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