native_audio 0.2.0 → 0.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (147) hide show
  1. checksums.yaml +4 -4
  2. data/assets/include/SDL2/SDL.h +233 -233
  3. data/assets/include/SDL2/SDL_assert.h +326 -326
  4. data/assets/include/SDL2/SDL_atomic.h +415 -415
  5. data/assets/include/SDL2/SDL_audio.h +1500 -1500
  6. data/assets/include/SDL2/SDL_bits.h +126 -126
  7. data/assets/include/SDL2/SDL_blendmode.h +198 -198
  8. data/assets/include/SDL2/SDL_clipboard.h +141 -141
  9. data/assets/include/SDL2/SDL_config.h +61 -61
  10. data/assets/include/SDL2/SDL_config_android.h +194 -194
  11. data/assets/include/SDL2/SDL_config_emscripten.h +218 -218
  12. data/assets/include/SDL2/SDL_config_iphoneos.h +217 -217
  13. data/assets/include/SDL2/SDL_config_macosx.h +277 -277
  14. data/assets/include/SDL2/SDL_config_minimal.h +95 -95
  15. data/assets/include/SDL2/SDL_config_ngage.h +89 -89
  16. data/assets/include/SDL2/SDL_config_os2.h +207 -207
  17. data/assets/include/SDL2/SDL_config_pandora.h +141 -141
  18. data/assets/include/SDL2/SDL_config_windows.h +331 -331
  19. data/assets/include/SDL2/SDL_config_wingdk.h +253 -253
  20. data/assets/include/SDL2/SDL_config_winrt.h +220 -220
  21. data/assets/include/SDL2/SDL_config_xbox.h +235 -235
  22. data/assets/include/SDL2/SDL_copying.h +20 -20
  23. data/assets/include/SDL2/SDL_cpuinfo.h +594 -594
  24. data/assets/include/SDL2/SDL_egl.h +2352 -2352
  25. data/assets/include/SDL2/SDL_endian.h +348 -348
  26. data/assets/include/SDL2/SDL_error.h +163 -163
  27. data/assets/include/SDL2/SDL_events.h +1166 -1166
  28. data/assets/include/SDL2/SDL_filesystem.h +149 -149
  29. data/assets/include/SDL2/SDL_gamecontroller.h +1074 -1074
  30. data/assets/include/SDL2/SDL_gesture.h +117 -117
  31. data/assets/include/SDL2/SDL_guid.h +100 -100
  32. data/assets/include/SDL2/SDL_haptic.h +1341 -1341
  33. data/assets/include/SDL2/SDL_hidapi.h +451 -451
  34. data/assets/include/SDL2/SDL_hints.h +2569 -2569
  35. data/assets/include/SDL2/SDL_image.h +2173 -2173
  36. data/assets/include/SDL2/SDL_joystick.h +1066 -1066
  37. data/assets/include/SDL2/SDL_keyboard.h +353 -353
  38. data/assets/include/SDL2/SDL_keycode.h +358 -358
  39. data/assets/include/SDL2/SDL_loadso.h +115 -115
  40. data/assets/include/SDL2/SDL_locale.h +103 -103
  41. data/assets/include/SDL2/SDL_log.h +404 -404
  42. data/assets/include/SDL2/SDL_main.h +275 -275
  43. data/assets/include/SDL2/SDL_messagebox.h +193 -193
  44. data/assets/include/SDL2/SDL_metal.h +113 -113
  45. data/assets/include/SDL2/SDL_misc.h +79 -79
  46. data/assets/include/SDL2/SDL_mixer.h +2784 -2784
  47. data/assets/include/SDL2/SDL_mouse.h +465 -465
  48. data/assets/include/SDL2/SDL_mutex.h +471 -471
  49. data/assets/include/SDL2/SDL_name.h +33 -33
  50. data/assets/include/SDL2/SDL_opengl.h +2132 -2132
  51. data/assets/include/SDL2/SDL_opengl_glext.h +13209 -13209
  52. data/assets/include/SDL2/SDL_opengles.h +39 -39
  53. data/assets/include/SDL2/SDL_opengles2.h +52 -52
  54. data/assets/include/SDL2/SDL_opengles2_gl2.h +656 -656
  55. data/assets/include/SDL2/SDL_opengles2_gl2ext.h +4033 -4033
  56. data/assets/include/SDL2/SDL_opengles2_gl2platform.h +27 -27
  57. data/assets/include/SDL2/SDL_opengles2_khrplatform.h +311 -311
  58. data/assets/include/SDL2/SDL_pixels.h +644 -644
  59. data/assets/include/SDL2/SDL_platform.h +261 -261
  60. data/assets/include/SDL2/SDL_power.h +88 -88
  61. data/assets/include/SDL2/SDL_quit.h +58 -58
  62. data/assets/include/SDL2/SDL_rect.h +376 -376
  63. data/assets/include/SDL2/SDL_render.h +1919 -1919
  64. data/assets/include/SDL2/SDL_revision.h +6 -6
  65. data/assets/include/SDL2/SDL_rwops.h +841 -841
  66. data/assets/include/SDL2/SDL_scancode.h +438 -438
  67. data/assets/include/SDL2/SDL_sensor.h +322 -322
  68. data/assets/include/SDL2/SDL_shape.h +155 -155
  69. data/assets/include/SDL2/SDL_stdinc.h +830 -830
  70. data/assets/include/SDL2/SDL_surface.h +997 -997
  71. data/assets/include/SDL2/SDL_system.h +623 -623
  72. data/assets/include/SDL2/SDL_syswm.h +386 -386
  73. data/assets/include/SDL2/SDL_test.h +69 -69
  74. data/assets/include/SDL2/SDL_test_assert.h +105 -105
  75. data/assets/include/SDL2/SDL_test_common.h +236 -236
  76. data/assets/include/SDL2/SDL_test_compare.h +69 -69
  77. data/assets/include/SDL2/SDL_test_crc32.h +124 -124
  78. data/assets/include/SDL2/SDL_test_font.h +168 -168
  79. data/assets/include/SDL2/SDL_test_fuzzer.h +386 -386
  80. data/assets/include/SDL2/SDL_test_harness.h +134 -134
  81. data/assets/include/SDL2/SDL_test_images.h +78 -78
  82. data/assets/include/SDL2/SDL_test_log.h +67 -67
  83. data/assets/include/SDL2/SDL_test_md5.h +129 -129
  84. data/assets/include/SDL2/SDL_test_memory.h +63 -63
  85. data/assets/include/SDL2/SDL_test_random.h +115 -115
  86. data/assets/include/SDL2/SDL_thread.h +464 -464
  87. data/assets/include/SDL2/SDL_timer.h +222 -222
  88. data/assets/include/SDL2/SDL_touch.h +150 -150
  89. data/assets/include/SDL2/SDL_ttf.h +2316 -2316
  90. data/assets/include/SDL2/SDL_types.h +29 -29
  91. data/assets/include/SDL2/SDL_version.h +204 -204
  92. data/assets/include/SDL2/SDL_video.h +2150 -2150
  93. data/assets/include/SDL2/SDL_vulkan.h +215 -215
  94. data/assets/include/SDL2/begin_code.h +187 -187
  95. data/assets/include/SDL2/close_code.h +40 -40
  96. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libFLAC.a +0 -0
  97. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2.a +0 -0
  98. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2_mixer.a +0 -0
  99. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmodplug.a +0 -0
  100. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmpg123.a +0 -0
  101. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libogg.a +0 -0
  102. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopus.a +0 -0
  103. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopusfile.a +0 -0
  104. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libsndfile.a +0 -0
  105. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libstdc++.a +0 -0
  106. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbis.a +0 -0
  107. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbisfile.a +0 -0
  108. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libz.a +0 -0
  109. data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
  110. data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
  111. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
  112. data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
  113. data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
  114. data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
  115. data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
  116. data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
  117. data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
  118. data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
  119. data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
  120. data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
  121. data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
  122. data/ext/{audio.c → audio/audio.c} +80 -80
  123. data/ext/{extconf.h → audio/extconf.h} +3 -3
  124. data/ext/audio/extconf.rb +115 -0
  125. data/lib/native_audio.rb +50 -50
  126. metadata +7 -27
  127. data/assets/include/GL/glew.h +0 -26427
  128. data/assets/include/GLES2/gl2.h +0 -656
  129. data/assets/include/GLES2/gl2ext.h +0 -3949
  130. data/assets/include/GLES2/gl2ext_angle.h +0 -701
  131. data/assets/include/GLES2/gl2platform.h +0 -27
  132. data/assets/include/GLES3/gl3.h +0 -1192
  133. data/assets/include/GLES3/gl31.h +0 -1507
  134. data/assets/include/GLES3/gl32.h +0 -1808
  135. data/assets/include/GLES3/gl3platform.h +0 -27
  136. data/assets/include/KHR/khrplatform.h +0 -290
  137. data/assets/macos/universal/lib/libSDL2_image.a +0 -0
  138. data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
  139. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libglew32.a +0 -0
  140. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libssp.a +0 -1
  141. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libzstd.a +0 -0
  142. data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
  143. data/assets/windows/mingw-w64-x86_64/lib/libssp.a +0 -1
  144. data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
  145. data/ext/extconf.rb +0 -173
  146. data/lib/audio.bundle +0 -0
  147. data/lib/audio.so +0 -0
checksums.yaml CHANGED
@@ -1,7 +1,7 @@
1
1
  ---
2
2
  SHA256:
3
- metadata.gz: fa64178bae1a55555de56fc3e8faedcd719472d81d72fe0768672aa69701cb8f
4
- data.tar.gz: 5ae18b3ba3e5f20f09877b261513654afa88cd1a050ed0754b9d198fec0f9c4e
3
+ metadata.gz: 3bf44a7a337d94bcc47dc2cb5904837cd36984e9ea1b80768d1c5f624cc77dc3
4
+ data.tar.gz: ddaece9c35182a2935d4c1d3f1da13d9dbfb7d4f2c0e41b385da8216b2927b05
5
5
  SHA512:
6
- metadata.gz: c20e84e9d147faa6f8ac31e32a0ad1152a4d66b28f3c8f4868e56743f4b0a68ee9191b69bef0e650d3fb451d4310d79412d5fb1dfda45639af5768b6f6aa861c
7
- data.tar.gz: d46152b36dc8f120b52df2af64b1cca301b06fcf0c2685e72dc3d4cfd14df8020bd83f4b311c5cad0404241f649d290d789a96b33088b05cea5d6f48f9f066c8
6
+ metadata.gz: d11e81e4ecd9de4b8eef28dbcc5a9405e6b366117c11971e74bbaa683ea40ce5751be264d23ca04a0f099e02435f5b84eea405cc0fc0f0f0dc26a07d277622a3
7
+ data.tar.gz: 71b722055b3d9ed5054bad005470828a691f7d1082723c0237645930a816923d77de97d4a681a89d68bbbb9b8f818cf987b196f761dea9beba874bf7de394839
@@ -1,233 +1,233 @@
1
- /*
2
- Simple DirectMedia Layer
3
- Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
4
-
5
- This software is provided 'as-is', without any express or implied
6
- warranty. In no event will the authors be held liable for any damages
7
- arising from the use of this software.
8
-
9
- Permission is granted to anyone to use this software for any purpose,
10
- including commercial applications, and to alter it and redistribute it
11
- freely, subject to the following restrictions:
12
-
13
- 1. The origin of this software must not be misrepresented; you must not
14
- claim that you wrote the original software. If you use this software
15
- in a product, an acknowledgment in the product documentation would be
16
- appreciated but is not required.
17
- 2. Altered source versions must be plainly marked as such, and must not be
18
- misrepresented as being the original software.
19
- 3. This notice may not be removed or altered from any source distribution.
20
- */
21
-
22
- /**
23
- * \file SDL.h
24
- *
25
- * Main include header for the SDL library
26
- */
27
-
28
-
29
- #ifndef SDL_h_
30
- #define SDL_h_
31
-
32
- #include "SDL_main.h"
33
- #include "SDL_stdinc.h"
34
- #include "SDL_assert.h"
35
- #include "SDL_atomic.h"
36
- #include "SDL_audio.h"
37
- #include "SDL_clipboard.h"
38
- #include "SDL_cpuinfo.h"
39
- #include "SDL_endian.h"
40
- #include "SDL_error.h"
41
- #include "SDL_events.h"
42
- #include "SDL_filesystem.h"
43
- #include "SDL_gamecontroller.h"
44
- #include "SDL_guid.h"
45
- #include "SDL_haptic.h"
46
- #include "SDL_hidapi.h"
47
- #include "SDL_hints.h"
48
- #include "SDL_joystick.h"
49
- #include "SDL_loadso.h"
50
- #include "SDL_log.h"
51
- #include "SDL_messagebox.h"
52
- #include "SDL_metal.h"
53
- #include "SDL_mutex.h"
54
- #include "SDL_power.h"
55
- #include "SDL_render.h"
56
- #include "SDL_rwops.h"
57
- #include "SDL_sensor.h"
58
- #include "SDL_shape.h"
59
- #include "SDL_system.h"
60
- #include "SDL_thread.h"
61
- #include "SDL_timer.h"
62
- #include "SDL_version.h"
63
- #include "SDL_video.h"
64
- #include "SDL_locale.h"
65
- #include "SDL_misc.h"
66
-
67
- #include "begin_code.h"
68
- /* Set up for C function definitions, even when using C++ */
69
- #ifdef __cplusplus
70
- extern "C" {
71
- #endif
72
-
73
- /* As of version 0.5, SDL is loaded dynamically into the application */
74
-
75
- /**
76
- * \name SDL_INIT_*
77
- *
78
- * These are the flags which may be passed to SDL_Init(). You should
79
- * specify the subsystems which you will be using in your application.
80
- */
81
- /* @{ */
82
- #define SDL_INIT_TIMER 0x00000001u
83
- #define SDL_INIT_AUDIO 0x00000010u
84
- #define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
85
- #define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
86
- #define SDL_INIT_HAPTIC 0x00001000u
87
- #define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
88
- #define SDL_INIT_EVENTS 0x00004000u
89
- #define SDL_INIT_SENSOR 0x00008000u
90
- #define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
91
- #define SDL_INIT_EVERYTHING ( \
92
- SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
93
- SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
94
- )
95
- /* @} */
96
-
97
- /**
98
- * Initialize the SDL library.
99
- *
100
- * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
101
- * two may be used interchangeably. Though for readability of your code
102
- * SDL_InitSubSystem() might be preferred.
103
- *
104
- * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
105
- * subsystems are initialized by default. Message boxes
106
- * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
107
- * video subsystem, in hopes of being useful in showing an error dialog when
108
- * SDL_Init fails. You must specifically initialize other subsystems if you
109
- * use them in your application.
110
- *
111
- * Logging (such as SDL_Log) works without initialization, too.
112
- *
113
- * `flags` may be any of the following OR'd together:
114
- *
115
- * - `SDL_INIT_TIMER`: timer subsystem
116
- * - `SDL_INIT_AUDIO`: audio subsystem
117
- * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
118
- * subsystem
119
- * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
120
- * events subsystem
121
- * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
122
- * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
123
- * initializes the joystick subsystem
124
- * - `SDL_INIT_EVENTS`: events subsystem
125
- * - `SDL_INIT_EVERYTHING`: all of the above subsystems
126
- * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
127
- *
128
- * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
129
- * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
130
- * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
131
- * this call will increase the ref-count and return.
132
- *
133
- * \param flags subsystem initialization flags
134
- * \returns 0 on success or a negative error code on failure; call
135
- * SDL_GetError() for more information.
136
- *
137
- * \since This function is available since SDL 2.0.0.
138
- *
139
- * \sa SDL_InitSubSystem
140
- * \sa SDL_Quit
141
- * \sa SDL_SetMainReady
142
- * \sa SDL_WasInit
143
- */
144
- extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
145
-
146
- /**
147
- * Compatibility function to initialize the SDL library.
148
- *
149
- * In SDL2, this function and SDL_Init() are interchangeable.
150
- *
151
- * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
152
- * \returns 0 on success or a negative error code on failure; call
153
- * SDL_GetError() for more information.
154
- *
155
- * \since This function is available since SDL 2.0.0.
156
- *
157
- * \sa SDL_Init
158
- * \sa SDL_Quit
159
- * \sa SDL_QuitSubSystem
160
- */
161
- extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
162
-
163
- /**
164
- * Shut down specific SDL subsystems.
165
- *
166
- * If you start a subsystem using a call to that subsystem's init function
167
- * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
168
- * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
169
- * that subsystem's quit function (SDL_VideoQuit()) directly instead. But
170
- * generally, you should not be using those functions directly anyhow; use
171
- * SDL_Init() instead.
172
- *
173
- * You still need to call SDL_Quit() even if you close all open subsystems
174
- * with SDL_QuitSubSystem().
175
- *
176
- * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
177
- *
178
- * \since This function is available since SDL 2.0.0.
179
- *
180
- * \sa SDL_InitSubSystem
181
- * \sa SDL_Quit
182
- */
183
- extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
184
-
185
- /**
186
- * Get a mask of the specified subsystems which are currently initialized.
187
- *
188
- * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
189
- * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
190
- * returns the initialization status of the specified subsystems.
191
- *
192
- * The return value does not include SDL_INIT_NOPARACHUTE.
193
- *
194
- * \since This function is available since SDL 2.0.0.
195
- *
196
- * \sa SDL_Init
197
- * \sa SDL_InitSubSystem
198
- */
199
- extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
200
-
201
- /**
202
- * Clean up all initialized subsystems.
203
- *
204
- * You should call this function even if you have already shutdown each
205
- * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
206
- * function even in the case of errors in initialization.
207
- *
208
- * If you start a subsystem using a call to that subsystem's init function
209
- * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
210
- * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
211
- * it down before calling SDL_Quit(). But generally, you should not be using
212
- * those functions directly anyhow; use SDL_Init() instead.
213
- *
214
- * You can use this function with atexit() to ensure that it is run when your
215
- * application is shutdown, but it is not wise to do this from a library or
216
- * other dynamically loaded code.
217
- *
218
- * \since This function is available since SDL 2.0.0.
219
- *
220
- * \sa SDL_Init
221
- * \sa SDL_QuitSubSystem
222
- */
223
- extern DECLSPEC void SDLCALL SDL_Quit(void);
224
-
225
- /* Ends C function definitions when using C++ */
226
- #ifdef __cplusplus
227
- }
228
- #endif
229
- #include "close_code.h"
230
-
231
- #endif /* SDL_h_ */
232
-
233
- /* vi: set ts=4 sw=4 expandtab: */
1
+ /*
2
+ Simple DirectMedia Layer
3
+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
4
+
5
+ This software is provided 'as-is', without any express or implied
6
+ warranty. In no event will the authors be held liable for any damages
7
+ arising from the use of this software.
8
+
9
+ Permission is granted to anyone to use this software for any purpose,
10
+ including commercial applications, and to alter it and redistribute it
11
+ freely, subject to the following restrictions:
12
+
13
+ 1. The origin of this software must not be misrepresented; you must not
14
+ claim that you wrote the original software. If you use this software
15
+ in a product, an acknowledgment in the product documentation would be
16
+ appreciated but is not required.
17
+ 2. Altered source versions must be plainly marked as such, and must not be
18
+ misrepresented as being the original software.
19
+ 3. This notice may not be removed or altered from any source distribution.
20
+ */
21
+
22
+ /**
23
+ * \file SDL.h
24
+ *
25
+ * Main include header for the SDL library
26
+ */
27
+
28
+
29
+ #ifndef SDL_h_
30
+ #define SDL_h_
31
+
32
+ #include "SDL_main.h"
33
+ #include "SDL_stdinc.h"
34
+ #include "SDL_assert.h"
35
+ #include "SDL_atomic.h"
36
+ #include "SDL_audio.h"
37
+ #include "SDL_clipboard.h"
38
+ #include "SDL_cpuinfo.h"
39
+ #include "SDL_endian.h"
40
+ #include "SDL_error.h"
41
+ #include "SDL_events.h"
42
+ #include "SDL_filesystem.h"
43
+ #include "SDL_gamecontroller.h"
44
+ #include "SDL_guid.h"
45
+ #include "SDL_haptic.h"
46
+ #include "SDL_hidapi.h"
47
+ #include "SDL_hints.h"
48
+ #include "SDL_joystick.h"
49
+ #include "SDL_loadso.h"
50
+ #include "SDL_log.h"
51
+ #include "SDL_messagebox.h"
52
+ #include "SDL_metal.h"
53
+ #include "SDL_mutex.h"
54
+ #include "SDL_power.h"
55
+ #include "SDL_render.h"
56
+ #include "SDL_rwops.h"
57
+ #include "SDL_sensor.h"
58
+ #include "SDL_shape.h"
59
+ #include "SDL_system.h"
60
+ #include "SDL_thread.h"
61
+ #include "SDL_timer.h"
62
+ #include "SDL_version.h"
63
+ #include "SDL_video.h"
64
+ #include "SDL_locale.h"
65
+ #include "SDL_misc.h"
66
+
67
+ #include "begin_code.h"
68
+ /* Set up for C function definitions, even when using C++ */
69
+ #ifdef __cplusplus
70
+ extern "C" {
71
+ #endif
72
+
73
+ /* As of version 0.5, SDL is loaded dynamically into the application */
74
+
75
+ /**
76
+ * \name SDL_INIT_*
77
+ *
78
+ * These are the flags which may be passed to SDL_Init(). You should
79
+ * specify the subsystems which you will be using in your application.
80
+ */
81
+ /* @{ */
82
+ #define SDL_INIT_TIMER 0x00000001u
83
+ #define SDL_INIT_AUDIO 0x00000010u
84
+ #define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
85
+ #define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
86
+ #define SDL_INIT_HAPTIC 0x00001000u
87
+ #define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
88
+ #define SDL_INIT_EVENTS 0x00004000u
89
+ #define SDL_INIT_SENSOR 0x00008000u
90
+ #define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
91
+ #define SDL_INIT_EVERYTHING ( \
92
+ SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
93
+ SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
94
+ )
95
+ /* @} */
96
+
97
+ /**
98
+ * Initialize the SDL library.
99
+ *
100
+ * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
101
+ * two may be used interchangeably. Though for readability of your code
102
+ * SDL_InitSubSystem() might be preferred.
103
+ *
104
+ * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
105
+ * subsystems are initialized by default. Message boxes
106
+ * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
107
+ * video subsystem, in hopes of being useful in showing an error dialog when
108
+ * SDL_Init fails. You must specifically initialize other subsystems if you
109
+ * use them in your application.
110
+ *
111
+ * Logging (such as SDL_Log) works without initialization, too.
112
+ *
113
+ * `flags` may be any of the following OR'd together:
114
+ *
115
+ * - `SDL_INIT_TIMER`: timer subsystem
116
+ * - `SDL_INIT_AUDIO`: audio subsystem
117
+ * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
118
+ * subsystem
119
+ * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
120
+ * events subsystem
121
+ * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
122
+ * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
123
+ * initializes the joystick subsystem
124
+ * - `SDL_INIT_EVENTS`: events subsystem
125
+ * - `SDL_INIT_EVERYTHING`: all of the above subsystems
126
+ * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
127
+ *
128
+ * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
129
+ * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
130
+ * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
131
+ * this call will increase the ref-count and return.
132
+ *
133
+ * \param flags subsystem initialization flags
134
+ * \returns 0 on success or a negative error code on failure; call
135
+ * SDL_GetError() for more information.
136
+ *
137
+ * \since This function is available since SDL 2.0.0.
138
+ *
139
+ * \sa SDL_InitSubSystem
140
+ * \sa SDL_Quit
141
+ * \sa SDL_SetMainReady
142
+ * \sa SDL_WasInit
143
+ */
144
+ extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
145
+
146
+ /**
147
+ * Compatibility function to initialize the SDL library.
148
+ *
149
+ * In SDL2, this function and SDL_Init() are interchangeable.
150
+ *
151
+ * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
152
+ * \returns 0 on success or a negative error code on failure; call
153
+ * SDL_GetError() for more information.
154
+ *
155
+ * \since This function is available since SDL 2.0.0.
156
+ *
157
+ * \sa SDL_Init
158
+ * \sa SDL_Quit
159
+ * \sa SDL_QuitSubSystem
160
+ */
161
+ extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
162
+
163
+ /**
164
+ * Shut down specific SDL subsystems.
165
+ *
166
+ * If you start a subsystem using a call to that subsystem's init function
167
+ * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
168
+ * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
169
+ * that subsystem's quit function (SDL_VideoQuit()) directly instead. But
170
+ * generally, you should not be using those functions directly anyhow; use
171
+ * SDL_Init() instead.
172
+ *
173
+ * You still need to call SDL_Quit() even if you close all open subsystems
174
+ * with SDL_QuitSubSystem().
175
+ *
176
+ * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
177
+ *
178
+ * \since This function is available since SDL 2.0.0.
179
+ *
180
+ * \sa SDL_InitSubSystem
181
+ * \sa SDL_Quit
182
+ */
183
+ extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
184
+
185
+ /**
186
+ * Get a mask of the specified subsystems which are currently initialized.
187
+ *
188
+ * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
189
+ * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
190
+ * returns the initialization status of the specified subsystems.
191
+ *
192
+ * The return value does not include SDL_INIT_NOPARACHUTE.
193
+ *
194
+ * \since This function is available since SDL 2.0.0.
195
+ *
196
+ * \sa SDL_Init
197
+ * \sa SDL_InitSubSystem
198
+ */
199
+ extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
200
+
201
+ /**
202
+ * Clean up all initialized subsystems.
203
+ *
204
+ * You should call this function even if you have already shutdown each
205
+ * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
206
+ * function even in the case of errors in initialization.
207
+ *
208
+ * If you start a subsystem using a call to that subsystem's init function
209
+ * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
210
+ * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
211
+ * it down before calling SDL_Quit(). But generally, you should not be using
212
+ * those functions directly anyhow; use SDL_Init() instead.
213
+ *
214
+ * You can use this function with atexit() to ensure that it is run when your
215
+ * application is shutdown, but it is not wise to do this from a library or
216
+ * other dynamically loaded code.
217
+ *
218
+ * \since This function is available since SDL 2.0.0.
219
+ *
220
+ * \sa SDL_Init
221
+ * \sa SDL_QuitSubSystem
222
+ */
223
+ extern DECLSPEC void SDLCALL SDL_Quit(void);
224
+
225
+ /* Ends C function definitions when using C++ */
226
+ #ifdef __cplusplus
227
+ }
228
+ #endif
229
+ #include "close_code.h"
230
+
231
+ #endif /* SDL_h_ */
232
+
233
+ /* vi: set ts=4 sw=4 expandtab: */