/*
Simple DirectMedia Layer
- Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
+ Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
* Main include header for the SDL library
*/
-/**
- * \mainpage Simple DirectMedia Layer (SDL)
- *
- * http://www.libsdl.org/
- *
- * \section intro_sec Introduction
- *
- * Simple DirectMedia Layer is a cross-platform development library designed
- * to provide low level access to audio, keyboard, mouse, joystick, and
- * graphics hardware via OpenGL and Direct3D. It is used by video playback
- * software, emulators, and popular games including Valve's award winning
- * catalog and many Humble Bundle games.
- *
- * SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
- * Support for other platforms may be found in the source code.
- *
- * SDL is written in C, works natively with C++, and there are bindings
- * available for several other languages, including C# and Python.
- *
- * This library is distributed under the zlib license, which can be found
- * in the file "COPYING.txt".
- *
- * 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 and FAQs are available online at:
- * http://wiki.libsdl.org/
- *
- * 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
+#ifndef SDL_h_
+#define SDL_h_
#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_filesystem.h"
-#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_haptic.h"
#include "SDL_hints.h"
+#include "SDL_joystick.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
#include "SDL_messagebox.h"
#include "SDL_power.h"
#include "SDL_render.h"
#include "SDL_rwops.h"
+#include "SDL_sensor.h"
+#include "SDL_shape.h"
#include "SDL_system.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
* 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 /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
-#define SDL_INIT_JOYSTICK 0x00000200 /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
-#define SDL_INIT_HAPTIC 0x00001000
-#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
-#define SDL_INIT_EVENTS 0x00004000
-#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */
+#define SDL_INIT_TIMER 0x00000001u
+#define SDL_INIT_AUDIO 0x00000010u
+#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
+#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
+#define SDL_INIT_HAPTIC 0x00001000u
+#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
+#define SDL_INIT_EVENTS 0x00004000u
+#define SDL_INIT_SENSOR 0x00008000u
+#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
- SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
+ SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
)
/* @} */
/**
* 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
+ *
+ * Subsystem initialization is ref-counted, you must call
+ * SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly
+ * shutdown a subsystem manually (or call SDL_Quit() to force shutdown).
+ * If a subsystem is already loaded then this call will
+ * increase the ref-count and return.
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
#endif
#include "close_code.h"
-#endif /* _SDL_H */
+#endif /* SDL_h_ */
/* vi: set ts=4 sw=4 expandtab: */