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      1 /*
      2   Simple DirectMedia Layer
      3   Copyright (C) 1997-2014 Sam Lantinga <slouken (at) 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 (at) 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
     98 extern "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  */
    129 extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
    130 
    131 /**
    132  *  This function initializes specific SDL subsystems
    133  */
    134 extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
    135 
    136 /**
    137  *  This function cleans up specific SDL subsystems
    138  */
    139 extern 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  */
    147 extern 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  */
    153 extern 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