Update SDL2 to 2.0.4
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91 changed files with 18549 additions and 16471 deletions
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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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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*
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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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* Simple DirectMedia Layer is a cross-platform development library designed
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* to provide low level access to audio, keyboard, mouse, joystick, and
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* graphics hardware via OpenGL and Direct3D. It is used by video playback
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* software, emulators, and popular games including Valve's award winning
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* catalog and many Humble Bundle games.
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*
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* SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
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* Support for other platforms may be found in the source code.
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*
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* SDL is written in C, works natively with C++, and there are bindings
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* available for several other languages, including C# and Python.
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*
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* This library is distributed under the zlib license, which can be found
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* in the file "COPYING.txt".
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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 and FAQs are available online at:
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* http://wiki.libsdl.org/
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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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#define _SDL_H
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@ -114,7 +79,7 @@ extern "C" {
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#define SDL_INIT_HAPTIC 0x00001000
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#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
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#define SDL_INIT_EVENTS 0x00004000
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#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */
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#define SDL_INIT_NOPARACHUTE 0x00100000 /**< compatibility; this flag is ignored. */
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#define SDL_INIT_EVERYTHING ( \
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SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
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SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
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/**
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* This function initializes the subsystems specified by \c flags
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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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*
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* Subsystem initialization is ref-counted, you must call
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* SDL_QuitSubSystem for each SDL_InitSubSystem to correctly
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* shutdown a subsystem manually (or call SDL_Quit to force shutdown).
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* If a subsystem is already loaded then this call will
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* increase the ref-count and return.
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*/
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extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
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