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1
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1 /*
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2 Simple DirectMedia Layer
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3 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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4
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5 This software is provided 'as-is', without any express or implied
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6 warranty. In no event will the authors be held liable for any damages
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7 arising from the use of this software.
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8
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9 Permission is granted to anyone to use this software for any purpose,
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10 including commercial applications, and to alter it and redistribute it
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11 freely, subject to the following restrictions:
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12
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13 1. The origin of this software must not be misrepresented; you must not
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14 claim that you wrote the original software. If you use this software
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15 in a product, an acknowledgment in the product documentation would be
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16 appreciated but is not required.
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17 2. Altered source versions must be plainly marked as such, and must not be
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18 misrepresented as being the original software.
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19 3. This notice may not be removed or altered from any source distribution.
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20 */
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21
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22 /**
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23 * # CategoryInit
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24 *
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25 * All SDL programs need to initialize the library before starting to work
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26 * with it.
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27 *
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28 * Almost everything can simply call SDL_Init() near startup, with a handful
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29 * of flags to specify subsystems to touch. These are here to make sure SDL
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30 * does not even attempt to touch low-level pieces of the operating system
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31 * that you don't intend to use. For example, you might be using SDL for video
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32 * and input but chose an external library for audio, and in this case you
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33 * would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that
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34 * external library has complete control.
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35 *
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36 * Most apps, when terminating, should call SDL_Quit(). This will clean up
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37 * (nearly) everything that SDL might have allocated, and crucially, it'll
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38 * make sure that the display's resolution is back to what the user expects if
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39 * you had previously changed it for your game.
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40 *
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41 * SDL3 apps are strongly encouraged to call SDL_SetAppMetadata() at startup
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42 * to fill in details about the program. This is completely optional, but it
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43 * helps in small ways (we can provide an About dialog box for the macOS menu,
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44 * we can name the app in the system's audio mixer, etc). Those that want to
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45 * provide a _lot_ of information should look at the more-detailed
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46 * SDL_SetAppMetadataProperty().
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47 */
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48
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49 #ifndef SDL_init_h_
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50 #define SDL_init_h_
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51
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52 #include <SDL3/SDL_stdinc.h>
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53 #include <SDL3/SDL_error.h>
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54 #include <SDL3/SDL_events.h>
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55
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56 #include <SDL3/SDL_begin_code.h>
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57 /* Set up for C function definitions, even when using C++ */
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58 #ifdef __cplusplus
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59 extern "C" {
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60 #endif
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61
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62 /* As of version 0.5, SDL is loaded dynamically into the application */
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63
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64 /**
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65 * Initialization flags for SDL_Init and/or SDL_InitSubSystem
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66 *
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67 * These are the flags which may be passed to SDL_Init(). You should specify
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68 * the subsystems which you will be using in your application.
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69 *
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70 * \since This datatype is available since SDL 3.2.0.
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71 *
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72 * \sa SDL_Init
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73 * \sa SDL_Quit
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74 * \sa SDL_InitSubSystem
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75 * \sa SDL_QuitSubSystem
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76 * \sa SDL_WasInit
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77 */
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78 typedef Uint32 SDL_InitFlags;
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79
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80 #define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */
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81 #define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS`, should be initialized on the main thread */
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82 #define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS` */
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83 #define SDL_INIT_HAPTIC 0x00001000u
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84 #define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */
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85 #define SDL_INIT_EVENTS 0x00004000u
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86 #define SDL_INIT_SENSOR 0x00008000u /**< `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` */
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87 #define SDL_INIT_CAMERA 0x00010000u /**< `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` */
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88
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89 /**
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90 * Return values for optional main callbacks.
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91 *
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92 * Returning SDL_APP_SUCCESS or SDL_APP_FAILURE from SDL_AppInit,
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93 * SDL_AppEvent, or SDL_AppIterate will terminate the program and report
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94 * success/failure to the operating system. What that means is
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95 * platform-dependent. On Unix, for example, on success, the process error
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96 * code will be zero, and on failure it will be 1. This interface doesn't
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97 * allow you to return specific exit codes, just whether there was an error
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98 * generally or not.
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99 *
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100 * Returning SDL_APP_CONTINUE from these functions will let the app continue
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101 * to run.
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102 *
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103 * See
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104 * [Main callbacks in SDL3](https://wiki.libsdl.org/SDL3/README-main-functions#main-callbacks-in-sdl3)
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105 * for complete details.
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106 *
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107 * \since This enum is available since SDL 3.2.0.
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108 */
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109 typedef enum SDL_AppResult
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110 {
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111 SDL_APP_CONTINUE, /**< Value that requests that the app continue from the main callbacks. */
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112 SDL_APP_SUCCESS, /**< Value that requests termination with success from the main callbacks. */
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113 SDL_APP_FAILURE /**< Value that requests termination with error from the main callbacks. */
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114 } SDL_AppResult;
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115
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116 /**
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117 * Function pointer typedef for SDL_AppInit.
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118 *
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119 * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
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120 * the scenes for apps using the optional main callbacks. Apps that want to
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121 * use this should just implement SDL_AppInit directly.
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122 *
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123 * \param appstate a place where the app can optionally store a pointer for
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124 * future use.
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125 * \param argc the standard ANSI C main's argc; number of elements in `argv`.
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126 * \param argv the standard ANSI C main's argv; array of command line
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127 * arguments.
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128 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
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129 * terminate with success, SDL_APP_CONTINUE to continue.
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130 *
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131 * \since This datatype is available since SDL 3.2.0.
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132 */
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133 typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
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134
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135 /**
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136 * Function pointer typedef for SDL_AppIterate.
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137 *
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138 * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
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139 * the scenes for apps using the optional main callbacks. Apps that want to
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140 * use this should just implement SDL_AppIterate directly.
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141 *
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142 * \param appstate an optional pointer, provided by the app in SDL_AppInit.
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143 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
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144 * terminate with success, SDL_APP_CONTINUE to continue.
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145 *
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146 * \since This datatype is available since SDL 3.2.0.
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147 */
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148 typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate);
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149
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150 /**
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151 * Function pointer typedef for SDL_AppEvent.
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152 *
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153 * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
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154 * the scenes for apps using the optional main callbacks. Apps that want to
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155 * use this should just implement SDL_AppEvent directly.
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156 *
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157 * \param appstate an optional pointer, provided by the app in SDL_AppInit.
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158 * \param event the new event for the app to examine.
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159 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
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160 * terminate with success, SDL_APP_CONTINUE to continue.
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161 *
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162 * \since This datatype is available since SDL 3.2.0.
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163 */
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164 typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, SDL_Event *event);
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165
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166 /**
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167 * Function pointer typedef for SDL_AppQuit.
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168 *
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169 * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind
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170 * the scenes for apps using the optional main callbacks. Apps that want to
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171 * use this should just implement SDL_AppEvent directly.
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172 *
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173 * \param appstate an optional pointer, provided by the app in SDL_AppInit.
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174 * \param result the result code that terminated the app (success or failure).
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175 *
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176 * \since This datatype is available since SDL 3.2.0.
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177 */
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178 typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate, SDL_AppResult result);
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179
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180
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181 /**
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182 * Initialize the SDL library.
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183 *
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184 * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
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185 * two may be used interchangeably. Though for readability of your code
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186 * SDL_InitSubSystem() might be preferred.
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187 *
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188 * The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread)
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189 * subsystems are initialized by default. Message boxes
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190 * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
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191 * video subsystem, in hopes of being useful in showing an error dialog when
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192 * SDL_Init fails. You must specifically initialize other subsystems if you
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193 * use them in your application.
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194 *
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195 * Logging (such as SDL_Log) works without initialization, too.
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196 *
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197 * `flags` may be any of the following OR'd together:
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198 *
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199 * - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events
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200 * subsystem
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201 * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
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202 * subsystem, should be initialized on the main thread.
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203 * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
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204 * events subsystem
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205 * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
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206 * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the
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207 * joystick subsystem
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208 * - `SDL_INIT_EVENTS`: events subsystem
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209 * - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events
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210 * subsystem
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211 * - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events
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212 * subsystem
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213 *
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214 * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
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215 * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
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216 * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
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217 * this call will increase the ref-count and return.
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218 *
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219 * Consider reporting some basic metadata about your application before
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220 * calling SDL_Init, using either SDL_SetAppMetadata() or
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221 * SDL_SetAppMetadataProperty().
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222 *
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223 * \param flags subsystem initialization flags.
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224 * \returns true on success or false on failure; call SDL_GetError() for more
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225 * information.
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226 *
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227 * \since This function is available since SDL 3.2.0.
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228 *
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229 * \sa SDL_SetAppMetadata
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230 * \sa SDL_SetAppMetadataProperty
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231 * \sa SDL_InitSubSystem
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232 * \sa SDL_Quit
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233 * \sa SDL_SetMainReady
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234 * \sa SDL_WasInit
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235 */
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236 extern SDL_DECLSPEC bool SDLCALL SDL_Init(SDL_InitFlags flags);
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237
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238 /**
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239 * Compatibility function to initialize the SDL library.
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240 *
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241 * This function and SDL_Init() are interchangeable.
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242 *
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243 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
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244 * \returns true on success or false on failure; call SDL_GetError() for more
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245 * information.
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246 *
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247 * \since This function is available since SDL 3.2.0.
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248 *
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249 * \sa SDL_Init
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250 * \sa SDL_Quit
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251 * \sa SDL_QuitSubSystem
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252 */
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253 extern SDL_DECLSPEC bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags);
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254
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255 /**
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256 * Shut down specific SDL subsystems.
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257 *
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258 * You still need to call SDL_Quit() even if you close all open subsystems
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259 * with SDL_QuitSubSystem().
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260 *
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261 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
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262 *
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263 * \since This function is available since SDL 3.2.0.
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264 *
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265 * \sa SDL_InitSubSystem
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266 * \sa SDL_Quit
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267 */
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268 extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags);
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269
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270 /**
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271 * Get a mask of the specified subsystems which are currently initialized.
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272 *
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273 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
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274 * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
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275 * returns the initialization status of the specified subsystems.
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276 *
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277 * \since This function is available since SDL 3.2.0.
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278 *
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279 * \sa SDL_Init
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280 * \sa SDL_InitSubSystem
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281 */
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282 extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags);
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283
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284 /**
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285 * Clean up all initialized subsystems.
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286 *
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287 * You should call this function even if you have already shutdown each
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288 * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
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289 * function even in the case of errors in initialization.
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290 *
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291 * You can use this function with atexit() to ensure that it is run when your
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292 * application is shutdown, but it is not wise to do this from a library or
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293 * other dynamically loaded code.
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294 *
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295 * \since This function is available since SDL 3.2.0.
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296 *
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297 * \sa SDL_Init
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298 * \sa SDL_QuitSubSystem
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299 */
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300 extern SDL_DECLSPEC void SDLCALL SDL_Quit(void);
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301
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302 /**
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303 * Return whether this is the main thread.
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304 *
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305 * On Apple platforms, the main thread is the thread that runs your program's
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306 * main() entry point. On other platforms, the main thread is the one that
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307 * calls SDL_Init(SDL_INIT_VIDEO), which should usually be the one that runs
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308 * your program's main() entry point. If you are using the main callbacks,
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309 * SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit() are all called on the
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310 * main thread.
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311 *
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312 * \returns true if this thread is the main thread, or false otherwise.
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313 *
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314 * \threadsafety It is safe to call this function from any thread.
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315 *
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316 * \since This function is available since SDL 3.2.0.
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317 *
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318 * \sa SDL_RunOnMainThread
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319 */
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320 extern SDL_DECLSPEC bool SDLCALL SDL_IsMainThread(void);
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321
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322 /**
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323 * Callback run on the main thread.
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324 *
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325 * \param userdata an app-controlled pointer that is passed to the callback.
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326 *
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327 * \since This datatype is available since SDL 3.2.0.
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328 *
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329 * \sa SDL_RunOnMainThread
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330 */
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331 typedef void (SDLCALL *SDL_MainThreadCallback)(void *userdata);
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332
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333 /**
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334 * Call a function on the main thread during event processing.
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335 *
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336 * If this is called on the main thread, the callback is executed immediately.
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337 * If this is called on another thread, this callback is queued for execution
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338 * on the main thread during event processing.
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339 *
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340 * Be careful of deadlocks when using this functionality. You should not have
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341 * the main thread wait for the current thread while this function is being
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342 * called with `wait_complete` true.
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343 *
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344 * \param callback the callback to call on the main thread.
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345 * \param userdata a pointer that is passed to `callback`.
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346 * \param wait_complete true to wait for the callback to complete, false to
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347 * return immediately.
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348 * \returns true on success or false on failure; call SDL_GetError() for more
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349 * information.
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350 *
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351 * \threadsafety It is safe to call this function from any thread.
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352 *
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353 * \since This function is available since SDL 3.2.0.
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354 *
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355 * \sa SDL_IsMainThread
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356 */
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357 extern SDL_DECLSPEC bool SDLCALL SDL_RunOnMainThread(SDL_MainThreadCallback callback, void *userdata, bool wait_complete);
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358
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359 /**
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360 * Specify basic metadata about your app.
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361 *
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362 * You can optionally provide metadata about your app to SDL. This is not
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363 * required, but strongly encouraged.
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364 *
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365 * There are several locations where SDL can make use of metadata (an "About"
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366 * box in the macOS menu bar, the name of the app can be shown on some audio
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367 * mixers, etc). Any piece of metadata can be left as NULL, if a specific
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368 * detail doesn't make sense for the app.
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369 *
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370 * This function should be called as early as possible, before SDL_Init.
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371 * Multiple calls to this function are allowed, but various state might not
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372 * change once it has been set up with a previous call to this function.
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373 *
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374 * Passing a NULL removes any previous metadata.
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375 *
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376 * This is a simplified interface for the most important information. You can
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377 * supply significantly more detailed metadata with
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378 * SDL_SetAppMetadataProperty().
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379 *
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380 * \param appname The name of the application ("My Game 2: Bad Guy's
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381 * Revenge!").
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382 * \param appversion The version of the application ("1.0.0beta5" or a git
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383 * hash, or whatever makes sense).
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384 * \param appidentifier A unique string in reverse-domain format that
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385 * identifies this app ("com.example.mygame2").
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386 * \returns true on success or false on failure; call SDL_GetError() for more
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387 * information.
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388 *
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389 * \threadsafety It is safe to call this function from any thread.
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390 *
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391 * \since This function is available since SDL 3.2.0.
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392 *
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393 * \sa SDL_SetAppMetadataProperty
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394 */
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395 extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier);
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396
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397 /**
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398 * Specify metadata about your app through a set of properties.
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399 *
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400 * You can optionally provide metadata about your app to SDL. This is not
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401 * required, but strongly encouraged.
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402 *
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403 * There are several locations where SDL can make use of metadata (an "About"
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404 * box in the macOS menu bar, the name of the app can be shown on some audio
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405 * mixers, etc). Any piece of metadata can be left out, if a specific detail
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406 * doesn't make sense for the app.
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407 *
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408 * This function should be called as early as possible, before SDL_Init.
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409 * Multiple calls to this function are allowed, but various state might not
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410 * change once it has been set up with a previous call to this function.
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411 *
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412 * Once set, this metadata can be read using SDL_GetAppMetadataProperty().
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413 *
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414 * These are the supported properties:
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415 *
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416 * - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of the
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417 * application, like "My Game 2: Bad Guy's Revenge!". This will show up
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418 * anywhere the OS shows the name of the application separately from window
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419 * titles, such as volume control applets, etc. This defaults to "SDL
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420 * Application".
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421 * - `SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is
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422 * running; there are no rules on format, so "1.0.3beta2" and "April 22nd,
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423 * 2024" and a git hash are all valid options. This has no default.
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424 * - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that
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425 * identifies this app. This must be in reverse-domain format, like
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426 * "com.example.mygame2". This string is used by desktop compositors to
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427 * identify and group windows together, as well as match applications with
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428 * associated desktop settings and icons. If you plan to package your
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429 * application in a container such as Flatpak, the app ID should match the
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430 * name of your Flatpak container as well. This has no default.
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431 * - `SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name of the
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432 * creator/developer/maker of this app, like "MojoWorkshop, LLC"
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433 * - `SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright
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434 * notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this
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435 * to one line, don't paste a copy of a whole software license in here. This
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436 * has no default.
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437 * - `SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe a
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438 * product page, or a storefront, or even a GitHub repository, for user's
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439 * further information This has no default.
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440 * - `SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is.
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441 * Currently this string can be "game" for a video game, "mediaplayer" for a
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442 * media player, or generically "application" if nothing else applies.
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443 * Future versions of SDL might add new types. This defaults to
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444 * "application".
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445 *
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446 * \param name the name of the metadata property to set.
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447 * \param value the value of the property, or NULL to remove that property.
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448 * \returns true on success or false on failure; call SDL_GetError() for more
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449 * information.
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450 *
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451 * \threadsafety It is safe to call this function from any thread.
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452 *
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453 * \since This function is available since SDL 3.2.0.
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454 *
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455 * \sa SDL_GetAppMetadataProperty
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456 * \sa SDL_SetAppMetadata
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457 */
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458 extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value);
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459
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460 #define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name"
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461 #define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version"
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462 #define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier"
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463 #define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator"
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464 #define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright"
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465 #define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url"
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466 #define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type"
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467
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468 /**
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469 * Get metadata about your app.
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470 *
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471 * This returns metadata previously set using SDL_SetAppMetadata() or
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472 * SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list
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473 * of available properties and their meanings.
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474 *
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475 * \param name the name of the metadata property to get.
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476 * \returns the current value of the metadata property, or the default if it
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477 * is not set, NULL for properties with no default.
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478 *
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479 * \threadsafety It is safe to call this function from any thread, although
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480 * the string returned is not protected and could potentially be
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481 * freed if you call SDL_SetAppMetadataProperty() to set that
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482 * property from another thread.
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483 *
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484 * \since This function is available since SDL 3.2.0.
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485 *
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486 * \sa SDL_SetAppMetadata
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487 * \sa SDL_SetAppMetadataProperty
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488 */
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489 extern SDL_DECLSPEC const char * SDLCALL SDL_GetAppMetadataProperty(const char *name);
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490
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491 /* Ends C function definitions when using C++ */
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492 #ifdef __cplusplus
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493 }
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494 #endif
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495 #include <SDL3/SDL_close_code.h>
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496
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497 #endif /* SDL_init_h_ */
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