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Revision 19 as of 2010-08-22 22:20:04

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SDL_Init

Use this function to initialize the SDL library. This must be called before using any other SDL function.

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Syntax

int SDL_Init(Uint32 flags)

Function Parameters

flags

subsystem initialization flags; see Remarks for details

Return Value

Returns 0 if successful, -1 otherwise.

If this function fails you can usually get an error message through [[SDL_GetError]](), but not always.

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Returns 0 on success or -1 on failure; call SDL_GetError() for more information.

Code Examples

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// Initializes the video subsystem
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
    fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError());
    exit(1);
}


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C

#include "SDL.h"

int main(int, char**)  {
    if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) {
        fprintf(stderr, 
                "\nUnable to initialize SDL:  %s\n", 
                SDL_GetError()
               );
        return 1;
    }
    atexit(SDL_Quit);
  
    /* ... */
  
    return 0;
}

C++

#include <exception>
#include <string>
#include "SDL.h"

class InitError: public std::exception {
    public:
        InitError();
        InitError(const std::string&);
        virtual ~InitError() throw();
        virtual const char* what() const throw();
    private:
        std::string msg;
};

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 Event Handling, File I/O, and Threading subsystems are initialized by default. To initialize other subsystems that you will be using in your application you must specifically call them. You can call SDL_Init(0) or SDL_Init(SDL_INIT_NOPARACHUTE) to initialize SDL without initializing any subsystems.

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orange

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SDL_INIT_TIMER

timer subsystem

SDL_INIT_AUDIO

audio subsystem

SDL_INIT_VIDEO

video subsystem

SDL_INIT_JOYSTICK

joystick subsystem

SDL_INIT_HAPTIC

haptic (force feedback) subsystem

SDL_INIT_EVERYTHING

all of the above subsystems

SDL_INIT_NOPARACHUTE

don't catch fatal signals

SDL_INIT_EVENTTHREAD

run the event loop in a separate thread (not supported by all OSs)

This function loads the SDL dynamically linked library and initializes the subsystems specified by flags (and those satisfying dependencies). Unless the SDL_INIT_NOPARACHUTE flag is set is set in '''flags''', it will install cleanup signal handlers for some commonly ignored fatal signals (like SIGSEGV). green

Note that the event system is actually started by the video subsystem, so using SDL_INIT_EVENTTHREAD without SDL_INIT_VIDEO is pointless.

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Typical cause of this error The most common cause for error is using a particular display without having according the corresponding subsystem supported, such as missing a mouse driver when using <<Color2(green,using what? SDL? A mouse?)>> with a framebuffer green

device. In this case you can either compile SDL without a mouse device, or set the "SDL_NOMOUSE=1" environment variable before running your application.
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CategoryAPI, CategoryInit

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