view docs/html/sdlinit.html @ 3958:85b6fb6a5e3c SDL-1.2

Actually, this is a better fix...clear the error state once if everything we need loaded; it's more efficient, and works even if the last unnecessary xrandr symbol failed to load. Otherwise, leave the original loadso error, so the end user can find out what symbol failed.
author Ryan C. Gordon <icculus@icculus.org>
date Wed, 13 Jun 2007 08:00:10 +0000
parents 355632dca928
children
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><H1
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>SDL_Init</H1
><DIV
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><A
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><H2
>Name</H2
>SDL_Init&nbsp;--&nbsp;Initializes SDL</DIV
><DIV
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><H2
>Synopsis</H2
><DIV
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><P
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><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_Init</B
></CODE
>(Uint32 flags);</CODE
></P
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><H2
>Description</H2
><P
>Initializes SDL. This should be called before all other SDL functions. The <TT
CLASS="PARAMETER"
><I
>flags</I
></TT
> parameter specifies what part(s) of SDL to initialize.</P
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><TT
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>SDL_INIT_TIMER</TT
></TD
><TD
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>Initializes the <A
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>timer</A
> subsystem.</TD
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><TT
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>SDL_INIT_AUDIO</TT
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><TD
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>Initializes the <A
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>audio</A
> subsystem.</TD
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><TT
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>SDL_INIT_VIDEO</TT
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><TD
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>Initializes the <A
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>video</A
> subsystem.</TD
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><TT
CLASS="LITERAL"
>SDL_INIT_CDROM</TT
></TD
><TD
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>Initializes the <A
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>cdrom</A
> subsystem.</TD
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><TT
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>SDL_INIT_JOYSTICK</TT
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><TD
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>Initializes the <A
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>joystick</A
> subsystem.</TD
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><TT
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></TD
><TD
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>Initialize all of the above.</TD
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><TT
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>SDL_INIT_NOPARACHUTE</TT
></TD
><TD
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>Prevents SDL from catching fatal signals.</TD
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><TT
CLASS="LITERAL"
>SDL_INIT_EVENTTHREAD</TT
></TD
><TD
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>&nbsp;</TD
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><H2
>Return Value</H2
><P
>Returns <SPAN
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>-1</SPAN
> on an error or <SPAN
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>0</SPAN
> on success.</P
></DIV
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><H2
>See Also</H2
><P
><A
HREF="sdlquit.html"
><TT
CLASS="FUNCTION"
>SDL_Quit</TT
></A
>,
<A
HREF="sdlinitsubsystem.html"
><TT
CLASS="FUNCTION"
>SDL_InitSubSystem</TT
></A
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