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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2013 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
- 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
- *
- * This is the Simple DirectMedia Layer, a general API that provides low
- * level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
- * and 2D framebuffer across multiple platforms.
- *
- * SDL is written in C, but works with C++ natively, and has bindings to
- * several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
- * Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
- * Pike, Pliant, Python, Ruby, and Smalltalk.
- *
- * This library is distributed under the zlib license, which can be
- * found in the file "COPYING". This license allows you to use SDL
- * freely for any purpose as long as you retain the copyright notice.
- *
- * 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
- #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_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: */
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