Mercurial > sdl-ios-xcode
view include/SDL.h @ 5018:342b158efbbe
Michael gave permission to use his test code
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 18 Jan 2011 10:57:28 -0800 |
parents | a9a3b9852a4a |
children | dc0dfdd58f27 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 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 Windows, Windows CE, Mac OS X, Linux, * FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, and QNX. The code contains * support for other operating systems but those 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_clipboard.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_version.h" #include "SDL_video.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 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 /* *INDENT-OFF* */ } /* *INDENT-ON* */ #endif #include "close_code.h" #endif /* _SDL_H */ /* vi: set ts=4 sw=4 expandtab: */