SDL_init.h 6.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180
  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2023 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_init.h
  20. *
  21. * Init and quit header for the SDL library
  22. */
  23. #ifndef SDL_init_h_
  24. #define SDL_init_h_
  25. #include <SDL3/SDL_stdinc.h>
  26. #include <SDL3/SDL_begin_code.h>
  27. /* Set up for C function definitions, even when using C++ */
  28. #ifdef __cplusplus
  29. extern "C" {
  30. #endif
  31. /* As of version 0.5, SDL is loaded dynamically into the application */
  32. /**
  33. * \name SDL_INIT_*
  34. *
  35. * These are the flags which may be passed to SDL_Init(). You should
  36. * specify the subsystems which you will be using in your application.
  37. */
  38. /* @{ */
  39. #define SDL_INIT_TIMER 0x00000001u
  40. #define SDL_INIT_AUDIO 0x00000010u
  41. #define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
  42. #define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
  43. #define SDL_INIT_HAPTIC 0x00001000u
  44. #define SDL_INIT_GAMEPAD 0x00002000u /**< SDL_INIT_GAMEPAD implies SDL_INIT_JOYSTICK */
  45. #define SDL_INIT_EVENTS 0x00004000u
  46. #define SDL_INIT_SENSOR 0x00008000u
  47. #define SDL_INIT_EVERYTHING ( \
  48. SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
  49. SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMEPAD | SDL_INIT_SENSOR \
  50. )
  51. /* @} */
  52. /**
  53. * Initialize the SDL library.
  54. *
  55. * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
  56. * two may be used interchangeably. Though for readability of your code
  57. * SDL_InitSubSystem() might be preferred.
  58. *
  59. * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
  60. * subsystems are initialized by default. Message boxes
  61. * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
  62. * video subsystem, in hopes of being useful in showing an error dialog when
  63. * SDL_Init fails. You must specifically initialize other subsystems if you
  64. * use them in your application.
  65. *
  66. * Logging (such as SDL_Log) works without initialization, too.
  67. *
  68. * `flags` may be any of the following OR'd together:
  69. *
  70. * - `SDL_INIT_TIMER`: timer subsystem
  71. * - `SDL_INIT_AUDIO`: audio subsystem
  72. * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
  73. * subsystem
  74. * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
  75. * events subsystem
  76. * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
  77. * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically
  78. * initializes the joystick subsystem
  79. * - `SDL_INIT_EVENTS`: events subsystem
  80. * - `SDL_INIT_EVERYTHING`: all of the above subsystems
  81. *
  82. * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
  83. * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
  84. * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
  85. * this call will increase the ref-count and return.
  86. *
  87. * \param flags subsystem initialization flags
  88. * \returns 0 on success or a negative error code on failure; call
  89. * SDL_GetError() for more information.
  90. *
  91. * \since This function is available since SDL 3.0.0.
  92. *
  93. * \sa SDL_InitSubSystem
  94. * \sa SDL_Quit
  95. * \sa SDL_SetMainReady
  96. * \sa SDL_WasInit
  97. */
  98. extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
  99. /**
  100. * Compatibility function to initialize the SDL library.
  101. *
  102. * This function and SDL_Init() are interchangeable.
  103. *
  104. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  105. * \returns 0 on success or a negative error code on failure; call
  106. * SDL_GetError() for more information.
  107. *
  108. * \since This function is available since SDL 3.0.0.
  109. *
  110. * \sa SDL_Init
  111. * \sa SDL_Quit
  112. * \sa SDL_QuitSubSystem
  113. */
  114. extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
  115. /**
  116. * Shut down specific SDL subsystems.
  117. *
  118. * You still need to call SDL_Quit() even if you close all open subsystems
  119. * with SDL_QuitSubSystem().
  120. *
  121. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  122. *
  123. * \since This function is available since SDL 3.0.0.
  124. *
  125. * \sa SDL_InitSubSystem
  126. * \sa SDL_Quit
  127. */
  128. extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
  129. /**
  130. * Get a mask of the specified subsystems which are currently initialized.
  131. *
  132. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  133. * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
  134. * returns the initialization status of the specified subsystems.
  135. *
  136. * \since This function is available since SDL 3.0.0.
  137. *
  138. * \sa SDL_Init
  139. * \sa SDL_InitSubSystem
  140. */
  141. extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
  142. /**
  143. * Clean up all initialized subsystems.
  144. *
  145. * You should call this function even if you have already shutdown each
  146. * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
  147. * function even in the case of errors in initialization.
  148. *
  149. * You can use this function with atexit() to ensure that it is run when your
  150. * application is shutdown, but it is not wise to do this from a library or
  151. * other dynamically loaded code.
  152. *
  153. * \since This function is available since SDL 3.0.0.
  154. *
  155. * \sa SDL_Init
  156. * \sa SDL_QuitSubSystem
  157. */
  158. extern DECLSPEC void SDLCALL SDL_Quit(void);
  159. /* Ends C function definitions when using C++ */
  160. #ifdef __cplusplus
  161. }
  162. #endif
  163. #include <SDL3/SDL_close_code.h>
  164. #endif /* SDL_init_h_ */