| | |
| | | /* |
| | | Simple DirectMedia Layer |
| | | Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org> |
| | | Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> |
| | | |
| | | This software is provided 'as-is', without any express or implied |
| | | warranty. In no event will the authors be held liable for any damages |
| | |
| | | * Main include header for the SDL library |
| | | */ |
| | | |
| | | /** |
| | | * \mainpage Simple DirectMedia Layer (SDL) |
| | | * |
| | | * http://www.libsdl.org/ |
| | | * |
| | | * \section intro_sec Introduction |
| | | * |
| | | * Simple DirectMedia Layer is a cross-platform development library designed |
| | | * to provide low level access to audio, keyboard, mouse, joystick, and |
| | | * graphics hardware via OpenGL and Direct3D. It is used by video playback |
| | | * software, emulators, and popular games including Valve's award winning |
| | | * catalog and many Humble Bundle games. |
| | | * |
| | | * SDL officially supports Windows, Mac OS X, Linux, iOS, and Android. |
| | | * Support for other platforms may be found in the source code. |
| | | * |
| | | * SDL is written in C, works natively with C++, and there are bindings |
| | | * available for several other languages, including C# and Python. |
| | | * |
| | | * This library is distributed under the zlib license, which can be found |
| | | * in the file "COPYING.txt". |
| | | * |
| | | * The best way to learn how to use SDL is to check out the header files in |
| | | * the "include" subdirectory and the programs in the "test" subdirectory. |
| | | * The header files and test programs are well commented and always up to date. |
| | | * More documentation and FAQs are available online at: |
| | | * http://wiki.libsdl.org/ |
| | | * |
| | | * If you need help with the library, or just want to discuss SDL related |
| | | * issues, you can join the developers mailing list: |
| | | * http://www.libsdl.org/mailing-list.php |
| | | * |
| | | * Enjoy! |
| | | * Sam Lantinga (slouken@libsdl.org) |
| | | */ |
| | | |
| | | #ifndef _SDL_H |
| | | #define _SDL_H |
| | | #ifndef SDL_h_ |
| | | #define SDL_h_ |
| | | |
| | | #include "SDL_main.h" |
| | | #include "SDL_stdinc.h" |
| | |
| | | #include "SDL_error.h" |
| | | #include "SDL_events.h" |
| | | #include "SDL_filesystem.h" |
| | | #include "SDL_joystick.h" |
| | | #include "SDL_gamecontroller.h" |
| | | #include "SDL_haptic.h" |
| | | #include "SDL_hints.h" |
| | | #include "SDL_joystick.h" |
| | | #include "SDL_loadso.h" |
| | | #include "SDL_log.h" |
| | | #include "SDL_messagebox.h" |
| | |
| | | #include "SDL_power.h" |
| | | #include "SDL_render.h" |
| | | #include "SDL_rwops.h" |
| | | #include "SDL_sensor.h" |
| | | #include "SDL_shape.h" |
| | | #include "SDL_system.h" |
| | | #include "SDL_thread.h" |
| | | #include "SDL_timer.h" |
| | |
| | | * specify the subsystems which you will be using in your application. |
| | | */ |
| | | /* @{ */ |
| | | #define SDL_INIT_TIMER 0x00000001 |
| | | #define SDL_INIT_AUDIO 0x00000010 |
| | | #define SDL_INIT_VIDEO 0x00000020 /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */ |
| | | #define SDL_INIT_JOYSTICK 0x00000200 /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */ |
| | | #define SDL_INIT_HAPTIC 0x00001000 |
| | | #define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */ |
| | | #define SDL_INIT_EVENTS 0x00004000 |
| | | #define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */ |
| | | #define SDL_INIT_TIMER 0x00000001u |
| | | #define SDL_INIT_AUDIO 0x00000010u |
| | | #define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */ |
| | | #define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */ |
| | | #define SDL_INIT_HAPTIC 0x00001000u |
| | | #define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */ |
| | | #define SDL_INIT_EVENTS 0x00004000u |
| | | #define SDL_INIT_SENSOR 0x00008000u |
| | | #define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */ |
| | | #define SDL_INIT_EVERYTHING ( \ |
| | | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \ |
| | | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \ |
| | | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \ |
| | | ) |
| | | /* @} */ |
| | | |
| | | /** |
| | | * This function initializes the subsystems specified by \c flags |
| | | * Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup |
| | | * signal handlers for some commonly ignored fatal signals (like SIGSEGV). |
| | | */ |
| | | extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); |
| | | |
| | | /** |
| | | * This function initializes specific SDL subsystems |
| | | * |
| | | * Subsystem initialization is ref-counted, you must call |
| | | * SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly |
| | | * shutdown a subsystem manually (or call SDL_Quit() to force shutdown). |
| | | * If a subsystem is already loaded then this call will |
| | | * increase the ref-count and return. |
| | | */ |
| | | extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); |
| | | |
| | |
| | | #endif |
| | | #include "close_code.h" |
| | | |
| | | #endif /* _SDL_H */ |
| | | #endif /* SDL_h_ */ |
| | | |
| | | /* vi: set ts=4 sw=4 expandtab: */ |