Initialize the SDL library.
int SDL_Init(Uint32 flags);
subsystem initialization flags
Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.
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_RWFromFile) 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_TIMER: timer subsystem
SDL_INIT_AUDIO: audio subsystem
SDL_INIT_VIDEO: video subsystem; automatically initializes the events subsystem
SDL_INIT_JOYSTICK: joystick subsystem; automatically initializes the events subsystem
SDL_INIT_HAPTIC: haptic (force feedback) subsystem
SDL_INIT_GAMECONTROLLER: controller subsystem; automatically initializes the joystick subsystem
SDL_INIT_EVENTS: events subsystem
SDL_INIT_EVERYTHING: all of the above subsystems
SDL_INIT_NOPARACHUTE: compatibility; this flag is ignored
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.
This function is available since SDL 2.0.0.