SDL 2.0
SDL.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2025 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#ifndef SDL_h_
29#define SDL_h_
30
31#include "SDL_main.h"
32#include "SDL_stdinc.h"
33#include "SDL_assert.h"
34#include "SDL_atomic.h"
35#include "SDL_audio.h"
36#include "SDL_clipboard.h"
37#include "SDL_cpuinfo.h"
38#include "SDL_endian.h"
39#include "SDL_error.h"
40#include "SDL_events.h"
41#include "SDL_filesystem.h"
42#include "SDL_gamecontroller.h"
43#include "SDL_guid.h"
44#include "SDL_haptic.h"
45#include "SDL_hidapi.h"
46#include "SDL_hints.h"
47#include "SDL_joystick.h"
48#include "SDL_loadso.h"
49#include "SDL_log.h"
50#include "SDL_messagebox.h"
51#include "SDL_metal.h"
52#include "SDL_mutex.h"
53#include "SDL_power.h"
54#include "SDL_render.h"
55#include "SDL_rwops.h"
56#include "SDL_sensor.h"
57#include "SDL_shape.h"
58#include "SDL_system.h"
59#include "SDL_thread.h"
60#include "SDL_timer.h"
61#include "SDL_version.h"
62#include "SDL_video.h"
63#include "SDL_locale.h"
64#include "SDL_misc.h"
65
66#include "begin_code.h"
67/* Set up for C function definitions, even when using C++ */
68#ifdef __cplusplus
69extern "C" {
70#endif
71
72/* WIKI CATEGORY: Init */
73
74/* As of version 0.5, SDL is loaded dynamically into the application */
75
76/**
77 * \name SDL_INIT_*
78 *
79 * These are the flags which may be passed to SDL_Init(). You should
80 * specify the subsystems which you will be using in your application.
81 */
82/* @{ */
83#define SDL_INIT_TIMER 0x00000001u
84#define SDL_INIT_AUDIO 0x00000010u
85#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
86#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
87#define SDL_INIT_HAPTIC 0x00001000u
88#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
89#define SDL_INIT_EVENTS 0x00004000u
90#define SDL_INIT_SENSOR 0x00008000u
91#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
92#define SDL_INIT_EVERYTHING ( \
93 SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
94 SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
95 )
96/* @} */
97
98/**
99 * Initialize the SDL library.
100 *
101 * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
102 * two may be used interchangeably. Though for readability of your code
103 * SDL_InitSubSystem() might be preferred.
104 *
105 * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
106 * subsystems are initialized by default. Message boxes
107 * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
108 * video subsystem, in hopes of being useful in showing an error dialog when
109 * SDL_Init fails. You must specifically initialize other subsystems if you
110 * use them in your application.
111 *
112 * Logging (such as SDL_Log) works without initialization, too.
113 *
114 * `flags` may be any of the following OR'd together:
115 *
116 * - `SDL_INIT_TIMER`: timer subsystem
117 * - `SDL_INIT_AUDIO`: audio subsystem
118 * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
119 * subsystem
120 * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
121 * events subsystem
122 * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
123 * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
124 * initializes the joystick subsystem
125 * - `SDL_INIT_EVENTS`: events subsystem
126 * - `SDL_INIT_EVERYTHING`: all of the above subsystems
127 * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
128 *
129 * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
130 * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
131 * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
132 * this call will increase the ref-count and return.
133 *
134 * \param flags subsystem initialization flags.
135 * \returns 0 on success or a negative error code on failure; call
136 * SDL_GetError() for more information.
137 *
138 * \since This function is available since SDL 2.0.0.
139 *
140 * \sa SDL_InitSubSystem
141 * \sa SDL_Quit
142 * \sa SDL_SetMainReady
143 * \sa SDL_WasInit
144 */
145extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
146
147/**
148 * Compatibility function to initialize the SDL library.
149 *
150 * In SDL2, this function and SDL_Init() are interchangeable.
151 *
152 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
153 * \returns 0 on success or a negative error code on failure; call
154 * SDL_GetError() for more information.
155 *
156 * \since This function is available since SDL 2.0.0.
157 *
158 * \sa SDL_Init
159 * \sa SDL_Quit
160 * \sa SDL_QuitSubSystem
161 */
162extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
163
164/**
165 * Shut down specific SDL subsystems.
166 *
167 * If you start a subsystem using a call to that subsystem's init function
168 * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
169 * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
170 * that subsystem's quit function (SDL_VideoQuit()) directly instead. But
171 * generally, you should not be using those functions directly anyhow; use
172 * SDL_Init() instead.
173 *
174 * You still need to call SDL_Quit() even if you close all open subsystems
175 * with SDL_QuitSubSystem().
176 *
177 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
178 *
179 * \since This function is available since SDL 2.0.0.
180 *
181 * \sa SDL_InitSubSystem
182 * \sa SDL_Quit
183 */
184extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
185
186/**
187 * Get a mask of the specified subsystems which are currently initialized.
188 *
189 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
190 * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
191 * returns the initialization status of the specified subsystems.
192 *
193 * The return value does not include SDL_INIT_NOPARACHUTE.
194 *
195 * \since This function is available since SDL 2.0.0.
196 *
197 * \sa SDL_Init
198 * \sa SDL_InitSubSystem
199 */
200extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
201
202/**
203 * Clean up all initialized subsystems.
204 *
205 * You should call this function even if you have already shutdown each
206 * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
207 * function even in the case of errors in initialization.
208 *
209 * If you start a subsystem using a call to that subsystem's init function
210 * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
211 * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
212 * it down before calling SDL_Quit(). But generally, you should not be using
213 * those functions directly anyhow; use SDL_Init() instead.
214 *
215 * You can use this function with atexit() to ensure that it is run when your
216 * application is shutdown, but it is not wise to do this from a library or
217 * other dynamically loaded code.
218 *
219 * \since This function is available since SDL 2.0.0.
220 *
221 * \sa SDL_Init
222 * \sa SDL_QuitSubSystem
223 */
224extern DECLSPEC void SDLCALL SDL_Quit(void);
225
226/* Ends C function definitions when using C++ */
227#ifdef __cplusplus
228}
229#endif
230#include "close_code.h"
231
232#endif /* SDL_h_ */
233
234/* vi: set ts=4 sw=4 expandtab: */
Uint32 SDL_WasInit(Uint32 flags)
int SDL_InitSubSystem(Uint32 flags)
void SDL_QuitSubSystem(Uint32 flags)
void SDL_Quit(void)
int SDL_Init(Uint32 flags)
uint32_t Uint32
Definition SDL_stdinc.h:231