diff options
author | Tim Angus <tim@ngus.net> | 2013-08-20 18:30:56 +0100 |
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committer | Tim Angus <tim@ngus.net> | 2014-08-28 11:03:18 +0100 |
commit | 675c6f2daa7ba85d6e5cddbcbfdd01aaaa8c3601 (patch) | |
tree | 2ee3322d87431f3fada83cb8341b69edc38b4504 /src/SDL2/include/SDL.h | |
parent | 4780cef266bfcad933e10129544a0eb5583991b6 (diff) |
Update SDL2 headers... oops
Diffstat (limited to 'src/SDL2/include/SDL.h')
-rw-r--r-- | src/SDL2/include/SDL.h | 63 |
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" |