SDL  2.0
SDL.c File Reference
#include "./SDL_internal.h"
#include <unistd.h>
#include "SDL.h"
#include "SDL_bits.h"
#include "SDL_revision.h"
#include "SDL_assert_c.h"
#include "events/SDL_events_c.h"
#include "haptic/SDL_haptic_c.h"
#include "joystick/SDL_joystick_c.h"
#include "sensor/SDL_sensor_c.h"
#include "timer/SDL_timer_c.h"
+ Include dependency graph for SDL.c:

Go to the source code of this file.

Functions

SDL_NORETURN void SDL_ExitProcess (int exitcode)
 
static void SDL_PrivateSubsystemRefCountIncr (Uint32 subsystem)
 
static void SDL_PrivateSubsystemRefCountDecr (Uint32 subsystem)
 
static SDL_bool SDL_PrivateShouldInitSubsystem (Uint32 subsystem)
 
static SDL_bool SDL_PrivateShouldQuitSubsystem (Uint32 subsystem)
 
void SDL_SetMainReady (void)
 
int SDL_InitSubSystem (Uint32 flags)
 
int SDL_Init (Uint32 flags)
 
void SDL_QuitSubSystem (Uint32 flags)
 
Uint32 SDL_WasInit (Uint32 flags)
 
void SDL_Quit (void)
 
void SDL_GetVersion (SDL_version *ver)
 Get the version of SDL that is linked against your program. More...
 
const char * SDL_GetRevision (void)
 Get the code revision of SDL that is linked against your program. More...
 
int SDL_GetRevisionNumber (void)
 Get the revision number of SDL that is linked against your program. More...
 
const char * SDL_GetPlatform ()
 Gets the name of the platform. More...
 
SDL_bool SDL_IsTablet ()
 Return true if the current device is a tablet. More...
 

Variables

static SDL_bool SDL_MainIsReady = SDL_TRUE
 
static SDL_bool SDL_bInMainQuit = SDL_FALSE
 
static Uint8 SDL_SubsystemRefCount [32]
 

Function Documentation

◆ SDL_ExitProcess()

SDL_NORETURN void SDL_ExitProcess ( int  exitcode)

Definition at line 60 of file SDL.c.

61 {
62 #ifdef __WIN32__
63  /* "if you do not know the state of all threads in your process, it is
64  better to call TerminateProcess than ExitProcess"
65  https://msdn.microsoft.com/en-us/library/windows/desktop/ms682658(v=vs.85).aspx */
66  TerminateProcess(GetCurrentProcess(), exitcode);
67  /* MingW doesn't have TerminateProcess marked as noreturn, so add an
68  ExitProcess here that will never be reached but make MingW happy. */
69  ExitProcess(exitcode);
70 #elif defined(__EMSCRIPTEN__)
71  emscripten_cancel_main_loop(); /* this should "kill" the app. */
72  emscripten_force_exit(exitcode); /* this should "kill" the app. */
73  exit(exitcode);
74 #elif defined(__HAIKU__) /* Haiku has _Exit, but it's not marked noreturn. */
75  _exit(exitcode);
76 #elif defined(HAVE__EXIT) /* Upper case _Exit() */
77  _Exit(exitcode);
78 #else
79  _exit(exitcode);
80 #endif
81 }

Referenced by SDL_AbortAssertion(), SDL_InitDynamicAPILocked(), and SDL_ReportAssertion().

◆ SDL_GetPlatform()

const char* SDL_GetPlatform ( )

Gets the name of the platform.

Definition at line 459 of file SDL.c.

460 {
461 #if __AIX__
462  return "AIX";
463 #elif __ANDROID__
464  return "Android";
465 #elif __BSDI__
466  return "BSDI";
467 #elif __DREAMCAST__
468  return "Dreamcast";
469 #elif __EMSCRIPTEN__
470  return "Emscripten";
471 #elif __FREEBSD__
472  return "FreeBSD";
473 #elif __HAIKU__
474  return "Haiku";
475 #elif __HPUX__
476  return "HP-UX";
477 #elif __IRIX__
478  return "Irix";
479 #elif __LINUX__
480  return "Linux";
481 #elif __MINT__
482  return "Atari MiNT";
483 #elif __MACOS__
484  return "MacOS Classic";
485 #elif __MACOSX__
486  return "Mac OS X";
487 #elif __NACL__
488  return "NaCl";
489 #elif __NETBSD__
490  return "NetBSD";
491 #elif __OPENBSD__
492  return "OpenBSD";
493 #elif __OS2__
494  return "OS/2";
495 #elif __OSF__
496  return "OSF/1";
497 #elif __QNXNTO__
498  return "QNX Neutrino";
499 #elif __RISCOS__
500  return "RISC OS";
501 #elif __SOLARIS__
502  return "Solaris";
503 #elif __WIN32__
504  return "Windows";
505 #elif __WINRT__
506  return "WinRT";
507 #elif __TVOS__
508  return "tvOS";
509 #elif __IPHONEOS__
510  return "iOS";
511 #elif __PSP__
512  return "PlayStation Portable";
513 #else
514  return "Unknown (see SDL_platform.h)";
515 #endif
516 }

◆ SDL_GetRevision()

const char* SDL_GetRevision ( void  )

Get the code revision of SDL that is linked against your program.

Returns an arbitrary string (a hash value) uniquely identifying the exact revision of the SDL library in use, and is only useful in comparing against other revisions. It is NOT an incrementing number.

Definition at line 445 of file SDL.c.

446 {
447  return SDL_REVISION;
448 }

References SDL_REVISION.

◆ SDL_GetRevisionNumber()

int SDL_GetRevisionNumber ( void  )

Get the revision number of SDL that is linked against your program.

Returns a number uniquely identifying the exact revision of the SDL library in use. It is an incrementing number based on commits to hg.libsdl.org.

Definition at line 452 of file SDL.c.

453 {
454  return SDL_REVISION_NUMBER;
455 }

References SDL_REVISION_NUMBER.

◆ SDL_GetVersion()

void SDL_GetVersion ( SDL_version ver)

Get the version of SDL that is linked against your program.

If you are linking to SDL dynamically, then it is possible that the current version will be different than the version you compiled against. This function returns the current version, while SDL_VERSION() is a macro that tells you what version you compiled with.

SDL_version compiled;
SDL_version linked;
SDL_VERSION(&compiled);
SDL_GetVersion(&linked);
printf("We compiled against SDL version %d.%d.%d ...\n",
compiled.major, compiled.minor, compiled.patch);
printf("But we linked against SDL version %d.%d.%d.\n",
linked.major, linked.minor, linked.patch);

This function may be called safely at any time, even before SDL_Init().

See also
SDL_VERSION

Definition at line 438 of file SDL.c.

439 {
440  SDL_VERSION(ver);
441 }

References SDL_VERSION.

◆ SDL_Init()

int SDL_Init ( Uint32  flags)

This function initializes the subsystems specified by flags

Definition at line 289 of file SDL.c.

290 {
291  return SDL_InitSubSystem(flags);
292 }

References SDL_InitSubSystem().

◆ SDL_InitSubSystem()

int SDL_InitSubSystem ( Uint32  flags)

This function initializes specific SDL subsystems

Subsystem 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.

Definition at line 142 of file SDL.c.

143 {
144  if (!SDL_MainIsReady) {
145  SDL_SetError("Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?");
146  return -1;
147  }
148 
149  /* Clear the error message */
150  SDL_ClearError();
151 
152  if ((flags & SDL_INIT_GAMECONTROLLER)) {
153  /* game controller implies joystick */
155  }
156 
158  /* video or joystick implies events */
160  }
161 
162 #if SDL_VIDEO_DRIVER_WINDOWS
164  if (SDL_HelperWindowCreate() < 0) {
165  return -1;
166  }
167  }
168 #endif
169 
170 #if !SDL_TIMERS_DISABLED
171  SDL_TicksInit();
172 #endif
173 
174  /* Initialize the event subsystem */
175  if ((flags & SDL_INIT_EVENTS)) {
176 #if !SDL_EVENTS_DISABLED
178  if (SDL_EventsInit() < 0) {
179  return (-1);
180  }
181  }
183 #else
184  return SDL_SetError("SDL not built with events support");
185 #endif
186  }
187 
188  /* Initialize the timer subsystem */
189  if ((flags & SDL_INIT_TIMER)){
190 #if !SDL_TIMERS_DISABLED
192  if (SDL_TimerInit() < 0) {
193  return (-1);
194  }
195  }
197 #else
198  return SDL_SetError("SDL not built with timer support");
199 #endif
200  }
201 
202  /* Initialize the video subsystem */
203  if ((flags & SDL_INIT_VIDEO)){
204 #if !SDL_VIDEO_DISABLED
206  if (SDL_VideoInit(NULL) < 0) {
207  return (-1);
208  }
209  }
211 #else
212  return SDL_SetError("SDL not built with video support");
213 #endif
214  }
215 
216  /* Initialize the audio subsystem */
217  if ((flags & SDL_INIT_AUDIO)){
218 #if !SDL_AUDIO_DISABLED
220  if (SDL_AudioInit(NULL) < 0) {
221  return (-1);
222  }
223  }
225 #else
226  return SDL_SetError("SDL not built with audio support");
227 #endif
228  }
229 
230  /* Initialize the joystick subsystem */
231  if ((flags & SDL_INIT_JOYSTICK)){
232 #if !SDL_JOYSTICK_DISABLED
234  if (SDL_JoystickInit() < 0) {
235  return (-1);
236  }
237  }
239 #else
240  return SDL_SetError("SDL not built with joystick support");
241 #endif
242  }
243 
245 #if !SDL_JOYSTICK_DISABLED
247  if (SDL_GameControllerInit() < 0) {
248  return (-1);
249  }
250  }
252 #else
253  return SDL_SetError("SDL not built with joystick support");
254 #endif
255  }
256 
257  /* Initialize the haptic subsystem */
258  if ((flags & SDL_INIT_HAPTIC)){
259 #if !SDL_HAPTIC_DISABLED
261  if (SDL_HapticInit() < 0) {
262  return (-1);
263  }
264  }
266 #else
267  return SDL_SetError("SDL not built with haptic (force feedback) support");
268 #endif
269  }
270 
271  /* Initialize the sensor subsystem */
272  if ((flags & SDL_INIT_SENSOR)){
273 #if !SDL_SENSOR_DISABLED
275  if (SDL_SensorInit() < 0) {
276  return (-1);
277  }
278  }
280 #else
281  return SDL_SetError("SDL not built with sensor support");
282 #endif
283  }
284 
285  return (0);
286 }

References NULL, SDL_AudioInit, SDL_ClearError, SDL_EventsInit(), SDL_GameControllerInit(), SDL_HapticInit(), SDL_INIT_AUDIO, SDL_INIT_EVENTS, SDL_INIT_GAMECONTROLLER, SDL_INIT_HAPTIC, SDL_INIT_JOYSTICK, SDL_INIT_SENSOR, SDL_INIT_TIMER, SDL_INIT_VIDEO, SDL_JoystickInit(), SDL_MainIsReady, SDL_PrivateShouldInitSubsystem(), SDL_PrivateSubsystemRefCountIncr(), SDL_SensorInit(), SDL_SetError, SDL_TicksInit(), SDL_TimerInit(), and SDL_VideoInit.

Referenced by SDL_Init().

◆ SDL_IsTablet()

SDL_bool SDL_IsTablet ( )

Return true if the current device is a tablet.

Definition at line 519 of file SDL.c.

520 {
521 #if __ANDROID__
522  extern SDL_bool SDL_IsAndroidTablet(void);
523  return SDL_IsAndroidTablet();
524 #elif __IPHONEOS__
525  extern SDL_bool SDL_IsIPad(void);
526  return SDL_IsIPad();
527 #else
528  return SDL_FALSE;
529 #endif
530 }

References SDL_FALSE, and SDL_IsAndroidTablet().

◆ SDL_PrivateShouldInitSubsystem()

static SDL_bool SDL_PrivateShouldInitSubsystem ( Uint32  subsystem)
static

Definition at line 114 of file SDL.c.

115 {
116  int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
117  SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
118  return (SDL_SubsystemRefCount[subsystem_index] == 0) ? SDL_TRUE : SDL_FALSE;
119 }

References SDL_assert, SDL_FALSE, SDL_MostSignificantBitIndex32(), SDL_SubsystemRefCount, and SDL_TRUE.

Referenced by SDL_InitSubSystem().

◆ SDL_PrivateShouldQuitSubsystem()

static SDL_bool SDL_PrivateShouldQuitSubsystem ( Uint32  subsystem)
static

Definition at line 123 of file SDL.c.

123  {
124  int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
125  if (SDL_SubsystemRefCount[subsystem_index] == 0) {
126  return SDL_FALSE;
127  }
128 
129  /* If we're in SDL_Quit, we shut down every subsystem, even if refcount
130  * isn't zero.
131  */
132  return (SDL_SubsystemRefCount[subsystem_index] == 1 || SDL_bInMainQuit) ? SDL_TRUE : SDL_FALSE;
133 }

References SDL_bInMainQuit, SDL_FALSE, SDL_MostSignificantBitIndex32(), SDL_SubsystemRefCount, and SDL_TRUE.

Referenced by SDL_QuitSubSystem().

◆ SDL_PrivateSubsystemRefCountDecr()

static void SDL_PrivateSubsystemRefCountDecr ( Uint32  subsystem)
static

Definition at line 104 of file SDL.c.

105 {
106  int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
107  if (SDL_SubsystemRefCount[subsystem_index] > 0) {
108  --SDL_SubsystemRefCount[subsystem_index];
109  }
110 }

References SDL_MostSignificantBitIndex32(), and SDL_SubsystemRefCount.

Referenced by SDL_QuitSubSystem().

◆ SDL_PrivateSubsystemRefCountIncr()

static void SDL_PrivateSubsystemRefCountIncr ( Uint32  subsystem)
static

Definition at line 95 of file SDL.c.

96 {
97  int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
98  SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
99  ++SDL_SubsystemRefCount[subsystem_index];
100 }

References SDL_assert, SDL_MostSignificantBitIndex32(), and SDL_SubsystemRefCount.

Referenced by SDL_InitSubSystem().

◆ SDL_Quit()

void SDL_Quit ( void  )

This function cleans up all initialized subsystems. You should call it upon all exit conditions.

Definition at line 410 of file SDL.c.

411 {
413 
414  /* Quit all subsystems */
415 #if SDL_VIDEO_DRIVER_WINDOWS
416  SDL_HelperWindowDestroy();
417 #endif
419 
420 #if !SDL_TIMERS_DISABLED
421  SDL_TicksQuit();
422 #endif
423 
424  SDL_ClearHints();
427 
428  /* Now that every subsystem has been quit, we reset the subsystem refcount
429  * and the list of initialized subsystems.
430  */
432 
434 }

References SDL_AssertionsQuit(), SDL_bInMainQuit, SDL_ClearHints, SDL_FALSE, SDL_INIT_EVERYTHING, SDL_LogResetPriorities, SDL_memset, SDL_QuitSubSystem(), SDL_SubsystemRefCount, SDL_TicksQuit(), and SDL_TRUE.

◆ SDL_QuitSubSystem()

void SDL_QuitSubSystem ( Uint32  flags)

This function cleans up specific SDL subsystems

Definition at line 295 of file SDL.c.

296 {
297  /* Shut down requested initialized subsystems */
298 #if !SDL_SENSOR_DISABLED
299  if ((flags & SDL_INIT_SENSOR)) {
301  SDL_SensorQuit();
302  }
304  }
305 #endif
306 
307 #if !SDL_JOYSTICK_DISABLED
308  if ((flags & SDL_INIT_GAMECONTROLLER)) {
309  /* game controller implies joystick */
311 
314  }
316  }
317 
318  if ((flags & SDL_INIT_JOYSTICK)) {
319  /* joystick implies events */
321 
324  }
326  }
327 #endif
328 
329 #if !SDL_HAPTIC_DISABLED
330  if ((flags & SDL_INIT_HAPTIC)) {
332  SDL_HapticQuit();
333  }
335  }
336 #endif
337 
338 #if !SDL_AUDIO_DISABLED
339  if ((flags & SDL_INIT_AUDIO)) {
341  SDL_AudioQuit();
342  }
344  }
345 #endif
346 
347 #if !SDL_VIDEO_DISABLED
348  if ((flags & SDL_INIT_VIDEO)) {
349  /* video implies events */
351 
353  SDL_VideoQuit();
354  }
356  }
357 #endif
358 
359 #if !SDL_TIMERS_DISABLED
360  if ((flags & SDL_INIT_TIMER)) {
362  SDL_TimerQuit();
363  }
365  }
366 #endif
367 
368 #if !SDL_EVENTS_DISABLED
369  if ((flags & SDL_INIT_EVENTS)) {
371  SDL_EventsQuit();
372  }
374  }
375 #endif
376 }

References SDL_AudioQuit, SDL_EventsQuit(), SDL_GameControllerQuit(), SDL_HapticQuit(), SDL_INIT_AUDIO, SDL_INIT_EVENTS, SDL_INIT_GAMECONTROLLER, SDL_INIT_HAPTIC, SDL_INIT_JOYSTICK, SDL_INIT_SENSOR, SDL_INIT_TIMER, SDL_INIT_VIDEO, SDL_JoystickQuit(), SDL_PrivateShouldQuitSubsystem(), SDL_PrivateSubsystemRefCountDecr(), SDL_SensorQuit(), SDL_TimerQuit(), and SDL_VideoQuit.

Referenced by SDL_Quit().

◆ SDL_SetMainReady()

void SDL_SetMainReady ( void  )

This is called by the real SDL main function to let the rest of the library know that initialization was done properly.

Calling this yourself without knowing what you're doing can cause crashes and hard to diagnose problems with your application.

Definition at line 136 of file SDL.c.

137 {
139 }

References SDL_MainIsReady, and SDL_TRUE.

◆ SDL_WasInit()

Uint32 SDL_WasInit ( Uint32  flags)

This function returns a mask of the specified subsystems which have previously been initialized.

If flags is 0, it returns a mask of all initialized subsystems.

Definition at line 379 of file SDL.c.

380 {
381  int i;
382  int num_subsystems = SDL_arraysize(SDL_SubsystemRefCount);
383  Uint32 initialized = 0;
384 
385  /* Fast path for checking one flag */
387  int subsystem_index = SDL_MostSignificantBitIndex32(flags);
388  return SDL_SubsystemRefCount[subsystem_index] ? flags : 0;
389  }
390 
391  if (!flags) {
393  }
394 
395  num_subsystems = SDL_min(num_subsystems, SDL_MostSignificantBitIndex32(flags) + 1);
396 
397  /* Iterate over each bit in flags, and check the matching subsystem. */
398  for (i = 0; i < num_subsystems; ++i) {
399  if ((flags & 1) && SDL_SubsystemRefCount[i] > 0) {
400  initialized |= (1 << i);
401  }
402 
403  flags >>= 1;
404  }
405 
406  return initialized;
407 }

References i, SDL_arraysize, SDL_HasExactlyOneBitSet32(), SDL_INIT_EVERYTHING, SDL_min, SDL_MostSignificantBitIndex32(), and SDL_SubsystemRefCount.

Variable Documentation

◆ SDL_bInMainQuit

SDL_bool SDL_bInMainQuit = SDL_FALSE
static

Definition at line 90 of file SDL.c.

Referenced by SDL_PrivateShouldQuitSubsystem(), and SDL_Quit().

◆ SDL_MainIsReady

SDL_bool SDL_MainIsReady = SDL_TRUE
static

Definition at line 88 of file SDL.c.

Referenced by SDL_InitSubSystem(), and SDL_SetMainReady().

◆ SDL_SubsystemRefCount

SDL_memset
#define SDL_memset
Definition: SDL_dynapi_overrides.h:386
SDL_AudioInit
#define SDL_AudioInit
Definition: SDL_dynapi_overrides.h:75
SDL_PrivateShouldInitSubsystem
static SDL_bool SDL_PrivateShouldInitSubsystem(Uint32 subsystem)
Definition: SDL.c:114
SDL_TimerQuit
void SDL_TimerQuit(void)
Definition: SDL_timer.c:239
SDL_ClearError
#define SDL_ClearError
Definition: SDL_dynapi_overrides.h:114
SDL_HapticQuit
void SDL_HapticQuit(void)
Definition: SDL_haptic.c:394
SDL_PrivateSubsystemRefCountIncr
static void SDL_PrivateSubsystemRefCountIncr(Uint32 subsystem)
Definition: SDL.c:95
NULL
#define NULL
Definition: begin_code.h:167
SDL_JoystickInit
int SDL_JoystickInit(void)
Definition: SDL_joystick.c:201
SDL_SubsystemRefCount
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:91
SDL_version
Information the version of SDL in use.
Definition: SDL_version.h:52
SDL_LogResetPriorities
#define SDL_LogResetPriorities
Definition: SDL_dynapi_overrides.h:238
SDL_INIT_JOYSTICK
#define SDL_INIT_JOYSTICK
Definition: SDL.h:81
SDL_VERSION
#define SDL_VERSION(x)
Macro to determine SDL version program was compiled against.
Definition: SDL_version.h:79
SDL_IsAndroidTablet
SDL_bool SDL_IsAndroidTablet(void)
SDL_INIT_EVENTS
#define SDL_INIT_EVENTS
Definition: SDL.h:84
SDL_TimerInit
int SDL_TimerInit(void)
Definition: SDL_timer.c:207
SDL_version::minor
Uint8 minor
Definition: SDL_version.h:54
SDL_TicksInit
void SDL_TicksInit(void)
SDL_SensorInit
int SDL_SensorInit(void)
Definition: SDL_sensor.c:69
x0
GLuint GLfloat x0
Definition: SDL_opengl_glext.h:8586
Uint32
uint32_t Uint32
Definition: SDL_stdinc.h:203
SDL_ClearHints
#define SDL_ClearHints
Definition: SDL_dynapi_overrides.h:194
SDL_AudioQuit
#define SDL_AudioQuit
Definition: SDL_dynapi_overrides.h:76
SDL_GameControllerInit
int SDL_GameControllerInit(void)
Definition: SDL_gamecontroller.c:1399
SDL_SensorQuit
void SDL_SensorQuit(void)
Definition: SDL_sensor.c:440
SDL_INIT_SENSOR
#define SDL_INIT_SENSOR
Definition: SDL.h:85
SDL_GetVersion
#define SDL_GetVersion
Definition: SDL_dynapi_overrides.h:493
SDL_PrivateSubsystemRefCountDecr
static void SDL_PrivateSubsystemRefCountDecr(Uint32 subsystem)
Definition: SDL.c:104
SDL_bInMainQuit
static SDL_bool SDL_bInMainQuit
Definition: SDL.c:90
SDL_TicksQuit
void SDL_TicksQuit(void)
SDL_HapticInit
int SDL_HapticInit(void)
Definition: SDL_haptic.c:39
SDL_HasExactlyOneBitSet32
SDL_FORCE_INLINE SDL_bool SDL_HasExactlyOneBitSet32(Uint32 x)
Definition: SDL_bits.h:105
SDL_REVISION_NUMBER
#define SDL_REVISION_NUMBER
Definition: SDL_revision.h:2
SDL_JoystickQuit
void SDL_JoystickQuit(void)
Definition: SDL_joystick.c:858
SDL_VideoInit
#define SDL_VideoInit
Definition: SDL_dynapi_overrides.h:498
SDL_min
#define SDL_min(x, y)
Definition: SDL_stdinc.h:406
SDL_PrivateShouldQuitSubsystem
static SDL_bool SDL_PrivateShouldQuitSubsystem(Uint32 subsystem)
Definition: SDL.c:123
SDL_AssertionsQuit
void SDL_AssertionsQuit(void)
Definition: SDL_assert.c:385
SDL_TRUE
@ SDL_TRUE
Definition: SDL_stdinc.h:164
SDL_assert
#define SDL_assert(condition)
Definition: SDL_assert.h:169
SDL_INIT_HAPTIC
#define SDL_INIT_HAPTIC
Definition: SDL.h:82
SDL_arraysize
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:115
SDL_INIT_VIDEO
#define SDL_INIT_VIDEO
Definition: SDL.h:80
SDL_REVISION
#define SDL_REVISION
Definition: SDL_revision.h:1
SDL_INIT_TIMER
#define SDL_INIT_TIMER
Definition: SDL.h:78
SDL_SetError
#define SDL_SetError
Definition: SDL_dynapi_overrides.h:30
SDL_InitSubSystem
int SDL_InitSubSystem(Uint32 flags)
Definition: SDL.c:142
SDL_GameControllerQuit
void SDL_GameControllerQuit(void)
Definition: SDL_gamecontroller.c:1994
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:162
SDL_VideoQuit
#define SDL_VideoQuit
Definition: SDL_dynapi_overrides.h:499
SDL_MostSignificantBitIndex32
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
Definition: SDL_bits.h:61
SDL_INIT_GAMECONTROLLER
#define SDL_INIT_GAMECONTROLLER
Definition: SDL.h:83
SDL_FALSE
@ SDL_FALSE
Definition: SDL_stdinc.h:163
SDL_EventsInit
int SDL_EventsInit(void)
Definition: SDL_events.c:1009
SDL_version::patch
Uint8 patch
Definition: SDL_version.h:55
SDL_EventsQuit
void SDL_EventsQuit(void)
Definition: SDL_events.c:1023
SDL_version::major
Uint8 major
Definition: SDL_version.h:53
flags
GLbitfield flags
Definition: SDL_opengl_glext.h:1483
SDL_INIT_EVERYTHING
#define SDL_INIT_EVERYTHING
Definition: SDL.h:87
SDL_QuitSubSystem
void SDL_QuitSubSystem(Uint32 flags)
Definition: SDL.c:295
SDL_MainIsReady
static SDL_bool SDL_MainIsReady
Definition: SDL.c:88
i
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
SDL_INIT_AUDIO
#define SDL_INIT_AUDIO
Definition: SDL.h:79