misc/winutils/include/SDL.h
author Wuzzy <Wuzzy2@mail.ru>
Mon, 12 Mar 2018 02:09:21 +0100
changeset 13169 6869d27a2f3f
parent 10017 de822cd3df3a
permissions -rw-r--r--
ACF7: Add one pick hammer in crate Players often reported to screw up with the pick hammer, which is quite annoying. With one pick hammer more, this mission should be slightly less annoying.

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2012 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/

/** @file SDL.h
 *  Main include header for the SDL library
 */

#ifndef _SDL_H
#define _SDL_H

#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_audio.h"
#include "SDL_cdrom.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_loadso.h"
#include "SDL_mutex.h"
#include "SDL_rwops.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
#include "SDL_video.h"
#include "SDL_version.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/** @file SDL.h
 *  @note As of version 0.5, SDL is loaded dynamically into the application
 */

/** @name SDL_INIT Flags
 *  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_CDROM      0x00000100
#define SDL_INIT_JOYSTICK   0x00000200
#define SDL_INIT_NOPARACHUTE    0x00100000  /**< Don't catch fatal signals */
#define SDL_INIT_EVENTTHREAD    0x01000000  /**< Not supported on all OS's */
#define SDL_INIT_EVERYTHING 0x0000FFFF
/*@}*/

/** This function loads the SDL dynamically linked library and initializes
 *  the subsystems specified by 'flags' (and those satisfying dependencies)
 *  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 mask of the specified subsystems which have
 *  been initialized.
 *  If '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 and unloads the
 *  dynamically linked library.  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 */