text: /*
    Simple DirectMedia Layer
    Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
  
    This software is provided 'as-is', without any express or implied
    warranty.  In no event will the authors be held liable for any damages
    arising from the use of this software.
  
    Permission is granted to anyone to use this software for any purpose,
    including commercial applications, and to alter it and redistribute it
    freely, subject to the following restrictions:
  
    1. The origin of this software must not be misrepresented; you must not
       claim that you wrote the original software. If you use this software
       in a product, an acknowledgment in the product documentation would be
       appreciated but is not required.
    2. Altered source versions must be plainly marked as such, and must not be
       misrepresented as being the original software.
    3. This notice may not be removed or altered from any source distribution.
  */
  
  /**
   *  \file SDL.h
   *
   *  Main include header for the SDL library
   */
  
  
  #ifndef SDL_h_
  #define SDL_h_
  
  #include "SDL_main.h"
  #include "SDL_stdinc.h"
  #include "SDL_assert.h"
  #include "SDL_atomic.h"
  #include "SDL_audio.h"
  #include "SDL_clipboard.h"
  #include "SDL_cpuinfo.h"
  #include "SDL_endian.h"
  #include "SDL_error.h"
  #include "SDL_events.h"
  #include "SDL_filesystem.h"
  #include "SDL_gamecontroller.h"
  #include "SDL_haptic.h"
  #include "SDL_hints.h"
  #include "SDL_joystick.h"
  #include "SDL_loadso.h"
  #include "SDL_log.h"
  #include "SDL_messagebox.h"
  #include "SDL_metal.h"
  #include "SDL_mutex.h"
  #include "SDL_power.h"
  #include "SDL_render.h"
  #include "SDL_rwops.h"
  #include "SDL_sensor.h"
  #include "SDL_shape.h"
  #include "SDL_system.h"
  #include "SDL_thread.h"
  #include "SDL_timer.h"
  #include "SDL_version.h"
  #include "SDL_video.h"
  
  // 打印日志到Java程序
  #include "SDL_android_log.h"
  
  #include "begin_code.h"
  
  /* Set up for C function definitions, even when using C++ */
  #ifdef __cplusplus
  extern "C" {
  #endif
  
  /* As of version 0.5, SDL is loaded dynamically into the application */
  
  /**
   *  \name SDL_INIT_*
   *
   *  These are the flags which may be passed to SDL_Init().  You should
   *  specify the subsystems which you will be using in your application.
   */
  /* @{ */
  #define SDL_INIT_TIMER          0x00000001u
  #define SDL_INIT_AUDIO          0x00000010u
  #define SDL_INIT_VIDEO          0x00000020u  /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
  #define SDL_INIT_JOYSTICK       0x00000200u  /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
  #define SDL_INIT_HAPTIC         0x00001000u
  #define SDL_INIT_GAMECONTROLLER 0x00002000u  /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
  #define SDL_INIT_EVENTS         0x00004000u
  #define SDL_INIT_SENSOR         0x00008000u
  #define SDL_INIT_NOPARACHUTE    0x00100000u  /**< compatibility; this flag is ignored. */
  #define SDL_INIT_EVERYTHING ( \
                  SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
                  SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
              )
  /* @} */
  
  /**
   *  This function initializes  the subsystems specified by \c flags
   */
  extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
  
  /**
   *  This function initializes specific SDL subsystems
   *
   *  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.
   */
  extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
  
  /**
   *  This function cleans up specific SDL subsystems
   */
  extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
  
  /**
   *  This function returns a mask of the specified subsystems which have
   *  previously been initialized.
   *
   *  If \c flags is 0, it returns a mask of all initialized subsystems.
   */
  extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
  
  /**
   *  This function cleans up all initialized subsystems. You should
   *  call it upon all exit conditions.
   */
  extern DECLSPEC void SDLCALL SDL_Quit(void);
  
  
  
  /* Ends C function definitions when using C++ */
  #ifdef __cplusplus
  }
  #endif
  #include "close_code.h"
  
  #endif /* SDL_h_ */
  
  /* vi: set ts=4 sw=4 expandtab: */
  