Simple DirectMedia Layer
Copyright (C) 1997-2012 Sam Lantinga <email@example.com>
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)
* \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.
* 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
* 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:
* The test programs in the "test" subdirectory are in the public domain.
* Frequently asked questions are answered online:
* If you need help with the library, or just want to discuss SDL related
* issues, you can join the developers mailing list:
* Sam Lantinga (firstname.lastname@example.org)
/* Set up for C function definitions, even when using C++ */
/* 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_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++ */
/* vi: set ts=4 sw=4 expandtab: */