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
110 #define SDL_INIT_JOYSTICK       0x00000200
111 #define SDL_INIT_HAPTIC         0x00001000
112 #define SDL_INIT_GAMECONTROLLER 0x00002000      /**< turn on game controller also implicitly does JOYSTICK */
113 #define SDL_INIT_NOPARACHUTE    0x00100000      /**< Don't catch fatal signals */
114 #define SDL_INIT_EVERYTHING ( \
115                 SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | \
116                 SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
117             )
118 /*@}*/
119 
120 /**
121  *  This function initializes  the subsystems specified by \c flags
122  *  Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
123  *  signal handlers for some commonly ignored fatal signals (like SIGSEGV).
124  */
125 extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
126 
127 /**
128  *  This function initializes specific SDL subsystems
129  */
130 extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
131 
132 /**
133  *  This function cleans up specific SDL subsystems
134  */
135 extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
136 
137 /**
138  *  This function returns a mask of the specified subsystems which have
139  *  previously been initialized.
140  *
141  *  If \c flags is 0, it returns a mask of all initialized subsystems.
142  */
143 extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
144 
145 /**
146  *  This function cleans up all initialized subsystems. You should
147  *  call it upon all exit conditions.
148  */
149 extern DECLSPEC void SDLCALL SDL_Quit(void);
150 
151 /* Ends C function definitions when using C++ */
152 #ifdef __cplusplus
153 }
154 #endif
155 #include "close_code.h"
156 
157 #endif /* _SDL_H */
158 
159 /* vi: set ts=4 sw=4 expandtab: */
160