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1 | /* |
2 | Simple DirectMedia Layer | |
3 | Copyright (C) 1997-2013 Sam Lantinga <slouken@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 | * This is the Simple DirectMedia Layer, a general API that provides low | |
36 | * level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, | |
37 | * and 2D framebuffer across multiple platforms. | |
38 | * | |
39 | * SDL is written in C, but works with C++ natively, and has bindings to | |
40 | * several other languages, including Ada, C#, Eiffel, Erlang, Euphoria, | |
41 | * Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP, | |
42 | * Pike, Pliant, Python, Ruby, and Smalltalk. | |
43 | * | |
44 | * This library is distributed under the zlib license, which can be | |
45 | * found in the file "COPYING". This license allows you to use SDL | |
46 | * freely for any purpose as long as you retain the copyright notice. | |
47 | * | |
48 | * The best way to learn how to use SDL is to check out the header files in | |
49 | * the "include" subdirectory and the programs in the "test" subdirectory. | |
50 | * The header files and test programs are well commented and always up to date. | |
51 | * More documentation and FAQs are available online at: | |
52 | * http://wiki.libsdl.org/ | |
53 | * | |
54 | * If you need help with the library, or just want to discuss SDL related | |
55 | * issues, you can join the developers mailing list: | |
56 | * http://www.libsdl.org/mailing-list.php | |
57 | * | |
58 | * Enjoy! | |
59 | * Sam Lantinga (slouken@libsdl.org) | |
60 | */ | |
61 | ||
62 | #ifndef _SDL_H | |
63 | #define _SDL_H | |
64 | ||
65 | #include "SDL_main.h" | |
66 | #include "SDL_stdinc.h" | |
67 | #include "SDL_assert.h" | |
68 | #include "SDL_atomic.h" | |
69 | #include "SDL_audio.h" | |
70 | #include "SDL_clipboard.h" | |
71 | #include "SDL_cpuinfo.h" | |
72 | #include "SDL_endian.h" | |
73 | #include "SDL_error.h" | |
74 | #include "SDL_events.h" | |
75 | #include "SDL_joystick.h" | |
76 | #include "SDL_gamecontroller.h" | |
77 | #include "SDL_haptic.h" | |
78 | #include "SDL_hints.h" | |
79 | #include "SDL_loadso.h" | |
80 | #include "SDL_log.h" | |
81 | #include "SDL_messagebox.h" | |
82 | #include "SDL_mutex.h" | |
83 | #include "SDL_power.h" | |
84 | #include "SDL_render.h" | |
85 | #include "SDL_rwops.h" | |
86 | #include "SDL_system.h" | |
87 | #include "SDL_thread.h" | |
88 | #include "SDL_timer.h" | |
89 | #include "SDL_version.h" | |
90 | #include "SDL_video.h" | |
91 | ||
92 | #include "begin_code.h" | |
93 | /* Set up for C function definitions, even when using C++ */ | |
94 | #ifdef __cplusplus | |
95 | extern "C" { | |
96 | #endif | |
97 | ||
98 | /* As of version 0.5, SDL is loaded dynamically into the application */ | |
99 | ||
100 | /** | |
101 | * \name SDL_INIT_* | |
102 | * | |
103 | * These are the flags which may be passed to SDL_Init(). You should | |
104 | * specify the subsystems which you will be using in your application. | |
105 | */ | |
106 | /*@{*/ | |
107 | #define SDL_INIT_TIMER 0x00000001 | |
108 | #define SDL_INIT_AUDIO 0x00000010 | |
109 | #define SDL_INIT_VIDEO 0x00000020 /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */ | |
110 | #define SDL_INIT_JOYSTICK 0x00000200 /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */ | |
111 | #define SDL_INIT_HAPTIC 0x00001000 | |
112 | #define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */ | |
113 | #define SDL_INIT_EVENTS 0x00004000 | |
114 | #define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */ | |
115 | #define SDL_INIT_EVERYTHING ( \ | |
116 | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \ | |
117 | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \ | |
118 | ) | |
119 | /*@}*/ | |
120 | ||
121 | /** | |
122 | * This function initializes the subsystems specified by \c flags | |
123 | * Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup | |
124 | * signal handlers for some commonly ignored fatal signals (like SIGSEGV). | |
125 | */ | |
126 | extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); | |
127 | ||
128 | /** | |
129 | * This function initializes specific SDL subsystems | |
130 | */ | |
131 | extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); | |
132 | ||
133 | /** | |
134 | * This function cleans up specific SDL subsystems | |
135 | */ | |
136 | extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); | |
137 | ||
138 | /** | |
139 | * This function returns a mask of the specified subsystems which have | |
140 | * previously been initialized. | |
141 | * | |
142 | * If \c flags is 0, it returns a mask of all initialized subsystems. | |
143 | */ | |
144 | extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); | |
145 | ||
146 | /** | |
147 | * This function cleans up all initialized subsystems. You should | |
148 | * call it upon all exit conditions. | |
149 | */ | |
150 | extern DECLSPEC void SDLCALL SDL_Quit(void); | |
151 | ||
152 | /* Ends C function definitions when using C++ */ | |
153 | #ifdef __cplusplus | |
154 | } | |
155 | #endif | |
156 | #include "close_code.h" | |
157 | ||
158 | #endif /* _SDL_H */ | |
159 | ||
160 | /* vi: set ts=4 sw=4 expandtab: */ |