SDL.h 8.5 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
  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 <SDL3/SDL_main.h>
  26. #include <SDL3/SDL_stdinc.h>
  27. #include <SDL3/SDL_assert.h>
  28. #include <SDL3/SDL_atomic.h>
  29. #include <SDL3/SDL_audio.h>
  30. #include <SDL3/SDL_bits.h>
  31. #include <SDL3/SDL_blendmode.h>
  32. #include <SDL3/SDL_clipboard.h>
  33. #include <SDL3/SDL_cpuinfo.h>
  34. #include <SDL3/SDL_endian.h>
  35. #include <SDL3/SDL_error.h>
  36. #include <SDL3/SDL_events.h>
  37. #include <SDL3/SDL_filesystem.h>
  38. #include <SDL3/SDL_gamecontroller.h>
  39. #include <SDL3/SDL_gesture.h>
  40. #include <SDL3/SDL_guid.h>
  41. #include <SDL3/SDL_haptic.h>
  42. #include <SDL3/SDL_hidapi.h>
  43. #include <SDL3/SDL_hints.h>
  44. #include <SDL3/SDL_joystick.h>
  45. #include <SDL3/SDL_keyboard.h>
  46. #include <SDL3/SDL_keycode.h>
  47. #include <SDL3/SDL_loadso.h>
  48. #include <SDL3/SDL_locale.h>
  49. #include <SDL3/SDL_log.h>
  50. #include <SDL3/SDL_messagebox.h>
  51. #include <SDL3/SDL_metal.h>
  52. #include <SDL3/SDL_misc.h>
  53. #include <SDL3/SDL_mouse.h>
  54. #include <SDL3/SDL_mutex.h>
  55. #include <SDL3/SDL_pixels.h>
  56. #include <SDL3/SDL_platform.h>
  57. #include <SDL3/SDL_power.h>
  58. #include <SDL3/SDL_quit.h>
  59. #include <SDL3/SDL_rect.h>
  60. #include <SDL3/SDL_render.h>
  61. #include <SDL3/SDL_revision.h>
  62. #include <SDL3/SDL_rwops.h>
  63. #include <SDL3/SDL_scancode.h>
  64. #include <SDL3/SDL_sensor.h>
  65. #include <SDL3/SDL_shape.h>
  66. #include <SDL3/SDL_surface.h>
  67. #include <SDL3/SDL_system.h>
  68. #include <SDL3/SDL_thread.h>
  69. #include <SDL3/SDL_timer.h>
  70. #include <SDL3/SDL_touch.h>
  71. #include <SDL3/SDL_version.h>
  72. #include <SDL3/SDL_video.h>
  73. #include <SDL3/begin_code.h>
  74. /* Set up for C function definitions, even when using C++ */
  75. #ifdef __cplusplus
  76. extern "C" {
  77. #endif
  78. /* As of version 0.5, SDL is loaded dynamically into the application */
  79. /**
  80. * \name SDL_INIT_*
  81. *
  82. * These are the flags which may be passed to SDL_Init(). You should
  83. * specify the subsystems which you will be using in your application.
  84. */
  85. /* @{ */
  86. #define SDL_INIT_TIMER 0x00000001u
  87. #define SDL_INIT_AUDIO 0x00000010u
  88. #define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
  89. #define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
  90. #define SDL_INIT_HAPTIC 0x00001000u
  91. #define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
  92. #define SDL_INIT_EVENTS 0x00004000u
  93. #define SDL_INIT_SENSOR 0x00008000u
  94. #define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
  95. #define SDL_INIT_EVERYTHING ( \
  96. SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
  97. SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
  98. )
  99. /* @} */
  100. /**
  101. * Initialize the SDL library.
  102. *
  103. * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
  104. * two may be used interchangeably. Though for readability of your code
  105. * SDL_InitSubSystem() might be preferred.
  106. *
  107. * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
  108. * subsystems are initialized by default. Message boxes
  109. * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
  110. * video subsystem, in hopes of being useful in showing an error dialog when
  111. * SDL_Init fails. You must specifically initialize other subsystems if you
  112. * use them in your application.
  113. *
  114. * Logging (such as SDL_Log) works without initialization, too.
  115. *
  116. * `flags` may be any of the following OR'd together:
  117. *
  118. * - `SDL_INIT_TIMER`: timer subsystem
  119. * - `SDL_INIT_AUDIO`: audio subsystem
  120. * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
  121. * subsystem
  122. * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
  123. * events subsystem
  124. * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
  125. * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
  126. * initializes the joystick subsystem
  127. * - `SDL_INIT_EVENTS`: events subsystem
  128. * - `SDL_INIT_EVERYTHING`: all of the above subsystems
  129. * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
  130. *
  131. * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
  132. * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
  133. * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
  134. * this call will increase the ref-count and return.
  135. *
  136. * \param flags subsystem initialization flags
  137. * \returns 0 on success or a negative error code on failure; call
  138. * SDL_GetError() for more information.
  139. *
  140. * \since This function is available since SDL 3.0.0.
  141. *
  142. * \sa SDL_InitSubSystem
  143. * \sa SDL_Quit
  144. * \sa SDL_SetMainReady
  145. * \sa SDL_WasInit
  146. */
  147. extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
  148. /**
  149. * Compatibility function to initialize the SDL library.
  150. *
  151. * This function and SDL_Init() are interchangeable.
  152. *
  153. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  154. * \returns 0 on success or a negative error code on failure; call
  155. * SDL_GetError() for more information.
  156. *
  157. * \since This function is available since SDL 3.0.0.
  158. *
  159. * \sa SDL_Init
  160. * \sa SDL_Quit
  161. * \sa SDL_QuitSubSystem
  162. */
  163. extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
  164. /**
  165. * Shut down specific SDL subsystems.
  166. *
  167. * If you start a subsystem using a call to that subsystem's init function
  168. * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
  169. * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
  170. * that subsystem's quit function (SDL_VideoQuit()) directly instead. But
  171. * generally, you should not be using those functions directly anyhow; use
  172. * SDL_Init() instead.
  173. *
  174. * You still need to call SDL_Quit() even if you close all open subsystems
  175. * with SDL_QuitSubSystem().
  176. *
  177. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  178. *
  179. * \since This function is available since SDL 3.0.0.
  180. *
  181. * \sa SDL_InitSubSystem
  182. * \sa SDL_Quit
  183. */
  184. extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
  185. /**
  186. * Get a mask of the specified subsystems which are currently initialized.
  187. *
  188. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  189. * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
  190. * returns the initialization status of the specified subsystems.
  191. *
  192. * The return value does not include SDL_INIT_NOPARACHUTE.
  193. *
  194. * \since This function is available since SDL 3.0.0.
  195. *
  196. * \sa SDL_Init
  197. * \sa SDL_InitSubSystem
  198. */
  199. extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
  200. /**
  201. * Clean up all initialized subsystems.
  202. *
  203. * You should call this function even if you have already shutdown each
  204. * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
  205. * function even in the case of errors in initialization.
  206. *
  207. * If you start a subsystem using a call to that subsystem's init function
  208. * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
  209. * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
  210. * it down before calling SDL_Quit(). But generally, you should not be using
  211. * those functions directly anyhow; use SDL_Init() instead.
  212. *
  213. * You can use this function with atexit() to ensure that it is run when your
  214. * application is shutdown, but it is not wise to do this from a library or
  215. * other dynamically loaded code.
  216. *
  217. * \since This function is available since SDL 3.0.0.
  218. *
  219. * \sa SDL_Init
  220. * \sa SDL_QuitSubSystem
  221. */
  222. extern DECLSPEC void SDLCALL SDL_Quit(void);
  223. /* Ends C function definitions when using C++ */
  224. #ifdef __cplusplus
  225. }
  226. #endif
  227. #include <SDL3/close_code.h>
  228. #endif /* SDL_h_ */
  229. /* vi: set ts=4 sw=4 expandtab: */