File style cleanup for the SDL 2.0 release
This commit is contained in:
parent
2ac8624930
commit
0cb6385637
376 changed files with 17562 additions and 17773 deletions
|
@ -21,42 +21,42 @@
|
|||
|
||||
/**
|
||||
* \file SDL.h
|
||||
*
|
||||
*
|
||||
* Main include header for the SDL library
|
||||
*/
|
||||
|
||||
/**
|
||||
* \mainpage Simple DirectMedia Layer (SDL)
|
||||
*
|
||||
*
|
||||
* http://www.libsdl.org/
|
||||
*
|
||||
*
|
||||
* \section intro_sec Introduction
|
||||
*
|
||||
*
|
||||
* This is the Simple DirectMedia Layer, a general API that provides low
|
||||
* level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
|
||||
* and 2D framebuffer across multiple platforms.
|
||||
*
|
||||
*
|
||||
* SDL is written in C, but works with C++ natively, and has bindings to
|
||||
* several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
|
||||
* Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
|
||||
* Pike, Pliant, Python, Ruby, and Smalltalk.
|
||||
*
|
||||
*
|
||||
* This library is distributed under the zlib license, which can be
|
||||
* found in the file "COPYING". This license allows you to use SDL
|
||||
* freely for any purpose as long as you retain the copyright notice.
|
||||
*
|
||||
*
|
||||
* The best way to learn how to use SDL is to check out the header files in
|
||||
* the "include" subdirectory and the programs in the "test" subdirectory.
|
||||
* The header files and test programs are well commented and always up to date.
|
||||
* More documentation and FAQs are available online at:
|
||||
* http://wiki.libsdl.org/
|
||||
*
|
||||
* http://wiki.libsdl.org/
|
||||
*
|
||||
* If you need help with the library, or just want to discuss SDL related
|
||||
* issues, you can join the developers mailing list:
|
||||
* http://www.libsdl.org/mailing-list.php
|
||||
*
|
||||
* http://www.libsdl.org/mailing-list.php
|
||||
*
|
||||
* Enjoy!
|
||||
* Sam Lantinga (slouken@libsdl.org)
|
||||
* Sam Lantinga (slouken@libsdl.org)
|
||||
*/
|
||||
|
||||
#ifndef _SDL_H
|
||||
|
@ -92,16 +92,14 @@
|
|||
#include "begin_code.h"
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
/* *INDENT-OFF* */
|
||||
extern "C" {
|
||||
/* *INDENT-ON* */
|
||||
#endif
|
||||
|
||||
/* As of version 0.5, SDL is loaded dynamically into the application */
|
||||
|
||||
/**
|
||||
* \name SDL_INIT_*
|
||||
*
|
||||
*
|
||||
* These are the flags which may be passed to SDL_Init(). You should
|
||||
* specify the subsystems which you will be using in your application.
|
||||
*/
|
||||
|
@ -111,7 +109,7 @@ extern "C" {
|
|||
#define SDL_INIT_VIDEO 0x00000020
|
||||
#define SDL_INIT_JOYSTICK 0x00000200
|
||||
#define SDL_INIT_HAPTIC 0x00001000
|
||||
#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< turn on game controller also implicitly does JOYSTICK */
|
||||
#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< turn on game controller also implicitly does JOYSTICK */
|
||||
#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */
|
||||
#define SDL_INIT_EVERYTHING ( \
|
||||
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | \
|
||||
|
@ -139,7 +137,7 @@ extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
|
|||
/**
|
||||
* This function returns a mask of the specified subsystems which have
|
||||
* previously been initialized.
|
||||
*
|
||||
*
|
||||
* If \c flags is 0, it returns a mask of all initialized subsystems.
|
||||
*/
|
||||
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
|
||||
|
@ -152,9 +150,7 @@ extern DECLSPEC void SDLCALL SDL_Quit(void);
|
|||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
/* *INDENT-OFF* */
|
||||
}
|
||||
/* *INDENT-ON* */
|
||||
#endif
|
||||
#include "close_code.h"
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue