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			235 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			235 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2025 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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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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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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 */
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#ifndef SDL_h_
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#define SDL_h_
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#include "SDL_main.h"
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#include "SDL_stdinc.h"
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#include "SDL_assert.h"
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#include "SDL_atomic.h"
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#include "SDL_audio.h"
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#include "SDL_clipboard.h"
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#include "SDL_cpuinfo.h"
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#include "SDL_endian.h"
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#include "SDL_error.h"
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#include "SDL_events.h"
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#include "SDL_filesystem.h"
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#include "SDL_gamecontroller.h"
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#include "SDL_guid.h"
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#include "SDL_haptic.h"
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#include "SDL_hidapi.h"
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#include "SDL_hints.h"
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#include "SDL_joystick.h"
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#include "SDL_loadso.h"
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#include "SDL_log.h"
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#include "SDL_messagebox.h"
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#include "SDL_metal.h"
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#include "SDL_mutex.h"
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#include "SDL_power.h"
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#include "SDL_render.h"
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#include "SDL_rwops.h"
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#include "SDL_sensor.h"
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#include "SDL_shape.h"
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#include "SDL_system.h"
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#include "SDL_thread.h"
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#include "SDL_timer.h"
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#include "SDL_version.h"
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#include "SDL_video.h"
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#include "SDL_locale.h"
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#include "SDL_misc.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* WIKI CATEGORY: Init */
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/* As of version 0.5, SDL is loaded dynamically into the application */
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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          0x00000001u
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#define SDL_INIT_AUDIO          0x00000010u
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#define SDL_INIT_VIDEO          0x00000020u  /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
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#define SDL_INIT_JOYSTICK       0x00000200u  /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
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#define SDL_INIT_HAPTIC         0x00001000u
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#define SDL_INIT_GAMECONTROLLER 0x00002000u  /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
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#define SDL_INIT_EVENTS         0x00004000u
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#define SDL_INIT_SENSOR         0x00008000u
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#define SDL_INIT_NOPARACHUTE    0x00100000u  /**< 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 | SDL_INIT_SENSOR \
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            )
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/* @} */
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/**
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 * Initialize the SDL library.
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 *
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 * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
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 * two may be used interchangeably. Though for readability of your code
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 * SDL_InitSubSystem() might be preferred.
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 *
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 * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
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 * subsystems are initialized by default. Message boxes
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 * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
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 * video subsystem, in hopes of being useful in showing an error dialog when
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 * SDL_Init fails. You must specifically initialize other subsystems if you
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 * use them in your application.
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 *
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 * Logging (such as SDL_Log) works without initialization, too.
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 *
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 * `flags` may be any of the following OR'd together:
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 *
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 * - `SDL_INIT_TIMER`: timer subsystem
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 * - `SDL_INIT_AUDIO`: audio subsystem
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 * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
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 *   subsystem
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 * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
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 *   events subsystem
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 * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
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 * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
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 *   initializes the joystick subsystem
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 * - `SDL_INIT_EVENTS`: events subsystem
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 * - `SDL_INIT_EVERYTHING`: all of the above subsystems
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 * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
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 *
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 * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
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 * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
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 * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
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 * this call will increase the ref-count and return.
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 *
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 * \param flags subsystem initialization flags.
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 * \returns 0 on success or a negative error code on failure; call
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 *          SDL_GetError() for more information.
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 *
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 * \since This function is available since SDL 2.0.0.
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 *
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 * \sa SDL_InitSubSystem
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 * \sa SDL_Quit
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 * \sa SDL_SetMainReady
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 * \sa SDL_WasInit
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 */
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extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
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/**
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 * Compatibility function to initialize the SDL library.
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 *
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 * In SDL2, this function and SDL_Init() are interchangeable.
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 *
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 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
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 * \returns 0 on success or a negative error code on failure; call
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 *          SDL_GetError() for more information.
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 *
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 * \since This function is available since SDL 2.0.0.
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 *
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 * \sa SDL_Init
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 * \sa SDL_Quit
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 * \sa SDL_QuitSubSystem
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 */
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extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
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/**
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 * Shut down specific SDL subsystems.
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 *
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 * If you start a subsystem using a call to that subsystem's init function
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 * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
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 * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
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 * that subsystem's quit function (SDL_VideoQuit()) directly instead. But
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 * generally, you should not be using those functions directly anyhow; use
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 * SDL_Init() instead.
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 *
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 * You still need to call SDL_Quit() even if you close all open subsystems
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 * with SDL_QuitSubSystem().
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 *
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 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
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 *
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 * \since This function is available since SDL 2.0.0.
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 *
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 * \sa SDL_InitSubSystem
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 * \sa SDL_Quit
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 */
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extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
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/**
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 * Get a mask of the specified subsystems which are currently initialized.
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 *
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 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
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 * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
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 *          returns the initialization status of the specified subsystems.
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 *
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 *          The return value does not include SDL_INIT_NOPARACHUTE.
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 *
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 * \since This function is available since SDL 2.0.0.
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 *
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 * \sa SDL_Init
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 * \sa SDL_InitSubSystem
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 */
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extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
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/**
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 * Clean up all initialized subsystems.
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 *
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 * You should call this function even if you have already shutdown each
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 * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
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 * function even in the case of errors in initialization.
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 *
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 * If you start a subsystem using a call to that subsystem's init function
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 * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
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 * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
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 * it down before calling SDL_Quit(). But generally, you should not be using
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 * those functions directly anyhow; use SDL_Init() instead.
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 *
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 * You can use this function with atexit() to ensure that it is run when your
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 * application is shutdown, but it is not wise to do this from a library or
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 * other dynamically loaded code.
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 *
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 * \since This function is available since SDL 2.0.0.
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 *
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 * \sa SDL_Init
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 * \sa SDL_QuitSubSystem
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 */
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extern DECLSPEC void SDLCALL SDL_Quit(void);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* SDL_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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