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Diffstat (limited to 'src/SDL2/include/SDL.h')
-rw-r--r-- | src/SDL2/include/SDL.h | 163 |
1 files changed, 0 insertions, 163 deletions
diff --git a/src/SDL2/include/SDL.h b/src/SDL2/include/SDL.h deleted file mode 100644 index a9077095..00000000 --- a/src/SDL2/include/SDL.h +++ /dev/null @@ -1,163 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2014 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 - 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) - * - * 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 - -#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_joystick.h" -#include "SDL_gamecontroller.h" -#include "SDL_haptic.h" -#include "SDL_hints.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_system.h" -#include "SDL_thread.h" -#include "SDL_timer.h" -#include "SDL_version.h" -#include "SDL_video.h" - -#include "begin_code.h" -/* Set up for C function definitions, even when using C++ */ -#ifdef __cplusplus -extern "C" { -#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 /**< 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_EVERYTHING ( \ - SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \ - SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \ - ) -/* @} */ - -/** - * 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++ */ -#ifdef __cplusplus -} -#endif -#include "close_code.h" - -#endif /* _SDL_H */ - -/* vi: set ts=4 sw=4 expandtab: */ |