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| Use this function to initialize the SDL library. This must be called before using any other SDL function. | Use this function to initialize the SDL library. This must be called before using most other SDL functions. |
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| === C === | |
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| int main(int, char**) { if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) { fprintf(stderr, "\nUnable to initialize SDL: %s\n", SDL_GetError() ); |
int main(int argc, char* argv[]) { if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) != 0) { SDL_Log("Unable to initialize SDL: %s", SDL_GetError()); |
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| atexit(SDL_Quit); |
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SDL_Quit(); |
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| === C++ === {{{#!highlight cpp #include <exception> #include <string> #include "SDL.h" |
== Remarks == [[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. |
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| class InitError: public std::exception { public: InitError(); InitError(const std::string&); virtual ~InitError() throw(); virtual const char* what() const throw(); private: std::string msg; }; |
The [[CategoryIO|file I/O]] and [[CategoryThread|threading]] subsystems are initialized by default. You must specifically initialize other subsystems if you use them in your application. |
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| InitError::InitError(): exception(), msg(SDL_GetError()) {} InitError::InitError(const std::string& m): exception(), msg(m) {} InitError::~InitError() throw() {} const char* InitError::what() const throw() { return msg.c_str(); } class SDL { public: SDL(Uint32 flags = 0) throw(InitError); virtual ~SDL(); }; SDL::SDL(Uint32 flags) throw(InitError) { if (SDL_Init(flags) != 0) throw InitError(); } SDL::~SDL() { SDL_Quit(); } /* ... */ #include <iostream> int main(int argc, char **argv) { try { SDL sdl(SDL_INIT_VIDEO|SDL_INIT_TIMER); /* ... */ return 0; } catch (const InitError& err) { std::cerr << "Error while initializing SDL: " << err.what() << std::endl; } return 1; } }}} == Remarks == The [[CategoryEvents|Event Handling]], [[CategoryIO|File I/O]], and [[CategoryThread|Threading]] subsystems are initialized by default. You must specifically initialize other subsystems if you use them in your application. |
[[CategoryLog|Logging]] works without initialization, too. |
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| ##The following content is included on `SDL_InitSubSystem`. Any changes between these comments will be reflected there as well. Please use caution when editing. Start Include here. |
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| ||'''SDL_INIT_VIDEO'''||video subsystem|| ||'''SDL_INIT_JOYSTICK'''||joystick subsystem|| |
||'''SDL_INIT_VIDEO'''||video subsystem; automatically initializes the events subsystem|| ||'''SDL_INIT_JOYSTICK'''||joystick subsystem; automatically initializes the events subsystem|| |
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| ||'''SDL_INIT_GAMECONTROLLER'''||controller subsystem|| | ||'''SDL_INIT_GAMECONTROLLER'''||controller subsystem; automatically initializes the joystick subsystem|| |
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| ||'''SDL_INIT_NOPARACHUTE'''||don't catch fatal signals|| | ||'''SDL_INIT_NOPARACHUTE'''||compatibility; this flag is ignored|| |
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| Unless the SDL_INIT_NOPARACHUTE flag is set, it will install cleanup signal handlers for some commonly ignored fatal signals (like SIGSEGV). | ##End Include here. |
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| .[[SDL_InitSubSystem]] .[[SDL_Quit]] .[[SDL_WasInit]] .[[SDL_SetMainReady]] |
.[[SDL_InitSubSystem]] .[[SDL_Quit]] .[[SDL_SetMainReady]] .[[SDL_WasInit]] |
SDL_Init
Use this function to initialize the SDL library. This must be called before using most other SDL functions.
Syntax
int SDL_Init(Uint32 flags)
Function Parameters
flags |
subsystem initialization flags; see Remarks for details |
Return Value
Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.
Code Examples
#include "SDL.h"
int main(int argc, char* argv[])
{
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) != 0) {
SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
return 1;
}
/* ... */
SDL_Quit();
return 0;
}
Remarks
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 and threading subsystems are initialized by default. You must specifically initialize other subsystems if you use them in your application.
Logging 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 |
If you want to initialize subsystems separately you would call SDL_Init(0) followed by SDL_InitSubSystem() with the desired subsystem flag.
