SDL  2.0
SDL.c File Reference
#include "./SDL_internal.h"
#include "SDL.h"
#include "SDL_bits.h"
#include "SDL_revision.h"
#include "SDL_assert_c.h"
#include "events/SDL_events_c.h"
#include "haptic/SDL_haptic_c.h"
#include "joystick/SDL_joystick_c.h"
#include "sensor/SDL_sensor_c.h"
#include "timer/SDL_timer_c.h"
+ Include dependency graph for SDL.c:

Go to the source code of this file.

Functions

static void SDL_PrivateSubsystemRefCountIncr (Uint32 subsystem)
 
static void SDL_PrivateSubsystemRefCountDecr (Uint32 subsystem)
 
static SDL_bool SDL_PrivateShouldInitSubsystem (Uint32 subsystem)
 
static SDL_bool SDL_PrivateShouldQuitSubsystem (Uint32 subsystem)
 
void SDL_SetMainReady (void)
 
int SDL_InitSubSystem (Uint32 flags)
 
int SDL_Init (Uint32 flags)
 
void SDL_QuitSubSystem (Uint32 flags)
 
Uint32 SDL_WasInit (Uint32 flags)
 
void SDL_Quit (void)
 
void SDL_GetVersion (SDL_version *ver)
 Get the version of SDL that is linked against your program. More...
 
const char * SDL_GetRevision (void)
 Get the code revision of SDL that is linked against your program. More...
 
int SDL_GetRevisionNumber (void)
 Get the revision number of SDL that is linked against your program. More...
 
const char * SDL_GetPlatform ()
 Gets the name of the platform. More...
 
SDL_bool SDL_IsTablet ()
 Return true if the current device is a tablet. More...
 

Variables

static SDL_bool SDL_MainIsReady = SDL_TRUE
 
static SDL_bool SDL_bInMainQuit = SDL_FALSE
 
static Uint8 SDL_SubsystemRefCount [32]
 

Function Documentation

◆ SDL_GetPlatform()

const char* SDL_GetPlatform ( void  )

Gets the name of the platform.

Definition at line 423 of file SDL.c.

424 {
425 #if __AIX__
426  return "AIX";
427 #elif __ANDROID__
428  return "Android";
429 #elif __BSDI__
430  return "BSDI";
431 #elif __DREAMCAST__
432  return "Dreamcast";
433 #elif __EMSCRIPTEN__
434  return "Emscripten";
435 #elif __FREEBSD__
436  return "FreeBSD";
437 #elif __HAIKU__
438  return "Haiku";
439 #elif __HPUX__
440  return "HP-UX";
441 #elif __IRIX__
442  return "Irix";
443 #elif __LINUX__
444  return "Linux";
445 #elif __MINT__
446  return "Atari MiNT";
447 #elif __MACOS__
448  return "MacOS Classic";
449 #elif __MACOSX__
450  return "Mac OS X";
451 #elif __NACL__
452  return "NaCl";
453 #elif __NETBSD__
454  return "NetBSD";
455 #elif __OPENBSD__
456  return "OpenBSD";
457 #elif __OS2__
458  return "OS/2";
459 #elif __OSF__
460  return "OSF/1";
461 #elif __QNXNTO__
462  return "QNX Neutrino";
463 #elif __RISCOS__
464  return "RISC OS";
465 #elif __SOLARIS__
466  return "Solaris";
467 #elif __WIN32__
468  return "Windows";
469 #elif __WINRT__
470  return "WinRT";
471 #elif __TVOS__
472  return "tvOS";
473 #elif __IPHONEOS__
474  return "iOS";
475 #elif __PSP__
476  return "PlayStation Portable";
477 #else
478  return "Unknown (see SDL_platform.h)";
479 #endif
480 }

◆ SDL_GetRevision()

const char* SDL_GetRevision ( void  )

Get the code revision of SDL that is linked against your program.

Returns an arbitrary string (a hash value) uniquely identifying the exact revision of the SDL library in use, and is only useful in comparing against other revisions. It is NOT an incrementing number.

Definition at line 409 of file SDL.c.

References SDL_REVISION.

410 {
411  return SDL_REVISION;
412 }
#define SDL_REVISION
Definition: SDL_revision.h:1

◆ SDL_GetRevisionNumber()

int SDL_GetRevisionNumber ( void  )

Get the revision number of SDL that is linked against your program.

Returns a number uniquely identifying the exact revision of the SDL library in use. It is an incrementing number based on commits to hg.libsdl.org.

Definition at line 416 of file SDL.c.

References SDL_REVISION_NUMBER.

417 {
418  return SDL_REVISION_NUMBER;
419 }
#define SDL_REVISION_NUMBER
Definition: SDL_revision.h:2

◆ SDL_GetVersion()

void SDL_GetVersion ( SDL_version ver)

Get the version of SDL that is linked against your program.

If you are linking to SDL dynamically, then it is possible that the current version will be different than the version you compiled against. This function returns the current version, while SDL_VERSION() is a macro that tells you what version you compiled with.

SDL_version compiled;
SDL_version linked;
SDL_VERSION(&compiled);
SDL_GetVersion(&linked);
printf("We compiled against SDL version %d.%d.%d ...\n",
compiled.major, compiled.minor, compiled.patch);
printf("But we linked against SDL version %d.%d.%d.\n",
linked.major, linked.minor, linked.patch);

This function may be called safely at any time, even before SDL_Init().

See also
SDL_VERSION

Definition at line 402 of file SDL.c.

References SDL_VERSION.

403 {
404  SDL_VERSION(ver);
405 }
#define SDL_VERSION(x)
Macro to determine SDL version program was compiled against.
Definition: SDL_version.h:79

◆ SDL_Init()

int SDL_Init ( Uint32  flags)

This function initializes the subsystems specified by flags

Definition at line 253 of file SDL.c.

References SDL_InitSubSystem().

254 {
255  return SDL_InitSubSystem(flags);
256 }
GLbitfield flags
int SDL_InitSubSystem(Uint32 flags)
Definition: SDL.c:106

◆ SDL_InitSubSystem()

int SDL_InitSubSystem ( Uint32  flags)

This function initializes specific SDL subsystems

Subsystem 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.

Definition at line 106 of file SDL.c.

References NULL, SDL_AudioInit, SDL_ClearError, SDL_EventsInit(), SDL_GameControllerInit(), SDL_HapticInit(), SDL_INIT_AUDIO, SDL_INIT_EVENTS, SDL_INIT_GAMECONTROLLER, SDL_INIT_HAPTIC, SDL_INIT_JOYSTICK, SDL_INIT_SENSOR, SDL_INIT_TIMER, SDL_INIT_VIDEO, SDL_JoystickInit(), SDL_MainIsReady, SDL_PrivateShouldInitSubsystem(), SDL_PrivateSubsystemRefCountIncr(), SDL_SensorInit(), SDL_SetError, SDL_TicksInit(), SDL_TimerInit(), and SDL_VideoInit.

Referenced by SDL_Init().

107 {
108  if (!SDL_MainIsReady) {
109  SDL_SetError("Application didn't initialize properly, did you include SDL_main.h in the file containing your main() function?");
110  return -1;
111  }
112 
113  /* Clear the error message */
114  SDL_ClearError();
115 
116  if ((flags & SDL_INIT_GAMECONTROLLER)) {
117  /* game controller implies joystick */
119  }
120 
122  /* video or joystick implies events */
124  }
125 
126 #if SDL_VIDEO_DRIVER_WINDOWS
128  if (SDL_HelperWindowCreate() < 0) {
129  return -1;
130  }
131  }
132 #endif
133 
134 #if !SDL_TIMERS_DISABLED
135  SDL_TicksInit();
136 #endif
137 
138  /* Initialize the event subsystem */
139  if ((flags & SDL_INIT_EVENTS)) {
140 #if !SDL_EVENTS_DISABLED
141  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_EVENTS)) {
142  if (SDL_EventsInit() < 0) {
143  return (-1);
144  }
145  }
146  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_EVENTS);
147 #else
148  return SDL_SetError("SDL not built with events support");
149 #endif
150  }
151 
152  /* Initialize the timer subsystem */
153  if ((flags & SDL_INIT_TIMER)){
154 #if !SDL_TIMERS_DISABLED
155  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_TIMER)) {
156  if (SDL_TimerInit() < 0) {
157  return (-1);
158  }
159  }
160  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_TIMER);
161 #else
162  return SDL_SetError("SDL not built with timer support");
163 #endif
164  }
165 
166  /* Initialize the video subsystem */
167  if ((flags & SDL_INIT_VIDEO)){
168 #if !SDL_VIDEO_DISABLED
169  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_VIDEO)) {
170  if (SDL_VideoInit(NULL) < 0) {
171  return (-1);
172  }
173  }
174  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_VIDEO);
175 #else
176  return SDL_SetError("SDL not built with video support");
177 #endif
178  }
179 
180  /* Initialize the audio subsystem */
181  if ((flags & SDL_INIT_AUDIO)){
182 #if !SDL_AUDIO_DISABLED
183  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_AUDIO)) {
184  if (SDL_AudioInit(NULL) < 0) {
185  return (-1);
186  }
187  }
188  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_AUDIO);
189 #else
190  return SDL_SetError("SDL not built with audio support");
191 #endif
192  }
193 
194  /* Initialize the joystick subsystem */
195  if ((flags & SDL_INIT_JOYSTICK)){
196 #if !SDL_JOYSTICK_DISABLED
197  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_JOYSTICK)) {
198  if (SDL_JoystickInit() < 0) {
199  return (-1);
200  }
201  }
202  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_JOYSTICK);
203 #else
204  return SDL_SetError("SDL not built with joystick support");
205 #endif
206  }
207 
208  if ((flags & SDL_INIT_GAMECONTROLLER)){
209 #if !SDL_JOYSTICK_DISABLED
210  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_GAMECONTROLLER)) {
211  if (SDL_GameControllerInit() < 0) {
212  return (-1);
213  }
214  }
215  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_GAMECONTROLLER);
216 #else
217  return SDL_SetError("SDL not built with joystick support");
218 #endif
219  }
220 
221  /* Initialize the haptic subsystem */
222  if ((flags & SDL_INIT_HAPTIC)){
223 #if !SDL_HAPTIC_DISABLED
224  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_HAPTIC)) {
225  if (SDL_HapticInit() < 0) {
226  return (-1);
227  }
228  }
229  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_HAPTIC);
230 #else
231  return SDL_SetError("SDL not built with haptic (force feedback) support");
232 #endif
233  }
234 
235  /* Initialize the sensor subsystem */
236  if ((flags & SDL_INIT_SENSOR)){
237 #if !SDL_SENSOR_DISABLED
238  if (SDL_PrivateShouldInitSubsystem(SDL_INIT_SENSOR)) {
239  if (SDL_SensorInit() < 0) {
240  return (-1);
241  }
242  }
243  SDL_PrivateSubsystemRefCountIncr(SDL_INIT_SENSOR);
244 #else
245  return SDL_SetError("SDL not built with sensor support");
246 #endif
247  }
248 
249  return (0);
250 }
#define SDL_INIT_SENSOR
Definition: SDL.h:84
#define SDL_ClearError
#define SDL_INIT_EVENTS
Definition: SDL.h:83
static SDL_bool SDL_MainIsReady
Definition: SDL.c:52
#define SDL_INIT_JOYSTICK
Definition: SDL.h:80
#define SDL_AudioInit
int SDL_JoystickInit(void)
Definition: SDL_joystick.c:114
int SDL_TimerInit(void)
Definition: SDL_timer.c:207
static void SDL_PrivateSubsystemRefCountIncr(Uint32 subsystem)
Definition: SDL.c:59
#define SDL_VideoInit
int SDL_SensorInit(void)
Definition: SDL_sensor.c:69
#define NULL
Definition: begin_code.h:167
static SDL_bool SDL_PrivateShouldInitSubsystem(Uint32 subsystem)
Definition: SDL.c:78
#define SDL_SetError
GLbitfield flags
#define SDL_INIT_TIMER
Definition: SDL.h:77
#define SDL_INIT_AUDIO
Definition: SDL.h:78
void SDL_TicksInit(void)
#define SDL_INIT_GAMECONTROLLER
Definition: SDL.h:82
#define SDL_INIT_HAPTIC
Definition: SDL.h:81
int SDL_GameControllerInit(void)
int SDL_HapticInit(void)
Definition: SDL_haptic.c:39
#define SDL_INIT_VIDEO
Definition: SDL.h:79
int SDL_EventsInit(void)
Definition: SDL_events.c:1002

◆ SDL_IsTablet()

SDL_bool SDL_IsTablet ( void  )

Return true if the current device is a tablet.

Definition at line 483 of file SDL.c.

References APIENTRY, SDL_FALSE, SDL_IsAndroidTablet(), and TRUE.

484 {
485 #if __ANDROID__
486  extern SDL_bool SDL_IsAndroidTablet(void);
487  return SDL_IsAndroidTablet();
488 #elif __IPHONEOS__
489  extern SDL_bool SDL_IsIPad(void);
490  return SDL_IsIPad();
491 #else
492  return SDL_FALSE;
493 #endif
494 }
SDL_bool SDL_IsAndroidTablet(void)
SDL_bool
Definition: SDL_stdinc.h:161

◆ SDL_PrivateShouldInitSubsystem()

static SDL_bool SDL_PrivateShouldInitSubsystem ( Uint32  subsystem)
static

Definition at line 78 of file SDL.c.

References SDL_assert, SDL_FALSE, SDL_MostSignificantBitIndex32(), SDL_SubsystemRefCount, and SDL_TRUE.

Referenced by SDL_InitSubSystem().

79 {
80  int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
81  SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
82  return (SDL_SubsystemRefCount[subsystem_index] == 0) ? SDL_TRUE : SDL_FALSE;
83 }
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:55
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
Definition: SDL_bits.h:61
#define SDL_assert(condition)
Definition: SDL_assert.h:169

◆ SDL_PrivateShouldQuitSubsystem()

static SDL_bool SDL_PrivateShouldQuitSubsystem ( Uint32  subsystem)
static

Definition at line 87 of file SDL.c.

References SDL_bInMainQuit, SDL_FALSE, SDL_MostSignificantBitIndex32(), SDL_SubsystemRefCount, and SDL_TRUE.

Referenced by SDL_QuitSubSystem().

87  {
88  int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
89  if (SDL_SubsystemRefCount[subsystem_index] == 0) {
90  return SDL_FALSE;
91  }
92 
93  /* If we're in SDL_Quit, we shut down every subsystem, even if refcount
94  * isn't zero.
95  */
96  return (SDL_SubsystemRefCount[subsystem_index] == 1 || SDL_bInMainQuit) ? SDL_TRUE : SDL_FALSE;
97 }
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:55
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
Definition: SDL_bits.h:61
static SDL_bool SDL_bInMainQuit
Definition: SDL.c:54

◆ SDL_PrivateSubsystemRefCountDecr()

static void SDL_PrivateSubsystemRefCountDecr ( Uint32  subsystem)
static

Definition at line 68 of file SDL.c.

References SDL_MostSignificantBitIndex32(), and SDL_SubsystemRefCount.

Referenced by SDL_QuitSubSystem().

69 {
70  int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
71  if (SDL_SubsystemRefCount[subsystem_index] > 0) {
72  --SDL_SubsystemRefCount[subsystem_index];
73  }
74 }
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:55
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
Definition: SDL_bits.h:61

◆ SDL_PrivateSubsystemRefCountIncr()

static void SDL_PrivateSubsystemRefCountIncr ( Uint32  subsystem)
static

Definition at line 59 of file SDL.c.

References SDL_assert, SDL_MostSignificantBitIndex32(), and SDL_SubsystemRefCount.

Referenced by SDL_InitSubSystem().

60 {
61  int subsystem_index = SDL_MostSignificantBitIndex32(subsystem);
62  SDL_assert(SDL_SubsystemRefCount[subsystem_index] < 255);
63  ++SDL_SubsystemRefCount[subsystem_index];
64 }
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:55
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
Definition: SDL_bits.h:61
#define SDL_assert(condition)
Definition: SDL_assert.h:169

◆ SDL_Quit()

void SDL_Quit ( void  )

This function cleans up all initialized subsystems. You should call it upon all exit conditions.

Definition at line 374 of file SDL.c.

References SDL_AssertionsQuit(), SDL_bInMainQuit, SDL_ClearHints, SDL_FALSE, SDL_INIT_EVERYTHING, SDL_LogResetPriorities, SDL_memset, SDL_QuitSubSystem(), SDL_SubsystemRefCount, SDL_TicksQuit(), and SDL_TRUE.

375 {
377 
378  /* Quit all subsystems */
379 #if SDL_VIDEO_DRIVER_WINDOWS
380  SDL_HelperWindowDestroy();
381 #endif
383 
384 #if !SDL_TIMERS_DISABLED
385  SDL_TicksQuit();
386 #endif
387 
388  SDL_ClearHints();
391 
392  /* Now that every subsystem has been quit, we reset the subsystem refcount
393  * and the list of initialized subsystems.
394  */
396 
398 }
#define SDL_LogResetPriorities
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:55
void SDL_QuitSubSystem(Uint32 flags)
Definition: SDL.c:259
#define SDL_ClearHints
static SDL_bool SDL_bInMainQuit
Definition: SDL.c:54
void SDL_AssertionsQuit(void)
Definition: SDL_assert.c:404
#define SDL_INIT_EVERYTHING
Definition: SDL.h:86
GLuint GLfloat x0
void SDL_TicksQuit(void)
#define SDL_memset

◆ SDL_QuitSubSystem()

void SDL_QuitSubSystem ( Uint32  flags)

This function cleans up specific SDL subsystems

Definition at line 259 of file SDL.c.

References SDL_AudioQuit, SDL_EventsQuit(), SDL_GameControllerQuit(), SDL_HapticQuit(), SDL_INIT_AUDIO, SDL_INIT_EVENTS, SDL_INIT_GAMECONTROLLER, SDL_INIT_HAPTIC, SDL_INIT_JOYSTICK, SDL_INIT_SENSOR, SDL_INIT_TIMER, SDL_INIT_VIDEO, SDL_JoystickQuit(), SDL_PrivateShouldQuitSubsystem(), SDL_PrivateSubsystemRefCountDecr(), SDL_SensorQuit(), SDL_TimerQuit(), and SDL_VideoQuit.

Referenced by SDL_Quit().

260 {
261  /* Shut down requested initialized subsystems */
262 #if !SDL_SENSOR_DISABLED
263  if ((flags & SDL_INIT_SENSOR)) {
264  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_SENSOR)) {
265  SDL_SensorQuit();
266  }
267  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_SENSOR);
268  }
269 #endif
270 
271 #if !SDL_JOYSTICK_DISABLED
272  if ((flags & SDL_INIT_GAMECONTROLLER)) {
273  /* game controller implies joystick */
275 
276  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_GAMECONTROLLER)) {
278  }
279  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_GAMECONTROLLER);
280  }
281 
282  if ((flags & SDL_INIT_JOYSTICK)) {
283  /* joystick implies events */
285 
286  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_JOYSTICK)) {
288  }
289  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_JOYSTICK);
290  }
291 #endif
292 
293 #if !SDL_HAPTIC_DISABLED
294  if ((flags & SDL_INIT_HAPTIC)) {
295  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_HAPTIC)) {
296  SDL_HapticQuit();
297  }
298  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_HAPTIC);
299  }
300 #endif
301 
302 #if !SDL_AUDIO_DISABLED
303  if ((flags & SDL_INIT_AUDIO)) {
304  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_AUDIO)) {
305  SDL_AudioQuit();
306  }
307  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_AUDIO);
308  }
309 #endif
310 
311 #if !SDL_VIDEO_DISABLED
312  if ((flags & SDL_INIT_VIDEO)) {
313  /* video implies events */
315 
316  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_VIDEO)) {
317  SDL_VideoQuit();
318  }
319  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_VIDEO);
320  }
321 #endif
322 
323 #if !SDL_TIMERS_DISABLED
324  if ((flags & SDL_INIT_TIMER)) {
325  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_TIMER)) {
326  SDL_TimerQuit();
327  }
328  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_TIMER);
329  }
330 #endif
331 
332 #if !SDL_EVENTS_DISABLED
333  if ((flags & SDL_INIT_EVENTS)) {
334  if (SDL_PrivateShouldQuitSubsystem(SDL_INIT_EVENTS)) {
335  SDL_EventsQuit();
336  }
337  SDL_PrivateSubsystemRefCountDecr(SDL_INIT_EVENTS);
338  }
339 #endif
340 }
#define SDL_INIT_SENSOR
Definition: SDL.h:84
#define SDL_INIT_EVENTS
Definition: SDL.h:83
void SDL_TimerQuit(void)
Definition: SDL_timer.c:239
void SDL_HapticQuit(void)
Definition: SDL_haptic.c:394
#define SDL_INIT_JOYSTICK
Definition: SDL.h:80
#define SDL_AudioQuit
void SDL_GameControllerQuit(void)
GLbitfield flags
#define SDL_INIT_TIMER
Definition: SDL.h:77
#define SDL_INIT_AUDIO
Definition: SDL.h:78
void SDL_EventsQuit(void)
Definition: SDL_events.c:1016
static void SDL_PrivateSubsystemRefCountDecr(Uint32 subsystem)
Definition: SDL.c:68
#define SDL_VideoQuit
void SDL_SensorQuit(void)
Definition: SDL_sensor.c:440
static SDL_bool SDL_PrivateShouldQuitSubsystem(Uint32 subsystem)
Definition: SDL.c:87
#define SDL_INIT_GAMECONTROLLER
Definition: SDL.h:82
void SDL_JoystickQuit(void)
Definition: SDL_joystick.c:697
#define SDL_INIT_HAPTIC
Definition: SDL.h:81
#define SDL_INIT_VIDEO
Definition: SDL.h:79

◆ SDL_SetMainReady()

void SDL_SetMainReady ( void  )

This is called by the real SDL main function to let the rest of the library know that initialization was done properly.

Calling this yourself without knowing what you're doing can cause crashes and hard to diagnose problems with your application.

Definition at line 100 of file SDL.c.

References SDL_MainIsReady, and SDL_TRUE.

101 {
103 }
static SDL_bool SDL_MainIsReady
Definition: SDL.c:52

◆ SDL_WasInit()

Uint32 SDL_WasInit ( Uint32  flags)

This function returns a mask of the specified subsystems which have previously been initialized.

If flags is 0, it returns a mask of all initialized subsystems.

Definition at line 343 of file SDL.c.

References i, SDL_arraysize, SDL_HasExactlyOneBitSet32(), SDL_INIT_EVERYTHING, SDL_min, SDL_MostSignificantBitIndex32(), and SDL_SubsystemRefCount.

344 {
345  int i;
346  int num_subsystems = SDL_arraysize(SDL_SubsystemRefCount);
347  Uint32 initialized = 0;
348 
349  /* Fast path for checking one flag */
351  int subsystem_index = SDL_MostSignificantBitIndex32(flags);
352  return SDL_SubsystemRefCount[subsystem_index] ? flags : 0;
353  }
354 
355  if (!flags) {
357  }
358 
359  num_subsystems = SDL_min(num_subsystems, SDL_MostSignificantBitIndex32(flags) + 1);
360 
361  /* Iterate over each bit in flags, and check the matching subsystem. */
362  for (i = 0; i < num_subsystems; ++i) {
363  if ((flags & 1) && SDL_SubsystemRefCount[i] > 0) {
364  initialized |= (1 << i);
365  }
366 
367  flags >>= 1;
368  }
369 
370  return initialized;
371 }
#define SDL_min(x, y)
Definition: SDL_stdinc.h:406
static Uint8 SDL_SubsystemRefCount[32]
Definition: SDL.c:55
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
Definition: SDL_bits.h:61
#define SDL_INIT_EVERYTHING
Definition: SDL.h:86
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
GLbitfield flags
uint32_t Uint32
Definition: SDL_stdinc.h:203
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:115
SDL_FORCE_INLINE SDL_bool SDL_HasExactlyOneBitSet32(Uint32 x)
Definition: SDL_bits.h:105

Variable Documentation

◆ SDL_bInMainQuit

SDL_bool SDL_bInMainQuit = SDL_FALSE
static

Definition at line 54 of file SDL.c.

Referenced by SDL_PrivateShouldQuitSubsystem(), and SDL_Quit().

◆ SDL_MainIsReady

SDL_bool SDL_MainIsReady = SDL_TRUE
static

Definition at line 52 of file SDL.c.

Referenced by SDL_InitSubSystem(), and SDL_SetMainReady().

◆ SDL_SubsystemRefCount