SDL 2.0
SDL.h File Reference
#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_assert.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_filesystem.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_mutex.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"
#include "SDL_version.h"
#include "SDL_video.h"
#include "begin_code.h"
#include "close_code.h"
+ Include dependency graph for SDL.h:

Go to the source code of this file.

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   0x00000001u
 
#define SDL_INIT_AUDIO   0x00000010u
 
#define SDL_INIT_VIDEO   0x00000020u
 
#define SDL_INIT_JOYSTICK   0x00000200u
 
#define SDL_INIT_HAPTIC   0x00001000u
 
#define SDL_INIT_GAMECONTROLLER   0x00002000u
 
#define SDL_INIT_EVENTS   0x00004000u
 
#define SDL_INIT_SENSOR   0x00008000u
 
#define SDL_INIT_NOPARACHUTE   0x00100000u
 
#define SDL_INIT_EVERYTHING
 
int SDL_Init (Uint32 flags)
 
int SDL_InitSubSystem (Uint32 flags)
 
void SDL_QuitSubSystem (Uint32 flags)
 
Uint32 SDL_WasInit (Uint32 flags)
 
void SDL_Quit (void)
 

Detailed Description

Main include header for the SDL library

Definition in file SDL.h.

Macro Definition Documentation

◆ SDL_INIT_AUDIO

#define SDL_INIT_AUDIO   0x00000010u

Definition at line 78 of file SDL.h.

◆ SDL_INIT_EVENTS

#define SDL_INIT_EVENTS   0x00004000u

Definition at line 83 of file SDL.h.

◆ SDL_INIT_EVERYTHING

#define SDL_INIT_EVERYTHING
Value:
( \
)
#define SDL_INIT_SENSOR
Definition: SDL.h:84
#define SDL_INIT_AUDIO
Definition: SDL.h:78
#define SDL_INIT_GAMECONTROLLER
Definition: SDL.h:82
#define SDL_INIT_EVENTS
Definition: SDL.h:83
#define SDL_INIT_HAPTIC
Definition: SDL.h:81
#define SDL_INIT_VIDEO
Definition: SDL.h:79

Definition at line 86 of file SDL.h.

◆ SDL_INIT_GAMECONTROLLER

#define SDL_INIT_GAMECONTROLLER   0x00002000u

SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK

Definition at line 82 of file SDL.h.

◆ SDL_INIT_HAPTIC

#define SDL_INIT_HAPTIC   0x00001000u

Definition at line 81 of file SDL.h.

◆ SDL_INIT_JOYSTICK

#define SDL_INIT_JOYSTICK   0x00000200u

SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS

Definition at line 80 of file SDL.h.

◆ SDL_INIT_NOPARACHUTE

#define SDL_INIT_NOPARACHUTE   0x00100000u

compatibility; this flag is ignored.

Definition at line 85 of file SDL.h.

◆ SDL_INIT_SENSOR

#define SDL_INIT_SENSOR   0x00008000u

Definition at line 84 of file SDL.h.

◆ SDL_INIT_TIMER

#define SDL_INIT_TIMER   0x00000001u

Definition at line 77 of file SDL.h.

◆ SDL_INIT_VIDEO

#define SDL_INIT_VIDEO   0x00000020u

SDL_INIT_VIDEO implies SDL_INIT_EVENTS

Definition at line 79 of file SDL.h.

Function Documentation

◆ SDL_Init()

int SDL_Init ( Uint32  flags)

This function initializes the subsystems specified by flags

Definition at line 253 of file SDL.c.

254{
255 return SDL_InitSubSystem(flags);
256}
int SDL_InitSubSystem(Uint32 flags)
Definition: SDL.c:106
GLbitfield flags

References SDL_InitSubSystem().

◆ SDL_InitSubSystem()

int SDL_InitSubSystem ( 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.

Definition at line 106 of file SDL.c.

107{
108 if (!SDL_MainIsReady) {
109 SDL_SetError("Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?");
110 return -1;
111 }
112
113 /* Clear the error message */
115
117 /* game controller implies joystick */
119 }
120
122 /* video or joystick implies events */
124 }
125
126#if SDL_VIDEO_DRIVER_WINDOWS
128 if (SDL_HelperWindowCreate() < 0) {
129 return -1;
130 }
131 }
132#endif
133
134#if !SDL_TIMERS_DISABLED
136#endif
137
138 /* Initialize the event subsystem */
139 if ((flags & SDL_INIT_EVENTS)) {
140#if !SDL_EVENTS_DISABLED
142 if (SDL_EventsInit() < 0) {
143 return (-1);
144 }
145 }
147#else
148 return SDL_SetError("SDL not built with events support");
149#endif
150 }
151
152 /* Initialize the timer subsystem */
153 if ((flags & SDL_INIT_TIMER)){
154#if !SDL_TIMERS_DISABLED
156 if (SDL_TimerInit() < 0) {
157 return (-1);
158 }
159 }
161#else
162 return SDL_SetError("SDL not built with timer support");
163#endif
164 }
165
166 /* Initialize the video subsystem */
167 if ((flags & SDL_INIT_VIDEO)){
168#if !SDL_VIDEO_DISABLED
170 if (SDL_VideoInit(NULL) < 0) {
171 return (-1);
172 }
173 }
175#else
176 return SDL_SetError("SDL not built with video support");
177#endif
178 }
179
180 /* Initialize the audio subsystem */
181 if ((flags & SDL_INIT_AUDIO)){
182#if !SDL_AUDIO_DISABLED
184 if (SDL_AudioInit(NULL) < 0) {
185 return (-1);
186 }
187 }
189#else
190 return SDL_SetError("SDL not built with audio support");
191#endif
192 }
193
194 /* Initialize the joystick subsystem */
195 if ((flags & SDL_INIT_JOYSTICK)){
196#if !SDL_JOYSTICK_DISABLED
198 if (SDL_JoystickInit() < 0) {
199 return (-1);
200 }
201 }
203#else
204 return SDL_SetError("SDL not built with joystick support");
205#endif
206 }
207
209#if !SDL_JOYSTICK_DISABLED
211 if (SDL_GameControllerInit() < 0) {
212 return (-1);
213 }
214 }
216#else
217 return SDL_SetError("SDL not built with joystick support");
218#endif
219 }
220
221 /* Initialize the haptic subsystem */
222 if ((flags & SDL_INIT_HAPTIC)){
223#if !SDL_HAPTIC_DISABLED
225 if (SDL_HapticInit() < 0) {
226 return (-1);
227 }
228 }
230#else
231 return SDL_SetError("SDL not built with haptic (force feedback) support");
232#endif
233 }
234
235 /* Initialize the sensor subsystem */
236 if ((flags & SDL_INIT_SENSOR)){
237#if !SDL_SENSOR_DISABLED
239 if (SDL_SensorInit() < 0) {
240 return (-1);
241 }
242 }
244#else
245 return SDL_SetError("SDL not built with sensor support");
246#endif
247 }
248
249 return (0);
250}
static void SDL_PrivateSubsystemRefCountIncr(Uint32 subsystem)
Definition: SDL.c:59
static SDL_bool SDL_MainIsReady
Definition: SDL.c:52
static SDL_bool SDL_PrivateShouldInitSubsystem(Uint32 subsystem)
Definition: SDL.c:78
#define SDL_INIT_TIMER
Definition: SDL.h:77
#define SDL_INIT_JOYSTICK
Definition: SDL.h:80
#define SDL_SetError
#define SDL_AudioInit
#define SDL_VideoInit
#define SDL_ClearError
int SDL_EventsInit(void)
Definition: SDL_events.c:1002
int SDL_GameControllerInit(void)
int SDL_HapticInit(void)
Definition: SDL_haptic.c:39
int SDL_JoystickInit(void)
Definition: SDL_joystick.c:114
int SDL_SensorInit(void)
Definition: SDL_sensor.c:69
int SDL_TimerInit(void)
Definition: SDL_timer.c:207
void SDL_TicksInit(void)
#define NULL
Definition: begin_code.h:167

References NULL, SDL_AudioInit, SDL_ClearError, SDL_EventsInit(), SDL_GameControllerInit(), SDL_HapticInit(), SDL_INIT_AUDIO, SDL_INIT_EVENTS, SDL_INIT_GAMECONTROLLER, SDL_INIT_HAPTIC, SDL_INIT_JOYSTICK, SDL_INIT_SENSOR, SDL_INIT_TIMER, SDL_INIT_VIDEO, SDL_JoystickInit(), SDL_MainIsReady, SDL_PrivateShouldInitSubsystem(), SDL_PrivateSubsystemRefCountIncr(), SDL_SensorInit(), SDL_SetError, SDL_TicksInit(), SDL_TimerInit(), and SDL_VideoInit.

Referenced by SDL_Init().

◆ SDL_Quit()

void SDL_Quit ( void  )

This function cleans up all initialized subsystems. You should call it upon all exit conditions.

Definition at line 89 of file SDL_dynapi_procs.h.

References SDL_AssertionsQuit(), SDL_bInMainQuit, SDL_ClearHints, SDL_FALSE, SDL_INIT_EVERYTHING, SDL_LogResetPriorities, SDL_memset, SDL_QuitSubSystem(), SDL_SubsystemRefCount, SDL_TicksQuit(), and SDL_TRUE.

◆ SDL_QuitSubSystem()

void SDL_QuitSubSystem ( Uint32  flags)

This function cleans up specific SDL subsystems

Definition at line 259 of file SDL.c.

260{
261 /* Shut down requested initialized subsystems */
262#if !SDL_SENSOR_DISABLED
263 if ((flags & SDL_INIT_SENSOR)) {
266 }
268 }
269#endif
270
271#if !SDL_JOYSTICK_DISABLED
273 /* game controller implies joystick */
275
278 }
280 }
281
282 if ((flags & SDL_INIT_JOYSTICK)) {
283 /* joystick implies events */
285
288 }
290 }
291#endif
292
293#if !SDL_HAPTIC_DISABLED
294 if ((flags & SDL_INIT_HAPTIC)) {
297 }
299 }
300#endif
301
302#if !SDL_AUDIO_DISABLED
303 if ((flags & SDL_INIT_AUDIO)) {
306 }
308 }
309#endif
310
311#if !SDL_VIDEO_DISABLED
312 if ((flags & SDL_INIT_VIDEO)) {
313 /* video implies events */
315
318 }
320 }
321#endif
322
323#if !SDL_TIMERS_DISABLED
324 if ((flags & SDL_INIT_TIMER)) {
327 }
329 }
330#endif
331
332#if !SDL_EVENTS_DISABLED
333 if ((flags & SDL_INIT_EVENTS)) {
336 }
338 }
339#endif
340}
static SDL_bool SDL_PrivateShouldQuitSubsystem(Uint32 subsystem)
Definition: SDL.c:87
static void SDL_PrivateSubsystemRefCountDecr(Uint32 subsystem)
Definition: SDL.c:68
#define SDL_AudioQuit
#define SDL_VideoQuit
void SDL_EventsQuit(void)
Definition: SDL_events.c:1016
void SDL_GameControllerQuit(void)
void SDL_HapticQuit(void)
Definition: SDL_haptic.c:394
void SDL_JoystickQuit(void)
Definition: SDL_joystick.c:697
void SDL_SensorQuit(void)
Definition: SDL_sensor.c:440
void SDL_TimerQuit(void)
Definition: SDL_timer.c:239

References SDL_AudioQuit, SDL_EventsQuit(), SDL_GameControllerQuit(), SDL_HapticQuit(), SDL_INIT_AUDIO, SDL_INIT_EVENTS, SDL_INIT_GAMECONTROLLER, SDL_INIT_HAPTIC, SDL_INIT_JOYSTICK, SDL_INIT_SENSOR, SDL_INIT_TIMER, SDL_INIT_VIDEO, SDL_JoystickQuit(), SDL_PrivateShouldQuitSubsystem(), SDL_PrivateSubsystemRefCountDecr(), SDL_SensorQuit(), SDL_TimerQuit(), and SDL_VideoQuit.

Referenced by SDL_Quit().

◆ SDL_WasInit()

Uint32 SDL_WasInit ( Uint32  flags)

This function returns a mask of the specified subsystems which have previously been initialized.

If flags is 0, it returns a mask of all initialized subsystems.

Definition at line 343 of file SDL.c.

344{
345 int i;
346 int num_subsystems = SDL_arraysize(SDL_SubsystemRefCount);
347 Uint32 initialized = 0;
348
349 /* Fast path for checking one flag */
351 int subsystem_index = SDL_MostSignificantBitIndex32(flags);
352 return SDL_SubsystemRefCount[subsystem_index] ? flags : 0;
353 }
354
355 if (!flags) {
357 }
358
359 num_subsystems = SDL_min(num_subsystems, SDL_MostSignificantBitIndex32(flags) + 1);
360
361 /* Iterate over each bit in flags, and check the matching subsystem. */
362 for (i = 0; i < num_subsystems; ++i) {
363 if ((flags & 1) && SDL_SubsystemRefCount[i] > 0) {
364 initialized |= (1 << i);
365 }
366
367 flags >>= 1;
368 }
369
370 return initialized;
371}
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:55
#define SDL_INIT_EVERYTHING
Definition: SDL.h:86
SDL_FORCE_INLINE SDL_bool SDL_HasExactlyOneBitSet32(Uint32 x)
Definition: SDL_bits.h:105
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
Definition: SDL_bits.h:61
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:115
uint32_t Uint32
Definition: SDL_stdinc.h:203
#define SDL_min(x, y)
Definition: SDL_stdinc.h:406
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50

References i, SDL_arraysize, SDL_HasExactlyOneBitSet32(), SDL_INIT_EVERYTHING, SDL_min, SDL_MostSignificantBitIndex32(), and SDL_SubsystemRefCount.