module lib.sdl2
Code Map
module lib.sdl2;
public import lib.sdl2._assert;
public import lib.sdl2.audio;
public import lib.sdl2.blendmode;
public import lib.sdl2.clipboard;
public import lib.sdl2.cpuinfo;
public import lib.sdl2.error;
public import lib.sdl2.events;
public import lib.sdl2.filesystem;
public import lib.sdl2.gamecontroller;
public import lib.sdl2.gesture;
public import lib.sdl2.haptic;
public import lib.sdl2.hints;
public import lib.sdl2.joystick;
public import lib.sdl2.keyboard;
public import lib.sdl2.keycode;
public import lib.sdl2.loadso;
public import lib.sdl2.log;
public import lib.sdl2.messagebox;
public import lib.sdl2.mouse;
public import lib.sdl2.mutex;
public import lib.sdl2.pixels;
public import lib.sdl2.platform;
public import lib.sdl2.power;
public import lib.sdl2.quit;
public import lib.sdl2.rect;
public import lib.sdl2.render;
public import lib.sdl2.rwops;
public import lib.sdl2.scancode;
public import lib.sdl2.shape;
public import lib.sdl2.stdinc;
public import lib.sdl2.surface;
public import lib.sdl2.thread;
public import lib.sdl2.timer;
public import lib.sdl2.touch;
public import lib.sdl2.video;
//! \name SDL_INIT_*
enum SDL_INIT_TIMER;
enum SDL_INIT_AUDIO;
enum SDL_INIT_VIDEO;
enum SDL_INIT_JOYSTICK;
enum SDL_INIT_HAPTIC;
enum SDL_INIT_GAMECONTROLLER;
enum SDL_INIT_EVENTS;
enum SDL_INIT_NOPARACHUTE;
enum SDL_INIT_EVERYTHING;
//! This function initializes the subsystems specified by \c flags Unless
//! the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup signal
//! handlers for some commonly ignored fatal signals (like SIGSEGV).
fn SDL_Init(flags: Uint32) i32;
//! This function initializes specific SDL subsystems
fn SDL_InitSubSystem(flags: Uint32) i32;
//! This function cleans up specific SDL subsystems
fn SDL_QuitSubSystem(flags: Uint32);
//! This function returns a mask of the specified subsystems which have
//! previously been initialized.
fn SDL_WasInit(flags: Uint32) Uint32;
//! This function cleans up all initialized subsystems. You should call it
//! upon all exit conditions.
fn SDL_Quit();
enum SDL_INIT_TIMER
\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.
fn SDL_Init(flags: Uint32) i32
This function initializes the subsystems specified by \c flags Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup signal handlers for some commonly ignored fatal signals (like SIGSEGV).
fn SDL_InitSubSystem(flags: Uint32) i32
This function initializes specific SDL subsystems
fn SDL_QuitSubSystem(flags: Uint32)
This function cleans up specific SDL subsystems
fn SDL_WasInit(flags: Uint32) Uint32
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.
fn SDL_Quit()
This function cleans up all initialized subsystems. You should call it upon all exit conditions.