SDL_init.h 15 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * # CategoryInit
  20. *
  21. * SDL subsystem init and quit functions.
  22. */
  23. #ifndef SDL_init_h_
  24. #define SDL_init_h_
  25. #include <SDL3/SDL_stdinc.h>
  26. #include <SDL3/SDL_error.h>
  27. #include <SDL3/SDL_begin_code.h>
  28. /* Set up for C function definitions, even when using C++ */
  29. #ifdef __cplusplus
  30. extern "C" {
  31. #endif
  32. /* As of version 0.5, SDL is loaded dynamically into the application */
  33. /**
  34. * Initialization flags for SDL_Init and/or SDL_InitSubSystem
  35. *
  36. * These are the flags which may be passed to SDL_Init(). You should specify
  37. * the subsystems which you will be using in your application.
  38. *
  39. * \since This datatype is available since SDL 3.0.0.
  40. *
  41. * \sa SDL_Init
  42. * \sa SDL_Quit
  43. * \sa SDL_InitSubSystem
  44. * \sa SDL_QuitSubSystem
  45. * \sa SDL_WasInit
  46. */
  47. typedef Uint32 SDL_InitFlags;
  48. #define SDL_INIT_TIMER 0x00000001u
  49. #define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */
  50. #define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS` */
  51. #define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS`, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don't set SDL_HINT_JOYSTICK_THREAD */
  52. #define SDL_INIT_HAPTIC 0x00001000u
  53. #define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */
  54. #define SDL_INIT_EVENTS 0x00004000u
  55. #define SDL_INIT_SENSOR 0x00008000u /**< `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` */
  56. #define SDL_INIT_CAMERA 0x00010000u /**< `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` */
  57. /**
  58. * Return values for optional main callbacks.
  59. *
  60. * See
  61. * https://wiki.libsdl.org/SDL3/README/main-functions#main-callbacks-in-sdl3
  62. * for details.
  63. *
  64. * \since This enum is available since SDL 3.0.0.
  65. */
  66. typedef enum SDL_AppResult
  67. {
  68. SDL_APP_CONTINUE, /** Value that requests that the app continue from the main callbacks. If SDL_AppInit, SDL_AppEvent, or SDL_AppIterate returns this value, the program will continue to run. */
  69. SDL_APP_SUCCESS, /** Value that requests termination with success from the main callbacks. If SDL_AppInit, SDL_AppEvent, or SDL_AppIterate returns this value, the program will terminate and report success to the operating system. What that success looks like is platform-dependent. On Unix, for example, the process error code will be zero. */
  70. SDL_APP_FAILURE /** Value that requests termination with error from the main callbacks. If SDL_AppInit, SDL_AppEvent, or SDL_AppIterate returns this value, the program will terminate and report failure to the operating system. What that failure looks like is platform-dependent. On Unix, for example, the process error code will be non-zero. */
  71. } SDL_AppResult;
  72. typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
  73. typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate);
  74. typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, const SDL_Event *event);
  75. typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate);
  76. /**
  77. * Initialize the SDL library.
  78. *
  79. * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
  80. * two may be used interchangeably. Though for readability of your code
  81. * SDL_InitSubSystem() might be preferred.
  82. *
  83. * The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread)
  84. * subsystems are initialized by default. Message boxes
  85. * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
  86. * video subsystem, in hopes of being useful in showing an error dialog when
  87. * SDL_Init fails. You must specifically initialize other subsystems if you
  88. * use them in your application.
  89. *
  90. * Logging (such as SDL_Log) works without initialization, too.
  91. *
  92. * `flags` may be any of the following OR'd together:
  93. *
  94. * - `SDL_INIT_TIMER`: timer subsystem
  95. * - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events
  96. * subsystem
  97. * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
  98. * subsystem
  99. * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
  100. * events subsystem
  101. * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
  102. * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the
  103. * joystick subsystem
  104. * - `SDL_INIT_EVENTS`: events subsystem
  105. * - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events
  106. * subsystem
  107. * - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events
  108. * subsystem
  109. *
  110. * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
  111. * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
  112. * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
  113. * this call will increase the ref-count and return.
  114. *
  115. * Consider reporting some basic metadata about your application before
  116. * calling SDL_Init, using either SDL_SetAppMetadata() or
  117. * SDL_SetAppMetadataProperty().
  118. *
  119. * \param flags subsystem initialization flags.
  120. * \returns 0 on success or a negative error code on failure; call
  121. * SDL_GetError() for more information.
  122. *
  123. * \since This function is available since SDL 3.0.0.
  124. *
  125. * \sa SDL_SetAppMetadata
  126. * \sa SDL_SetAppMetadataProperty
  127. * \sa SDL_InitSubSystem
  128. * \sa SDL_Quit
  129. * \sa SDL_SetMainReady
  130. * \sa SDL_WasInit
  131. */
  132. extern SDL_DECLSPEC int SDLCALL SDL_Init(SDL_InitFlags flags);
  133. /**
  134. * Compatibility function to initialize the SDL library.
  135. *
  136. * This function and SDL_Init() are interchangeable.
  137. *
  138. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  139. * \returns 0 on success or a negative error code on failure; call
  140. * SDL_GetError() for more information.
  141. *
  142. * \since This function is available since SDL 3.0.0.
  143. *
  144. * \sa SDL_Init
  145. * \sa SDL_Quit
  146. * \sa SDL_QuitSubSystem
  147. */
  148. extern SDL_DECLSPEC int SDLCALL SDL_InitSubSystem(SDL_InitFlags flags);
  149. /**
  150. * Shut down specific SDL subsystems.
  151. *
  152. * You still need to call SDL_Quit() even if you close all open subsystems
  153. * with SDL_QuitSubSystem().
  154. *
  155. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  156. *
  157. * \since This function is available since SDL 3.0.0.
  158. *
  159. * \sa SDL_InitSubSystem
  160. * \sa SDL_Quit
  161. */
  162. extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags);
  163. /**
  164. * Get a mask of the specified subsystems which are currently initialized.
  165. *
  166. * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
  167. * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
  168. * returns the initialization status of the specified subsystems.
  169. *
  170. * \since This function is available since SDL 3.0.0.
  171. *
  172. * \sa SDL_Init
  173. * \sa SDL_InitSubSystem
  174. */
  175. extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags);
  176. /**
  177. * Clean up all initialized subsystems.
  178. *
  179. * You should call this function even if you have already shutdown each
  180. * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
  181. * function even in the case of errors in initialization.
  182. *
  183. * You can use this function with atexit() to ensure that it is run when your
  184. * application is shutdown, but it is not wise to do this from a library or
  185. * other dynamically loaded code.
  186. *
  187. * \since This function is available since SDL 3.0.0.
  188. *
  189. * \sa SDL_Init
  190. * \sa SDL_QuitSubSystem
  191. */
  192. extern SDL_DECLSPEC void SDLCALL SDL_Quit(void);
  193. /**
  194. * Specify basic metadata about your app.
  195. *
  196. * You can optionally provide metadata about your app to SDL. This is not
  197. * required, but strongly encouraged.
  198. *
  199. * There are several locations where SDL can make use of metadata (an "About"
  200. * box in the macOS menu bar, the name of the app can be shown on some audio
  201. * mixers, etc). Any piece of metadata can be left as NULL, if a specific
  202. * detail doesn't make sense for the app.
  203. *
  204. * This function should be called as early as possible, before SDL_Init.
  205. * Multiple calls to this function are allowed, but various state might not
  206. * change once it has been set up with a previous call to this function.
  207. *
  208. * Passing a NULL removes any previous metadata.
  209. *
  210. * This is a simplified interface for the most important information. You can
  211. * supply significantly more detailed metadata with
  212. * SDL_SetAppMetadataProperty().
  213. *
  214. * \param appname The name of the application ("My Game 2: Bad Guy's
  215. * Revenge!").
  216. * \param appversion The version of the application ("1.0.0beta5" or a git
  217. * hash, or whatever makes sense).
  218. * \param appidentifier A unique string in reverse-domain format that
  219. * identifies this app ("com.example.mygame2").
  220. * \returns 0 on success or a negative error code on failure; call
  221. * SDL_GetError() for more information.
  222. *
  223. * \threadsafety It is safe to call this function from any thread.
  224. *
  225. * \since This function is available since SDL 3.0.0.
  226. *
  227. * \sa SDL_SetAppMetadataProperty
  228. */
  229. extern SDL_DECLSPEC int SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier);
  230. /**
  231. * Specify metadata about your app through a set of properties.
  232. *
  233. * You can optionally provide metadata about your app to SDL. This is not
  234. * required, but strongly encouraged.
  235. *
  236. * There are several locations where SDL can make use of metadata (an "About"
  237. * box in the macOS menu bar, the name of the app can be shown on some audio
  238. * mixers, etc). Any piece of metadata can be left out, if a specific detail
  239. * doesn't make sense for the app.
  240. *
  241. * This function should be called as early as possible, before SDL_Init.
  242. * Multiple calls to this function are allowed, but various state might not
  243. * change once it has been set up with a previous call to this function.
  244. *
  245. * Once set, this metadata can be read using SDL_GetMetadataProperty().
  246. *
  247. * These are the supported properties:
  248. *
  249. * - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of the
  250. * application, like "My Game 2: Bad Guy's Revenge!". This will show up
  251. * anywhere the OS shows the name of the application separately from window
  252. * titles, such as volume control applets, etc. This defaults to "SDL
  253. * Application".
  254. * - SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is
  255. * running; there are no rules on format, so "1.0.3beta2" and "April 22nd,
  256. * 2024" and a git hash are all valid options. This has no default.
  257. * - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that
  258. * identifies this app. This must be in reverse-domain format, like
  259. * "com.example.mygame2". This string is used by desktop compositors to
  260. * identify and group windows together, as well as match applications with
  261. * associated desktop settings and icons. If you plan to package your
  262. * application in a container such as Flatpak, the app ID should match the
  263. * name of your Flatpak container as well. This has no default.
  264. * - SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name of the
  265. * creator/developer/maker of this app, like "MojoWorkshop, LLC"
  266. * - SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright
  267. * notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this
  268. * to one line, don't paste a copy of a whole software license in here. This
  269. * has no default.
  270. * - SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe a
  271. * product page, or a storefront, or even a GitHub repository, for user's
  272. * further information This has no default.
  273. * - SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is.
  274. * Currently this string can be "game" for a video game, "mediaplayer" for a
  275. * media player, or generically "application" if nothing else applies.
  276. * Future versions of SDL might add new types. This defaults to
  277. * "application".
  278. *
  279. * \param name the name of the metadata property to set.
  280. * \param value the value of the property, or NULL to remove that property.
  281. * \returns 0 on success or a negative error code on failure; call
  282. * SDL_GetError() for more information.
  283. *
  284. * \threadsafety It is safe to call this function from any thread.
  285. *
  286. * \since This function is available since SDL 3.0.0.
  287. *
  288. * \sa SDL_GetAppMetadataProperty
  289. * \sa SDL_SetAppMetadata
  290. */
  291. extern SDL_DECLSPEC int SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value);
  292. #define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name"
  293. #define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version"
  294. #define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier"
  295. #define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator"
  296. #define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright"
  297. #define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url"
  298. #define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type"
  299. /**
  300. * Get metadata about your app.
  301. *
  302. * This returns metadata previously set using SDL_SetAppMetadata() or
  303. * SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list
  304. * of available properties and their meanings.
  305. *
  306. * \param name the name of the metadata property to get.
  307. * \returns the current value of the metadata property, or the default if it
  308. * is not set, NULL for properties with no default.
  309. *
  310. * \threadsafety It is safe to call this function from any thread, although
  311. * the string returned is not protected and could potentially be
  312. * freed if you call SDL_SetAppMetadataProperty() to set that
  313. * property from another thread.
  314. *
  315. * \since This function is available since SDL 3.0.0.
  316. *
  317. * \sa SDL_SetAppMetadata
  318. * \sa SDL_SetAppMetadataProperty
  319. */
  320. extern SDL_DECLSPEC const char * SDLCALL SDL_GetAppMetadataProperty(const char *name);
  321. /* Ends C function definitions when using C++ */
  322. #ifdef __cplusplus
  323. }
  324. #endif
  325. #include <SDL3/SDL_close_code.h>
  326. #endif /* SDL_init_h_ */