Initialize the SDL library.
Defined in SDL.h
int SDL_Init(Uint32 flags);
Uint32 | flags | subsystem initialization flags. |
(int) 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 subsystemSDL_INIT_AUDIO
: audio subsystemSDL_INIT_VIDEO
: video subsystem; automatically initializes the events subsystemSDL_INIT_JOYSTICK
: joystick subsystem; automatically initializes the events subsystemSDL_INIT_HAPTIC
: haptic (force feedback) subsystemSDL_INIT_GAMECONTROLLER
: controller subsystem; automatically initializes the joystick subsystemSDL_INIT_EVENTS
: events subsystemSDL_INIT_EVERYTHING
: all of the above subsystemsSDL_INIT_NOPARACHUTE
: compatibility; this flag is ignoredSubsystem 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.