Partial fix for bug #859
Header file update from Ken for improved doxygen output --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404127
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38 changed files with 3565 additions and 3172 deletions
135
include/SDL.h
135
include/SDL.h
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@ -21,54 +21,55 @@
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*/
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/**
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* \file SDL.h
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*
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* Main include header for the SDL library
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* \file SDL.h
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*
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* Main include header for the SDL library
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*/
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/**
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* \mainpage Simple DirectMedia Layer (SDL)
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http://www.libsdl.org/
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* \section intro_sec Introduction
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This is the Simple DirectMedia Layer, a general API that provides low
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level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
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and 2D framebuffer across multiple platforms.
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The current version supports Linux, Windows, Windows CE, BeOS, MacOS,
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Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX.
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The code contains support for AIX, OSF/Tru64, RISC OS, and SymbianOS,
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but these are not officially supported.
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SDL is written in C, but works with C++ natively, and has bindings to
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several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
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Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
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Pike, Pliant, Python, Ruby, and Smalltalk.
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This library is distributed under GNU LGPL version 2, which can be
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found in the file "COPYING". This license allows you to use SDL
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freely in commercial programs as long as you link with the dynamic
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library.
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The best way to learn how to use SDL is to check out the header files in
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the "include" subdirectory and the programs in the "test" subdirectory.
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The header files and test programs are well commented and always up to date.
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More documentation is available in HTML format in "docs/index.html", and
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a documentation wiki is available online at:
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http://www.libsdl.org/cgi/docwiki.cgi
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The test programs in the "test" subdirectory are in the public domain.
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Frequently asked questions are answered online:
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http://www.libsdl.org/faq.php
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If you need help with the library, or just want to discuss SDL related
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issues, you can join the developers mailing list:
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http://www.libsdl.org/mailing-list.php
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Enjoy!
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Sam Lantinga (slouken@libsdl.org)
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* \mainpage Simple DirectMedia Layer (SDL)
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*
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* http://www.libsdl.org/
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*
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* \section intro_sec Introduction
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*
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* This is the Simple DirectMedia Layer, a general API that provides low
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* level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
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* and 2D framebuffer across multiple platforms.
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*
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* The current version supports Linux, Windows, Windows CE, BeOS, MacOS,
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* Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX.
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* The code contains support for AIX, OSF/Tru64, RISC OS, and SymbianOS,
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* but these are not officially supported.
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*
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* SDL is written in C, but works with C++ natively, and has bindings to
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* several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
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* Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
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* Pike, Pliant, Python, Ruby, and Smalltalk.
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*
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* This library is distributed under GNU LGPL version 2, which can be
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* found in the file "COPYING". This license allows you to use SDL
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* freely in commercial programs as long as you link with the dynamic
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* library.
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*
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* The best way to learn how to use SDL is to check out the header files in
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* the "include" subdirectory and the programs in the "test" subdirectory.
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* The header files and test programs are well commented and always up to date.
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* More documentation is available in HTML format in "docs/index.html", and
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* a documentation wiki is available online at:
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* http://www.libsdl.org/cgi/docwiki.cgi
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*
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* The test programs in the "test" subdirectory are in the public domain.
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*
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* Frequently asked questions are answered online:
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* http://www.libsdl.org/faq.php
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*
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* If you need help with the library, or just want to discuss SDL related
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* issues, you can join the developers mailing list:
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* http://www.libsdl.org/mailing-list.php
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*
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* Enjoy!
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* Sam Lantinga (slouken@libsdl.org)
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*/
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#ifndef _SDL_H
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@ -102,44 +103,52 @@ extern "C" {
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/* As of version 0.5, SDL is loaded dynamically into the application */
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/* These are the flags which may be passed to SDL_Init() -- you should
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specify the subsystems which you will be using in your application.
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*/
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/**
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* \name SDL_INIT_*
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*
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* These are the flags which may be passed to SDL_Init(). You should
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* specify the subsystems which you will be using in your application.
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*/
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/*@{*/
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#define SDL_INIT_TIMER 0x00000001
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#define SDL_INIT_AUDIO 0x00000010
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#define SDL_INIT_VIDEO 0x00000020
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#define SDL_INIT_JOYSTICK 0x00000200
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#define SDL_INIT_HAPTIC 0x00001000
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#define SDL_INIT_NOPARACHUTE 0x00100000 /* Don't catch fatal signals */
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#define SDL_INIT_EVENTTHREAD 0x01000000 /* Not supported on all OS's */
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#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */
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#define SDL_INIT_EVENTTHREAD 0x01000000 /**< Not supported on all OS's */
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#define SDL_INIT_EVERYTHING 0x0000FFFF
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/*@}*/
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/**
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* This function loads the SDL dynamically linked library and initializes
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* the subsystems specified by 'flags' (and those satisfying dependencies)
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* Unless the SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
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* signal handlers for some commonly ignored fatal signals (like SIGSEGV)
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* This function loads the SDL dynamically linked library and initializes
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* the subsystems specified by \c flags (and those satisfying dependencies).
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* Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
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* signal handlers for some commonly ignored fatal signals (like SIGSEGV).
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*/
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extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
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/**
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* This function initializes specific SDL subsystems
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* This function initializes specific SDL subsystems
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*/
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extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
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/** This function cleans up specific SDL subsystems */
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/**
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* This function cleans up specific SDL subsystems
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*/
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extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
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/**
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This function returns mask of the specified subsystems which have
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been initialized.
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If 'flags' is 0, it returns a mask of all initialized subsystems.
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*/
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* This function returns mask of the specified subsystems which have
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* been initialized.
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*
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* If \c flags is 0, it returns a mask of all initialized subsystems.
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
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/**
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* This function cleans up all initialized subsystems and unloads the
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* dynamically linked library. You should call it upon all exit conditions.
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* This function cleans up all initialized subsystems and unloads the
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* dynamically linked library. You should call it upon all exit conditions.
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*/
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extern DECLSPEC void SDLCALL SDL_Quit(void);
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