SDL 3.0
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#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_begin_code.h>
#include <SDL3/SDL_close_code.h>
Go to the source code of this file.
Macros | |
#define | SDL_INIT_AUDIO 0x00000010u |
#define | SDL_INIT_VIDEO 0x00000020u |
#define | SDL_INIT_JOYSTICK 0x00000200u |
#define | SDL_INIT_HAPTIC 0x00001000u |
#define | SDL_INIT_GAMEPAD 0x00002000u |
#define | SDL_INIT_EVENTS 0x00004000u |
#define | SDL_INIT_SENSOR 0x00008000u |
#define | SDL_INIT_CAMERA 0x00010000u |
#define | SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name" |
#define | SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version" |
#define | SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier" |
#define | SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator" |
#define | SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright" |
#define | SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url" |
#define | SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type" |
Typedefs | |
typedef Uint32 | SDL_InitFlags |
typedef SDL_AppResult(* | SDL_AppInit_func) (void **appstate, int argc, char *argv[]) |
typedef SDL_AppResult(* | SDL_AppIterate_func) (void *appstate) |
typedef SDL_AppResult(* | SDL_AppEvent_func) (void *appstate, SDL_Event *event) |
typedef void(* | SDL_AppQuit_func) (void *appstate, SDL_AppResult result) |
Enumerations | |
enum | SDL_AppResult { SDL_APP_CONTINUE , SDL_APP_SUCCESS , SDL_APP_FAILURE } |
Functions | |
bool | SDL_Init (SDL_InitFlags flags) |
bool | SDL_InitSubSystem (SDL_InitFlags flags) |
void | SDL_QuitSubSystem (SDL_InitFlags flags) |
SDL_InitFlags | SDL_WasInit (SDL_InitFlags flags) |
void | SDL_Quit (void) |
bool | SDL_SetAppMetadata (const char *appname, const char *appversion, const char *appidentifier) |
bool | SDL_SetAppMetadataProperty (const char *name, const char *value) |
const char * | SDL_GetAppMetadataProperty (const char *name) |
#define SDL_INIT_AUDIO 0x00000010u |
SDL_INIT_AUDIO
implies SDL_INIT_EVENTS
Definition at line 80 of file SDL_init.h.
#define SDL_INIT_CAMERA 0x00010000u |
SDL_INIT_CAMERA
implies SDL_INIT_EVENTS
Definition at line 87 of file SDL_init.h.
#define SDL_INIT_EVENTS 0x00004000u |
Definition at line 85 of file SDL_init.h.
#define SDL_INIT_GAMEPAD 0x00002000u |
SDL_INIT_GAMEPAD
implies SDL_INIT_JOYSTICK
Definition at line 84 of file SDL_init.h.
#define SDL_INIT_HAPTIC 0x00001000u |
Definition at line 83 of file SDL_init.h.
#define SDL_INIT_JOYSTICK 0x00000200u |
SDL_INIT_JOYSTICK
implies SDL_INIT_EVENTS
, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don't set SDL_HINT_JOYSTICK_THREAD
Definition at line 82 of file SDL_init.h.
#define SDL_INIT_SENSOR 0x00008000u |
SDL_INIT_SENSOR
implies SDL_INIT_EVENTS
Definition at line 86 of file SDL_init.h.
#define SDL_INIT_VIDEO 0x00000020u |
SDL_INIT_VIDEO
implies SDL_INIT_EVENTS
Definition at line 81 of file SDL_init.h.
#define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright" |
Definition at line 347 of file SDL_init.h.
#define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator" |
Definition at line 346 of file SDL_init.h.
#define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier" |
Definition at line 345 of file SDL_init.h.
#define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name" |
Definition at line 343 of file SDL_init.h.
#define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type" |
Definition at line 349 of file SDL_init.h.
#define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url" |
Definition at line 348 of file SDL_init.h.
#define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version" |
Definition at line 344 of file SDL_init.h.
typedef SDL_AppResult(* SDL_AppEvent_func) (void *appstate, SDL_Event *event) |
Definition at line 118 of file SDL_init.h.
typedef SDL_AppResult(* SDL_AppInit_func) (void **appstate, int argc, char *argv[]) |
Definition at line 116 of file SDL_init.h.
typedef SDL_AppResult(* SDL_AppIterate_func) (void *appstate) |
Definition at line 117 of file SDL_init.h.
typedef void(* SDL_AppQuit_func) (void *appstate, SDL_AppResult result) |
Definition at line 119 of file SDL_init.h.
typedef Uint32 SDL_InitFlags |
All SDL programs need to initialize the library before starting to work with it.
Almost everything can simply call SDL_Init() near startup, with a handful of flags to specify subsystems to touch. These are here to make sure SDL does not even attempt to touch low-level pieces of the operating system that you don't intend to use. For example, you might be using SDL for video and input but chose an external library for audio, and in this case you would just need to leave off the SDL_INIT_AUDIO
flag to make sure that external library has complete control.
Most apps, when terminating, should call SDL_Quit(). This will clean up (nearly) everything that SDL might have allocated, and crucially, it'll make sure that the display's resolution is back to what the user expects if you had previously changed it for your game.
SDL3 apps are strongly encouraged to call SDL_SetAppMetadata() at startup to fill in details about the program. This is completely optional, but it helps in small ways (we can provide an About dialog box for the macOS menu, we can name the app in the system's audio mixer, etc). Those that want to provide a lot of information should look at the more-detailed SDL_SetAppMetadataProperty(). Initialization flags for SDL_Init and/or SDL_InitSubSystem
These are the flags which may be passed to SDL_Init(). You should specify the subsystems which you will be using in your application.
Definition at line 78 of file SDL_init.h.
enum SDL_AppResult |
Return values for optional main callbacks.
Returning SDL_APP_SUCCESS or SDL_APP_FAILURE from SDL_AppInit, SDL_AppEvent, or SDL_AppIterate will terminate the program and report success/failure to the operating system. What that means is platform-dependent. On Unix, for example, on success, the process error code will be zero, and on failure it will be 1. This interface doesn't allow you to return specific exit codes, just whether there was an error generally or not.
Returning SDL_APP_CONTINUE from these functions will let the app continue to run.
See Main callbacks in SDL3 for complete details.
Definition at line 109 of file SDL_init.h.
const char * SDL_GetAppMetadataProperty | ( | const char * | name | ) |
Get metadata about your app.
This returns metadata previously set using SDL_SetAppMetadata() or SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list of available properties and their meanings.
name | the name of the metadata property to get. |
\threadsafety It is safe to call this function from any thread, although the string returned is not protected and could potentially be freed if you call SDL_SetAppMetadataProperty() to set that property from another thread.
bool SDL_Init | ( | SDL_InitFlags | flags | ) |
Initialize the SDL library.
SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the two may be used interchangeably. Though for readability of your code SDL_InitSubSystem() might be preferred.
The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread) subsystems are initialized by default. Message boxes (SDL_ShowSimpleMessageBox) also attempt to work without initializing the video subsystem, in hopes of being useful in showing an error dialog when SDL_Init fails. You must specifically initialize other subsystems if you use them in your application.
Logging (such as SDL_Log) works without initialization, too.
flags
may be any of the following OR'd together:
SDL_INIT_AUDIO
: audio subsystem; automatically initializes the events subsystemSDL_INIT_VIDEO
: video subsystem; automatically initializes the events subsystemSDL_INIT_JOYSTICK
: joystick subsystem; automatically initializes the events subsystemSDL_INIT_HAPTIC
: haptic (force feedback) subsystemSDL_INIT_GAMEPAD
: gamepad subsystem; automatically initializes the joystick subsystemSDL_INIT_EVENTS
: events subsystemSDL_INIT_SENSOR
: sensor subsystem; automatically initializes the events subsystemSDL_INIT_CAMERA
: camera subsystem; automatically initializes the events subsystemSubsystem 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.
Consider reporting some basic metadata about your application before calling SDL_Init, using either SDL_SetAppMetadata() or SDL_SetAppMetadataProperty().
flags | subsystem initialization flags. |
bool SDL_InitSubSystem | ( | SDL_InitFlags | flags | ) |
Compatibility function to initialize the SDL library.
This function and SDL_Init() are interchangeable.
flags | any of the flags used by SDL_Init(); see SDL_Init for details. |
void SDL_Quit | ( | void | ) |
Clean up all initialized subsystems.
You should call this function even if you have already shutdown each initialized subsystem with SDL_QuitSubSystem(). It is safe to call this function even in the case of errors in initialization.
You can use this function with atexit() to ensure that it is run when your application is shutdown, but it is not wise to do this from a library or other dynamically loaded code.
void SDL_QuitSubSystem | ( | SDL_InitFlags | flags | ) |
Shut down specific SDL subsystems.
You still need to call SDL_Quit() even if you close all open subsystems with SDL_QuitSubSystem().
flags | any of the flags used by SDL_Init(); see SDL_Init for details. |
bool SDL_SetAppMetadata | ( | const char * | appname, |
const char * | appversion, | ||
const char * | appidentifier | ||
) |
Specify basic metadata about your app.
You can optionally provide metadata about your app to SDL. This is not required, but strongly encouraged.
There are several locations where SDL can make use of metadata (an "About" box in the macOS menu bar, the name of the app can be shown on some audio mixers, etc). Any piece of metadata can be left as NULL, if a specific detail doesn't make sense for the app.
This function should be called as early as possible, before SDL_Init. Multiple calls to this function are allowed, but various state might not change once it has been set up with a previous call to this function.
Passing a NULL removes any previous metadata.
This is a simplified interface for the most important information. You can supply significantly more detailed metadata with SDL_SetAppMetadataProperty().
appname | The name of the application ("My Game 2: Bad Guy's Revenge!"). |
appversion | The version of the application ("1.0.0beta5" or a git hash, or whatever makes sense). |
appidentifier | A unique string in reverse-domain format that identifies this app ("com.example.mygame2"). |
\threadsafety It is safe to call this function from any thread.
bool SDL_SetAppMetadataProperty | ( | const char * | name, |
const char * | value | ||
) |
Specify metadata about your app through a set of properties.
You can optionally provide metadata about your app to SDL. This is not required, but strongly encouraged.
There are several locations where SDL can make use of metadata (an "About" box in the macOS menu bar, the name of the app can be shown on some audio mixers, etc). Any piece of metadata can be left out, if a specific detail doesn't make sense for the app.
This function should be called as early as possible, before SDL_Init. Multiple calls to this function are allowed, but various state might not change once it has been set up with a previous call to this function.
Once set, this metadata can be read using SDL_GetMetadataProperty().
These are the supported properties:
SDL_PROP_APP_METADATA_NAME_STRING
: The human-readable name of the application, like "My Game 2: Bad Guy's Revenge!". This will show up anywhere the OS shows the name of the application separately from window titles, such as volume control applets, etc. This defaults to "SDL
Application".SDL_PROP_APP_METADATA_VERSION_STRING
: The version of the app that is running; there are no rules on format, so "1.0.3beta2" and "April 22nd,
2024" and a git hash are all valid options. This has no default.SDL_PROP_APP_METADATA_IDENTIFIER_STRING
: A unique string that identifies this app. This must be in reverse-domain format, like "com.example.mygame2". This string is used by desktop compositors to identify and group windows together, as well as match applications with associated desktop settings and icons. If you plan to package your application in a container such as Flatpak, the app ID should match the name of your Flatpak container as well. This has no default.SDL_PROP_APP_METADATA_CREATOR_STRING
: The human-readable name of the creator/developer/maker of this app, like "MojoWorkshop, LLC"SDL_PROP_APP_METADATA_COPYRIGHT_STRING
: The human-readable copyright notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this to one line, don't paste a copy of a whole software license in here. This has no default.SDL_PROP_APP_METADATA_URL_STRING
: A URL to the app on the web. Maybe a product page, or a storefront, or even a GitHub repository, for user's further information This has no default.SDL_PROP_APP_METADATA_TYPE_STRING
: The type of application this is. Currently this string can be "game" for a video game, "mediaplayer" for a media player, or generically "application" if nothing else applies. Future versions of SDL might add new types. This defaults to "application".name | the name of the metadata property to set. |
value | the value of the property, or NULL to remove that property. |
\threadsafety It is safe to call this function from any thread.
SDL_InitFlags SDL_WasInit | ( | SDL_InitFlags | flags | ) |
Get a mask of the specified subsystems which are currently initialized.
flags | any of the flags used by SDL_Init(); see SDL_Init for details. |
flags
is 0, otherwise it returns the initialization status of the specified subsystems.