23 #if defined(__WIN32__) 38 #if !SDL_TIMERS_DISABLED 41 #if SDL_VIDEO_DRIVER_WINDOWS 42 extern int SDL_HelperWindowCreate(
void);
43 extern int SDL_HelperWindowDestroy(
void);
48 #ifdef SDL_MAIN_NEEDED 108 SDL_SetError(
"Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?");
125 #if SDL_VIDEO_DRIVER_WINDOWS 127 if (SDL_HelperWindowCreate() < 0) {
133 #if !SDL_TIMERS_DISABLED 139 #if !SDL_EVENTS_DISABLED 148 return SDL_SetError(
"SDL not built with events support");
154 #if !SDL_TIMERS_DISABLED 162 return SDL_SetError(
"SDL not built with timer support");
168 #if !SDL_VIDEO_DISABLED 176 return SDL_SetError(
"SDL not built with video support");
182 #if !SDL_AUDIO_DISABLED 190 return SDL_SetError(
"SDL not built with audio support");
196 #if !SDL_JOYSTICK_DISABLED 204 return SDL_SetError(
"SDL not built with joystick support");
208 if ((flags & SDL_INIT_GAMECONTROLLER)){
209 #if !SDL_JOYSTICK_DISABLED 217 return SDL_SetError(
"SDL not built with joystick support");
223 #if !SDL_HAPTIC_DISABLED 231 return SDL_SetError(
"SDL not built with haptic (force feedback) support");
248 #if !SDL_JOYSTICK_DISABLED 270 #if !SDL_HAPTIC_DISABLED 279 #if !SDL_AUDIO_DISABLED 288 #if !SDL_VIDEO_DISABLED 300 #if !SDL_TIMERS_DISABLED 309 #if !SDL_EVENTS_DISABLED 334 for (i = 0; i < num_subsystems; ++
i) {
336 initialized |= (1 <<
i);
351 #if SDL_VIDEO_DRIVER_WINDOWS 352 SDL_HelperWindowDestroy();
356 #if !SDL_TIMERS_DISABLED 420 return "MacOS Classic";
434 return "QNX Neutrino";
448 return "PlayStation Portable";
450 return "Unknown (see SDL_platform.h)";
454 #if defined(__WIN32__) 456 #if (!defined(HAVE_LIBC) || defined(__WATCOMC__)) && !defined(SDL_STATIC_LIB) 460 _DllMainCRTStartup(HANDLE hModule,
461 DWORD ul_reason_for_call, LPVOID lpReserved)
463 switch (ul_reason_for_call) {
464 case DLL_PROCESS_ATTACH:
465 case DLL_THREAD_ATTACH:
466 case DLL_THREAD_DETACH:
467 case DLL_PROCESS_DETACH:
const char * SDL_GetRevision(void)
Get the code revision of SDL that is linked against your program.
static SDL_bool SDL_MainIsReady
void SDL_HapticQuit(void)
#define SDL_LogResetPriorities
#define SDL_INIT_JOYSTICK
static Uint8 SDL_SubsystemRefCount[32]
void SDL_QuitSubSystem(Uint32 flags)
int SDL_Init(Uint32 flags)
int SDL_JoystickInit(void)
int SDL_StartEventLoop(void)
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
static SDL_bool SDL_bInMainQuit
Uint32 SDL_WasInit(Uint32 flags)
#define SDL_REVISION_NUMBER
#define SDL_VERSION(x)
Macro to determine SDL version program was compiled against.
void SDL_AssertionsQuit(void)
void SDL_GetVersion(SDL_version *ver)
Get the version of SDL that is linked against your program.
Information the version of SDL in use.
static void SDL_PrivateSubsystemRefCountIncr(Uint32 subsystem)
void SDL_GameControllerQuit(void)
#define SDL_INIT_EVERYTHING
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)
#define SDL_assert(condition)
const char * SDL_GetPlatform()
Gets the name of the platform.
static SDL_bool SDL_PrivateShouldInitSubsystem(Uint32 subsystem)
static void SDL_PrivateSubsystemRefCountDecr(Uint32 subsystem)
static SDL_bool SDL_PrivateShouldQuitSubsystem(Uint32 subsystem)
#define SDL_arraysize(array)
#define SDL_INIT_GAMECONTROLLER
void SDL_JoystickQuit(void)
int SDL_InitSubSystem(Uint32 flags)
int SDL_GameControllerInit(void)
int SDL_GetRevisionNumber(void)
Get the revision number of SDL that is linked against your program.
void SDL_SetMainReady(void)
void SDL_StopEventLoop(void)