summaryrefslogtreecommitdiff
path: root/src/SDL2/include/SDL.h
diff options
context:
space:
mode:
authorTim Angus <tim@ngus.net>2013-08-20 18:30:56 +0100
committerTim Angus <tim@ngus.net>2014-08-28 11:03:18 +0100
commit675c6f2daa7ba85d6e5cddbcbfdd01aaaa8c3601 (patch)
tree2ee3322d87431f3fada83cb8341b69edc38b4504 /src/SDL2/include/SDL.h
parent4780cef266bfcad933e10129544a0eb5583991b6 (diff)
Update SDL2 headers... oops
Diffstat (limited to 'src/SDL2/include/SDL.h')
-rw-r--r--src/SDL2/include/SDL.h63
1 files changed, 29 insertions, 34 deletions
diff --git a/src/SDL2/include/SDL.h b/src/SDL2/include/SDL.h
index e5d3ecd3..f2d760c2 100644
--- a/src/SDL2/include/SDL.h
+++ b/src/SDL2/include/SDL.h
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
- Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
+ Copyright (C) 1997-2013 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
@@ -21,49 +21,42 @@
/**
* \file SDL.h
- *
+ *
* Main include header for the SDL library
*/
/**
* \mainpage Simple DirectMedia Layer (SDL)
- *
+ *
* http://www.libsdl.org/
- *
+ *
* \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
+ *
+ * This library is distributed under the zlib license, 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
- * library.
- *
+ * freely for any purpose as long as you retain the copyright notice.
+ *
* 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:
- * http://www.libsdl.org/cgi/docwiki.cgi
- *
- * The test programs in the "test" subdirectory are in the public domain.
- *
- * Frequently asked questions are answered online:
- * http://www.libsdl.org/faq.php
- *
+ * 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
- *
+ * http://www.libsdl.org/mailing-list.php
+ *
* Enjoy!
- * Sam Lantinga (slouken@libsdl.org)
+ * Sam Lantinga (slouken@libsdl.org)
*/
#ifndef _SDL_H
@@ -79,7 +72,9 @@
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
+#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
+#include "SDL_haptic.h"
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
@@ -97,28 +92,30 @@
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
-/* *INDENT-OFF* */
extern "C" {
-/* *INDENT-ON* */
#endif
/* 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_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 /**< turn on game controller also implicitly does JOYSTICK */
-#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */
-#define SDL_INIT_EVERYTHING 0x0000FFFF
+#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_EVERYTHING ( \
+ SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
+ SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
+ )
/*@}*/
/**
@@ -141,7 +138,7 @@ 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);
@@ -154,9 +151,7 @@ extern DECLSPEC void SDLCALL SDL_Quit(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
-/* *INDENT-OFF* */
}
-/* *INDENT-ON* */
#endif
#include "close_code.h"