mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-30 16:01:46 +00:00
163 lines
5.2 KiB
C
163 lines
5.2 KiB
C
/*
|
|
Simple DirectMedia Layer
|
|
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
|
|
|
|
This software is provided 'as-is', without any express or implied
|
|
warranty. In no event will the authors be held liable for any damages
|
|
arising from the use of this software.
|
|
|
|
Permission is granted to anyone to use this software for any purpose,
|
|
including commercial applications, and to alter it and redistribute it
|
|
freely, subject to the following restrictions:
|
|
|
|
1. The origin of this software must not be misrepresented; you must not
|
|
claim that you wrote the original software. If you use this software
|
|
in a product, an acknowledgment in the product documentation would be
|
|
appreciated but is not required.
|
|
2. Altered source versions must be plainly marked as such, and must not be
|
|
misrepresented as being the original software.
|
|
3. This notice may not be removed or altered from any source distribution.
|
|
*/
|
|
|
|
/**
|
|
* \file SDL.h
|
|
*
|
|
* Main include header for the SDL library
|
|
*/
|
|
|
|
/**
|
|
* \mainpage Simple DirectMedia Layer (SDL)
|
|
*
|
|
* http://www.libsdl.org/
|
|
*
|
|
* \section intro_sec Introduction
|
|
*
|
|
* Simple DirectMedia Layer is a cross-platform development library designed
|
|
* to provide low level access to audio, keyboard, mouse, joystick, and
|
|
* graphics hardware via OpenGL and Direct3D. It is used by video playback
|
|
* software, emulators, and popular games including Valve's award winning
|
|
* catalog and many Humble Bundle games.
|
|
*
|
|
* SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
|
|
* Support for other platforms may be found in the source code.
|
|
*
|
|
* SDL is written in C, works natively with C++, and there are bindings
|
|
* available for several other languages, including C# and Python.
|
|
*
|
|
* This library is distributed under the zlib license, which can be found
|
|
* in the file "COPYING.txt".
|
|
*
|
|
* The best way to learn how to use SDL is to check out the header files in
|
|
* the "include" subdirectory and the programs in the "test" subdirectory.
|
|
* The header files and test programs are well commented and always up to date.
|
|
* More documentation and FAQs are available online at:
|
|
* http://wiki.libsdl.org/
|
|
*
|
|
* If you need help with the library, or just want to discuss SDL related
|
|
* issues, you can join the developers mailing list:
|
|
* http://www.libsdl.org/mailing-list.php
|
|
*
|
|
* Enjoy!
|
|
* Sam Lantinga (slouken@libsdl.org)
|
|
*/
|
|
|
|
#ifndef _SDL_H
|
|
#define _SDL_H
|
|
|
|
#include "SDL_main.h"
|
|
#include "SDL_stdinc.h"
|
|
#include "SDL_assert.h"
|
|
#include "SDL_atomic.h"
|
|
#include "SDL_audio.h"
|
|
#include "SDL_clipboard.h"
|
|
#include "SDL_cpuinfo.h"
|
|
#include "SDL_endian.h"
|
|
#include "SDL_error.h"
|
|
#include "SDL_events.h"
|
|
#include "SDL_filesystem.h"
|
|
#include "SDL_joystick.h"
|
|
#include "SDL_gamecontroller.h"
|
|
#include "SDL_haptic.h"
|
|
#include "SDL_hints.h"
|
|
#include "SDL_loadso.h"
|
|
#include "SDL_log.h"
|
|
#include "SDL_messagebox.h"
|
|
#include "SDL_mutex.h"
|
|
#include "SDL_power.h"
|
|
#include "SDL_render.h"
|
|
#include "SDL_rwops.h"
|
|
#include "SDL_system.h"
|
|
#include "SDL_thread.h"
|
|
#include "SDL_timer.h"
|
|
#include "SDL_version.h"
|
|
#include "SDL_video.h"
|
|
|
|
#include "begin_code.h"
|
|
/* Set up for C function definitions, even when using C++ */
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
/* As of version 0.5, SDL is loaded dynamically into the application */
|
|
|
|
/**
|
|
* \name SDL_INIT_*
|
|
*
|
|
* These are the flags which may be passed to SDL_Init(). You should
|
|
* specify the subsystems which you will be using in your application.
|
|
*/
|
|
/* @{ */
|
|
#define SDL_INIT_TIMER 0x00000001
|
|
#define SDL_INIT_AUDIO 0x00000010
|
|
#define SDL_INIT_VIDEO 0x00000020 /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
|
|
#define SDL_INIT_JOYSTICK 0x00000200 /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
|
|
#define SDL_INIT_HAPTIC 0x00001000
|
|
#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
|
|
#define SDL_INIT_EVENTS 0x00004000
|
|
#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */
|
|
#define SDL_INIT_EVERYTHING ( \
|
|
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
|
|
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
|
|
)
|
|
/* @} */
|
|
|
|
/**
|
|
* This function initializes the subsystems specified by \c flags
|
|
* Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
|
|
* signal handlers for some commonly ignored fatal signals (like SIGSEGV).
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
|
|
|
|
/**
|
|
* This function initializes specific SDL subsystems
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
|
|
|
|
/**
|
|
* This function cleans up specific SDL subsystems
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
|
|
|
|
/**
|
|
* This function returns a mask of the specified subsystems which have
|
|
* previously been initialized.
|
|
*
|
|
* If \c flags is 0, it returns a mask of all initialized subsystems.
|
|
*/
|
|
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
|
|
|
|
/**
|
|
* This function cleans up all initialized subsystems. You should
|
|
* call it upon all exit conditions.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_Quit(void);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include "close_code.h"
|
|
|
|
#endif /* _SDL_H */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|