| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2014 Sam Lantinga <[email protected]> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| |
| /** |
| * \file SDL.h |
| * |
| * 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 ([email protected]) |
| */ |
| |
| #ifndef _SDL_H |
| #define _SDL_H |
| |
| #include "SDL_main.h" |
| #include "SDL_stdinc.h" |
| #include "SDL_assert.h" |
| #include "SDL_atomic.h" |
| #include "SDL_audio.h" |
| #include "SDL_clipboard.h" |
| #include "SDL_cpuinfo.h" |
| #include "SDL_endian.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_loadso.h" |
| #include "SDL_log.h" |
| #include "SDL_messagebox.h" |
| #include "SDL_mutex.h" |
| #include "SDL_power.h" |
| #include "SDL_render.h" |
| #include "SDL_rwops.h" |
| #include "SDL_system.h" |
| #include "SDL_thread.h" |
| #include "SDL_timer.h" |
| #include "SDL_version.h" |
| #include "SDL_video.h" |
| |
| #include "begin_code.h" |
| /* Set up for C function definitions, even when using C++ */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| /* As of version 0.5, SDL is loaded dynamically into the application */ |
| |
| /** |
| * \name SDL_INIT_* |
| * |
| * These are the flags which may be passed to SDL_Init(). You should |
| * 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_EVERYTHING ( \ |
| SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \ |
| SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \ |
| ) |
| /* @} */ |
| |
| /** |
| * 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 |
| */ |
| extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); |
| |
| /** |
| * This function cleans up specific SDL subsystems |
| */ |
| extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); |
| |
| /** |
| * This function returns a mask of the specified subsystems which have |
| * previously been initialized. |
| * |
| * If \c flags is 0, it returns a mask of all initialized subsystems. |
| */ |
| extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); |
| |
| /** |
| * This function cleans up all initialized subsystems. You should |
| * call it upon all exit conditions. |
| */ |
| extern DECLSPEC void SDLCALL SDL_Quit(void); |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include "close_code.h" |
| |
| #endif /* _SDL_H */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |