SDL 2.0
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#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_guid.h"
#include "SDL_haptic.h"
#include "SDL_hidapi.h"
#include "SDL_hints.h"
#include "SDL_joystick.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
#include "SDL_messagebox.h"
#include "SDL_metal.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 "SDL_locale.h"
#include "SDL_misc.h"
#include "begin_code.h"
#include "close_code.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) |
Main include header for the SDL library
Definition in file SDL.h.
#define SDL_INIT_EVERYTHING |
#define SDL_INIT_GAMECONTROLLER 0x00002000u |
#define SDL_INIT_JOYSTICK 0x00000200u |
#define SDL_INIT_NOPARACHUTE 0x00100000u |
#define SDL_INIT_VIDEO 0x00000020u |
int SDL_Init | ( | Uint32 | flags | ) |
Initialize the SDL library.
SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the two may be used interchangeably. Though for readability of your code SDL_InitSubSystem() might be preferred.
The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread) subsystems are initialized by default. Message boxes (SDL_ShowSimpleMessageBox) also attempt to work without initializing the video subsystem, in hopes of being useful in showing an error dialog when SDL_Init fails. You must specifically initialize other subsystems if you use them in your application.
Logging (such as SDL_Log) works without initialization, too.
flags
may be any of the following OR'd together:
SDL_INIT_TIMER
: timer subsystemSDL_INIT_AUDIO
: audio subsystemSDL_INIT_VIDEO
: video subsystem; automatically initializes the events subsystemSDL_INIT_JOYSTICK
: joystick subsystem; automatically initializes the events subsystemSDL_INIT_HAPTIC
: haptic (force feedback) subsystemSDL_INIT_GAMECONTROLLER
: controller subsystem; automatically initializes the joystick subsystemSDL_INIT_EVENTS
: events subsystemSDL_INIT_EVERYTHING
: all of the above subsystemsSDL_INIT_NOPARACHUTE
: compatibility; this flag is ignoredSubsystem 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.
flags | subsystem initialization flags |
int SDL_InitSubSystem | ( | Uint32 | flags | ) |
Compatibility function to initialize the SDL library.
In SDL2, this function and SDL_Init() are interchangeable.
flags | any of the flags used by SDL_Init(); see SDL_Init for details. |
void SDL_Quit | ( | void | ) |
Clean up all initialized subsystems.
You should call this function even if you have already shutdown each initialized subsystem with SDL_QuitSubSystem(). It is safe to call this function even in the case of errors in initialization.
If you start a subsystem using a call to that subsystem's init function (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(), then you must use that subsystem's quit function (SDL_VideoQuit()) to shut it down before calling SDL_Quit(). But generally, you should not be using those functions directly anyhow; use SDL_Init() instead.
You can use this function with atexit() to ensure that it is run when your application is shutdown, but it is not wise to do this from a library or other dynamically loaded code.
void SDL_QuitSubSystem | ( | Uint32 | flags | ) |
Shut down specific SDL subsystems.
If you start a subsystem using a call to that subsystem's init function (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(), SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use that subsystem's quit function (SDL_VideoQuit()) directly instead. But generally, you should not be using those functions directly anyhow; use SDL_Init() instead.
You still need to call SDL_Quit() even if you close all open subsystems with SDL_QuitSubSystem().
flags | any of the flags used by SDL_Init(); see SDL_Init for details. |
Get a mask of the specified subsystems which are currently initialized.
flags | any of the flags used by SDL_Init(); see SDL_Init for details. |
flags
is 0, otherwise it returns the initialization status of the specified subsystems.The return value does not include SDL_INIT_NOPARACHUTE.