view include/SDL.h @ 3474:1edb86163d62

Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later. If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 07:22:59 +0000
parents d3baf5ac4e37
children c5925cd41955
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/

/**
 *  \file SDL.h
 *  
 *  Main include header for the SDL library
 */

/**
 *  \mainpage Simple DirectMedia Layer (SDL)
 *  
 *  http://www.libsdl.org/
 *  
 *  \section intro_sec Introduction
 *  
 *  This is the Simple DirectMedia Layer, a general API that provides low
 *  level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
 *  and 2D framebuffer across multiple platforms.
 *  
 *  The current version supports Linux, Windows, Windows CE, BeOS, MacOS,
 *  Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX.
 *  The code contains support for AIX, OSF/Tru64, RISC OS, and SymbianOS,
 *  but these are not officially supported.
 *  
 *  SDL is written in C, but works with C++ natively, and has bindings to
 *  several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
 *  Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
 *  Pike, Pliant, Python, Ruby, and Smalltalk.
 *  
 *  This library is distributed under GNU LGPL version 2, which can be
 *  found in the file  "COPYING".  This license allows you to use SDL
 *  freely in commercial programs as long as you link with the dynamic
 *  library.
 *  
 *  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 is available in HTML format in "docs/index.html", and
 *  a documentation wiki is available online at:
 *  	http://www.libsdl.org/cgi/docwiki.cgi
 *  
 *  The test programs in the "test" subdirectory are in the public domain.
 *  
 *  Frequently asked questions are answered online:
 *  	http://www.libsdl.org/faq.php
 *  
 *  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_atomic.h"
#include "SDL_audio.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_loadso.h"
#include "SDL_mutex.h"
#include "SDL_power.h"
#include "SDL_rwops.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
#include "SDL_video.h"
#include "SDL_version.h"
#include "SDL_compat.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#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
#define SDL_INIT_JOYSTICK       0x00000200
#define SDL_INIT_HAPTIC         0x00001000
#define SDL_INIT_NOPARACHUTE    0x00100000      /**< Don't catch fatal signals */
#define SDL_INIT_EVENTTHREAD    0x01000000      /**< Not supported on all OS's */
#define SDL_INIT_EVERYTHING     0x0000FFFF
/*@}*/

/**
 *  This function loads the SDL dynamically linked library and initializes 
 *  the subsystems specified by \c flags (and those satisfying dependencies).
 *  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 mask of the specified subsystems which have
 *  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 and unloads the
 *  dynamically linked library.  You should call it upon all exit conditions.
 */
extern DECLSPEC void SDLCALL SDL_Quit(void);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"

#endif /* _SDL_H */

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