SDL_QuitSubSystem
  149. */
  150. extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
  151. /**
  152. * Shut down specific SDL subsystems.
  153. *
  154. * If you start a subsystem using a call to that subsystem's init function
  155. * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
  156. * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
  157. * that subsystem's quit function (SDL_VideoQuit()) directly instead. But
  158. * generally, you should not be using those functions directly anyhow; use
  159. * SDL_Init() instead.
  160. *
  161. * You still need to call SDL_Quit() even if you close all open subsystems
  162. * with SDL_QuitSubSystem().
  163. *
  164. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  165. *
  166. * \since This function is available since SDL 2.0.0.
  167. *
  168. * \sa SDL_InitSubSystem
  169. * \sa SDL_Quit
  170. */
  171. extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
  172. /**
  173. * Get a mask of the specified subsystems which are currently initialized.
  174. *
  175. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  176. * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
  177. * returns the initialization status of the specified subsystems.
  178. *
  179. * The return value does not include SDL_INIT_NOPARACHUTE.
  180. *
  181. * \since This function is available since SDL 2.0.0.
  182. *
  183. * \sa SDL_Init
  184. * \sa SDL_InitSubSystem
  185. */
  186. extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
  187. /**
  188. * Clean up all initialized subsystems.
  189. *
  190. * You should call this function even if you have already shutdown each
  191. * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
  192. * function even in the case of errors in initialization.
  193. *
  194. * If you start a subsystem using a call to that subsystem's init function
  195. * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
  196. * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
  197. * it down before calling SDL_Quit(). But generally, you should not be using
  198. * those functions directly anyhow; use SDL_Init() instead.
  199. *
  200. * You can use this function with atexit() to ensure that it is run when your
  201. * application is shutdown, but it is not wise to do this from a library or
  202. * other dynamically loaded code.
  203. *
  204. * \since This function is available since SDL 2.0.0.
  205. *
  206. * \sa SDL_Init
  207. * \sa SDL_QuitSubSystem
  208. */
  209. extern DECLSPEC void SDLCALL SDL_Quit(void);
  210. /* Ends C function definitions when using C++ */
  211. #ifdef __cplusplus
  212. }
  213. #endif
  214. #include "close_code.h"
  215. #endif /* SDL_h_ */
  216. /* vi: set ts=4 sw=4 expandtab: */