SDL  2.0
SDL.c File Reference
#include "./SDL_internal.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 "timer/SDL_timer_c.h"
+ Include dependency graph for SDL.c:

Go to the source code of this file.

Functions

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...
 

Variables

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

Function Documentation

◆ SDL_GetPlatform()

const char* SDL_GetPlatform ( void  )

Gets the name of the platform.

Definition at line 395 of file SDL.c.

References APIENTRY, and TRUE.

396 {
397 #if __AIX__
398  return "AIX";
399 #elif __ANDROID__
400  return "Android";
401 #elif __BSDI__
402  return "BSDI";
403 #elif __DREAMCAST__
404  return "Dreamcast";
405 #elif __EMSCRIPTEN__
406  return "Emscripten";
407 #elif __FREEBSD__
408  return "FreeBSD";
409 #elif __HAIKU__
410  return "Haiku";
411 #elif __HPUX__
412  return "HP-UX";
413 #elif __IRIX__
414  return "Irix";
415 #elif __LINUX__
416  return "Linux";
417 #elif __MINT__
418  return "Atari MiNT";
419 #elif __MACOS__
420  return "MacOS Classic";
421 #elif __MACOSX__
422  return "Mac OS X";
423 #elif __NACL__
424  return "NaCl";
425 #elif __NETBSD__
426  return "NetBSD";
427 #elif __OPENBSD__
428  return "OpenBSD";
429 #elif __OS2__
430  return "OS/2";
431 #elif __OSF__
432  return "OSF/1";
433 #elif __QNXNTO__
434  return "QNX Neutrino";
435 #elif __RISCOS__
436  return "RISC OS";
437 #elif __SOLARIS__
438  return "Solaris";
439 #elif __WIN32__
440  return "Windows";
441 #elif __WINRT__
442  return "WinRT";
443 #elif __TVOS__
444  return "tvOS";
445 #elif __IPHONEOS__
446  return "iOS";
447 #elif __PSP__
448  return "PlayStation Portable";
449 #else
450  return "Unknown (see SDL_platform.h)";
451 #endif
452 }

◆ 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 381 of file SDL.c.

References SDL_REVISION.

382 {
383  return SDL_REVISION;
384 }
#define SDL_REVISION
Definition: SDL_revision.h:1

◆ 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 388 of file SDL.c.

References SDL_REVISION_NUMBER.

389 {
390  return SDL_REVISION_NUMBER;
391 }
#define SDL_REVISION_NUMBER
Definition: SDL_revision.h:2

◆ 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 374 of file SDL.c.

References SDL_VERSION.

375 {
376  SDL_VERSION(ver);
377 }
#define SDL_VERSION(x)
Macro to determine SDL version program was compiled against.
Definition: SDL_version.h:79

◆ SDL_Init()

int SDL_Init ( Uint32  flags)

This function initializes the subsystems specified by flags

Definition at line 239 of file SDL.c.

References SDL_InitSubSystem().

240 {
241  return SDL_InitSubSystem(flags);
242 }
GLbitfield flags
int SDL_InitSubSystem(Uint32 flags)
Definition: SDL.c:105

◆ 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 105 of file SDL.c.

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

Referenced by SDL_Init().

106 {
107  if (!SDL_MainIsReady) {
108  SDL_SetError("Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?");
109  return -1;
110  }
111 
112  /* Clear the error message */
113  SDL_ClearError();
114 
115  if ((flags & SDL_INIT_GAMECONTROLLER)) {
116  /* game controller implies joystick */
118  }
119 
121  /* video or joystick implies events */
123  }
124 
125 #if SDL_VIDEO_DRIVER_WINDOWS
127  if (SDL_HelperWindowCreate() < 0) {
128  return -1;
129  }
130  }
131 #endif
132 
133 #if !SDL_TIMERS_DISABLED
134  SDL_TicksInit();
135 #endif
136 
137  /* Initialize the event subsystem */
138  if ((flags & SDL_INIT_EVENTS)) {
139 #if !SDL_EVENTS_DISABLED
140  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_EVENTS)) {
141  if (SDL_StartEventLoop() < 0) {
142  return (-1);
143  }
144  SDL_QuitInit();
145  }
146  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_EVENTS);
147 #else
148  return SDL_SetError("SDL not built with events support");
149 #endif
150  }
151 
152  /* Initialize the timer subsystem */
153  if ((flags & SDL_INIT_TIMER)){
154 #if !SDL_TIMERS_DISABLED
155  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_TIMER)) {
156  if (SDL_TimerInit() < 0) {
157  return (-1);
158  }
159  }
160  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_TIMER);
161 #else
162  return SDL_SetError("SDL not built with timer support");
163 #endif
164  }
165 
166  /* Initialize the video subsystem */
167  if ((flags & SDL_INIT_VIDEO)){
168 #if !SDL_VIDEO_DISABLED
169  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_VIDEO)) {
170  if (SDL_VideoInit(NULL) < 0) {
171  return (-1);
172  }
173  }
174  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_VIDEO);
175 #else
176  return SDL_SetError("SDL not built with video support");
177 #endif
178  }
179 
180  /* Initialize the audio subsystem */
181  if ((flags & SDL_INIT_AUDIO)){
182 #if !SDL_AUDIO_DISABLED
183  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_AUDIO)) {
184  if (SDL_AudioInit(NULL) < 0) {
185  return (-1);
186  }
187  }
188  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_AUDIO);
189 #else
190  return SDL_SetError("SDL not built with audio support");
191 #endif
192  }
193 
194  /* Initialize the joystick subsystem */
195  if ((flags & SDL_INIT_JOYSTICK)){
196 #if !SDL_JOYSTICK_DISABLED
197  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_JOYSTICK)) {
198  if (SDL_JoystickInit() < 0) {
199  return (-1);
200  }
201  }
202  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_JOYSTICK);
203 #else
204  return SDL_SetError("SDL not built with joystick support");
205 #endif
206  }
207 
208  if ((flags & SDL_INIT_GAMECONTROLLER)){
209 #if !SDL_JOYSTICK_DISABLED
210  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_GAMECONTROLLER)) {
211  if (SDL_GameControllerInit() < 0) {
212  return (-1);
213  }
214  }
215  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_GAMECONTROLLER);
216 #else
217  return SDL_SetError("SDL not built with joystick support");
218 #endif
219  }
220 
221  /* Initialize the haptic subsystem */
222  if ((flags & SDL_INIT_HAPTIC)){
223 #if !SDL_HAPTIC_DISABLED
224  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_HAPTIC)) {
225  if (SDL_HapticInit() < 0) {
226  return (-1);
227  }
228  }
229  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_HAPTIC);
230 #else
231  return SDL_SetError("SDL not built with haptic (force feedback) support");
232 #endif
233  }
234 
235  return (0);
236 }
#define SDL_ClearError
#define SDL_INIT_EVENTS
Definition: SDL.h:82
static SDL_bool SDL_MainIsReady
Definition: SDL.c:51
#define SDL_INIT_JOYSTICK
Definition: SDL.h:79
#define SDL_AudioInit
int SDL_JoystickInit(void)
Definition: SDL_joystick.c:70
int SDL_StartEventLoop(void)
Definition: SDL_events.c:391
int SDL_TimerInit(void)
Definition: SDL_timer.c:207
int SDL_QuitInit(void)
Definition: SDL_quit.c:92
static void SDL_PrivateSubsystemRefCountIncr(Uint32 subsystem)
Definition: SDL.c:58
#define SDL_VideoInit
#define NULL
Definition: begin_code.h:164
static SDL_bool SDL_PrivateShouldInitSubsystem(Uint32 subsystem)
Definition: SDL.c:77
#define SDL_SetError
GLbitfield flags
#define SDL_INIT_TIMER
Definition: SDL.h:76
#define SDL_INIT_AUDIO
Definition: SDL.h:77
void SDL_TicksInit(void)
#define SDL_INIT_GAMECONTROLLER
Definition: SDL.h:81
#define SDL_INIT_HAPTIC
Definition: SDL.h:80
int SDL_GameControllerInit(void)
int SDL_HapticInit(void)
Definition: SDL_haptic.c:35
#define SDL_INIT_VIDEO
Definition: SDL.h:78

◆ SDL_PrivateShouldInitSubsystem()

static SDL_bool SDL_PrivateShouldInitSubsystem ( Uint32  subsystem)
static

Definition at line 77 of file SDL.c.

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

Referenced by SDL_InitSubSystem().

78 {
79  int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
80  SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
81  return (SDL_SubsystemRefCount[subsystem_index] == 0) ? SDL_TRUE : SDL_FALSE;
82 }
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:54
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
Definition: SDL_bits.h:61
#define SDL_assert(condition)
Definition: SDL_assert.h:169

◆ SDL_PrivateShouldQuitSubsystem()

static SDL_bool SDL_PrivateShouldQuitSubsystem ( Uint32  subsystem)
static

Definition at line 86 of file SDL.c.

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

Referenced by SDL_QuitSubSystem().

86  {
87  int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
88  if (SDL_SubsystemRefCount[subsystem_index] == 0) {
89  return SDL_FALSE;
90  }
91 
92  /* If we're in SDL_Quit, we shut down every subsystem, even if refcount
93  * isn't zero.
94  */
95  return (SDL_SubsystemRefCount[subsystem_index] == 1 || SDL_bInMainQuit) ? SDL_TRUE : SDL_FALSE;
96 }
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:54
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
Definition: SDL_bits.h:61
static SDL_bool SDL_bInMainQuit
Definition: SDL.c:53

◆ SDL_PrivateSubsystemRefCountDecr()

static void SDL_PrivateSubsystemRefCountDecr ( Uint32  subsystem)
static

Definition at line 67 of file SDL.c.

References SDL_MostSignificantBitIndex32(), and SDL_SubsystemRefCount.

Referenced by SDL_QuitSubSystem().

68 {
69  int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
70  if (SDL_SubsystemRefCount[subsystem_index] > 0) {
71  --SDL_SubsystemRefCount[subsystem_index];
72  }
73 }
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:54
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
Definition: SDL_bits.h:61

◆ SDL_PrivateSubsystemRefCountIncr()

static void SDL_PrivateSubsystemRefCountIncr ( Uint32  subsystem)
static

Definition at line 58 of file SDL.c.

References SDL_assert, SDL_MostSignificantBitIndex32(), and SDL_SubsystemRefCount.

Referenced by SDL_InitSubSystem().

59 {
60  int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
61  SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
62  ++SDL_SubsystemRefCount[subsystem_index];
63 }
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:54
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
Definition: SDL_bits.h:61
#define SDL_assert(condition)
Definition: SDL_assert.h:169

◆ SDL_Quit()

void SDL_Quit ( void  )

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

Definition at line 346 of file SDL.c.

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.

347 {
349 
350  /* Quit all subsystems */
351 #if SDL_VIDEO_DRIVER_WINDOWS
352  SDL_HelperWindowDestroy();
353 #endif
355 
356 #if !SDL_TIMERS_DISABLED
357  SDL_TicksQuit();
358 #endif
359 
360  SDL_ClearHints();
363 
364  /* Now that every subsystem has been quit, we reset the subsystem refcount
365  * and the list of initialized subsystems.
366  */
368 
370 }
#define SDL_LogResetPriorities
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:54
void SDL_QuitSubSystem(Uint32 flags)
Definition: SDL.c:245
#define SDL_ClearHints
static SDL_bool SDL_bInMainQuit
Definition: SDL.c:53
void SDL_AssertionsQuit(void)
Definition: SDL_assert.c:387
#define SDL_INIT_EVERYTHING
Definition: SDL.h:84
GLuint GLfloat x0
void SDL_TicksQuit(void)
#define SDL_memset

◆ SDL_QuitSubSystem()

void SDL_QuitSubSystem ( Uint32  flags)

This function cleans up specific SDL subsystems

Definition at line 245 of file SDL.c.

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

Referenced by SDL_Quit().

246 {
247  /* Shut down requested initialized subsystems */
248 #if !SDL_JOYSTICK_DISABLED
249  if ((flags & SDL_INIT_GAMECONTROLLER)) {
250  /* game controller implies joystick */
252 
253  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_GAMECONTROLLER)) {
255  }
256  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_GAMECONTROLLER);
257  }
258 
259  if ((flags & SDL_INIT_JOYSTICK)) {
260  /* joystick implies events */
262 
263  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_JOYSTICK)) {
265  }
266  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_JOYSTICK);
267  }
268 #endif
269 
270 #if !SDL_HAPTIC_DISABLED
271  if ((flags & SDL_INIT_HAPTIC)) {
272  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_HAPTIC)) {
273  SDL_HapticQuit();
274  }
275  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_HAPTIC);
276  }
277 #endif
278 
279 #if !SDL_AUDIO_DISABLED
280  if ((flags & SDL_INIT_AUDIO)) {
281  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_AUDIO)) {
282  SDL_AudioQuit();
283  }
284  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_AUDIO);
285  }
286 #endif
287 
288 #if !SDL_VIDEO_DISABLED
289  if ((flags & SDL_INIT_VIDEO)) {
290  /* video implies events */
292 
293  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_VIDEO)) {
294  SDL_VideoQuit();
295  }
296  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_VIDEO);
297  }
298 #endif
299 
300 #if !SDL_TIMERS_DISABLED
301  if ((flags & SDL_INIT_TIMER)) {
302  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_TIMER)) {
303  SDL_TimerQuit();
304  }
305  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_TIMER);
306  }
307 #endif
308 
309 #if !SDL_EVENTS_DISABLED
310  if ((flags & SDL_INIT_EVENTS)) {
311  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_EVENTS)) {
312  SDL_QuitQuit();
314  }
315  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_EVENTS);
316  }
317 #endif
318 }
#define SDL_INIT_EVENTS
Definition: SDL.h:82
void SDL_TimerQuit(void)
Definition: SDL_timer.c:239
void SDL_HapticQuit(void)
Definition: SDL_haptic.c:390
#define SDL_INIT_JOYSTICK
Definition: SDL.h:79
#define SDL_AudioQuit
void SDL_GameControllerQuit(void)
GLbitfield flags
#define SDL_INIT_TIMER
Definition: SDL.h:76
#define SDL_INIT_AUDIO
Definition: SDL.h:77
static void SDL_PrivateSubsystemRefCountDecr(Uint32 subsystem)
Definition: SDL.c:67
#define SDL_VideoQuit
static SDL_bool SDL_PrivateShouldQuitSubsystem(Uint32 subsystem)
Definition: SDL.c:86
#define SDL_INIT_GAMECONTROLLER
Definition: SDL.h:81
void SDL_JoystickQuit(void)
Definition: SDL_joystick.c:545
#define SDL_INIT_HAPTIC
Definition: SDL.h:80
#define SDL_INIT_VIDEO
Definition: SDL.h:78
void SDL_QuitQuit(void)
Definition: SDL_quit.c:128
void SDL_StopEventLoop(void)
Definition: SDL_events.c:317

◆ 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 99 of file SDL.c.

References SDL_MainIsReady, and SDL_TRUE.

100 {
102 }
static SDL_bool SDL_MainIsReady
Definition: SDL.c:51

◆ 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 321 of file SDL.c.

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

322 {
323  int i;
324  int num_subsystems = SDL_arraysize(SDL_SubsystemRefCount);
325  Uint32 initialized = 0;
326 
327  if (!flags) {
329  }
330 
331  num_subsystems = SDL_min(num_subsystems, SDL_MostSignificantBitIndex32(flags) + 1);
332 
333  /* Iterate over each bit in flags, and check the matching subsystem. */
334  for (i = 0; i < num_subsystems; ++i) {
335  if ((flags & 1) && SDL_SubsystemRefCount[i] > 0) {
336  initialized |= (1 << i);
337  }
338 
339  flags >>= 1;
340  }
341 
342  return initialized;
343 }
#define SDL_min(x, y)
Definition: SDL_stdinc.h:406
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:54
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
Definition: SDL_bits.h:61
uint32_t Uint32
Definition: SDL_stdinc.h:181
#define SDL_INIT_EVERYTHING
Definition: SDL.h:84
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
GLbitfield flags
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:93

Variable Documentation

◆ SDL_bInMainQuit

SDL_bool SDL_bInMainQuit = SDL_FALSE
static

Definition at line 53 of file SDL.c.

Referenced by SDL_PrivateShouldQuitSubsystem(), and SDL_Quit().

◆ SDL_MainIsReady

SDL_bool SDL_MainIsReady = SDL_TRUE
static

Definition at line 51 of file SDL.c.

Referenced by SDL_InitSubSystem(), and SDL_SetMainReady().

◆ SDL_SubsystemRefCount