Mercurial > foo_out_sdl
comparison SDL3/SDL_init.h @ 1:20d02a178406 default tip
*: check in everything else
yay
| author | Paper <paper@tflc.us> |
|---|---|
| date | Mon, 05 Jan 2026 02:15:46 -0500 |
| parents | |
| children |
comparison
equal
deleted
inserted
replaced
| 0:e9bb126753e7 | 1:20d02a178406 |
|---|---|
| 1 /* | |
| 2 Simple DirectMedia Layer | |
| 3 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> | |
| 4 | |
| 5 This software is provided 'as-is', without any express or implied | |
| 6 warranty. In no event will the authors be held liable for any damages | |
| 7 arising from the use of this software. | |
| 8 | |
| 9 Permission is granted to anyone to use this software for any purpose, | |
| 10 including commercial applications, and to alter it and redistribute it | |
| 11 freely, subject to the following restrictions: | |
| 12 | |
| 13 1. The origin of this software must not be misrepresented; you must not | |
| 14 claim that you wrote the original software. If you use this software | |
| 15 in a product, an acknowledgment in the product documentation would be | |
| 16 appreciated but is not required. | |
| 17 2. Altered source versions must be plainly marked as such, and must not be | |
| 18 misrepresented as being the original software. | |
| 19 3. This notice may not be removed or altered from any source distribution. | |
| 20 */ | |
| 21 | |
| 22 /** | |
| 23 * # CategoryInit | |
| 24 * | |
| 25 * All SDL programs need to initialize the library before starting to work | |
| 26 * with it. | |
| 27 * | |
| 28 * Almost everything can simply call SDL_Init() near startup, with a handful | |
| 29 * of flags to specify subsystems to touch. These are here to make sure SDL | |
| 30 * does not even attempt to touch low-level pieces of the operating system | |
| 31 * that you don't intend to use. For example, you might be using SDL for video | |
| 32 * and input but chose an external library for audio, and in this case you | |
| 33 * would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that | |
| 34 * external library has complete control. | |
| 35 * | |
| 36 * Most apps, when terminating, should call SDL_Quit(). This will clean up | |
| 37 * (nearly) everything that SDL might have allocated, and crucially, it'll | |
| 38 * make sure that the display's resolution is back to what the user expects if | |
| 39 * you had previously changed it for your game. | |
| 40 * | |
| 41 * SDL3 apps are strongly encouraged to call SDL_SetAppMetadata() at startup | |
| 42 * to fill in details about the program. This is completely optional, but it | |
| 43 * helps in small ways (we can provide an About dialog box for the macOS menu, | |
| 44 * we can name the app in the system's audio mixer, etc). Those that want to | |
| 45 * provide a _lot_ of information should look at the more-detailed | |
| 46 * SDL_SetAppMetadataProperty(). | |
| 47 */ | |
| 48 | |
| 49 #ifndef SDL_init_h_ | |
| 50 #define SDL_init_h_ | |
| 51 | |
| 52 #include <SDL3/SDL_stdinc.h> | |
| 53 #include <SDL3/SDL_error.h> | |
| 54 #include <SDL3/SDL_events.h> | |
| 55 | |
| 56 #include <SDL3/SDL_begin_code.h> | |
| 57 /* Set up for C function definitions, even when using C++ */ | |
| 58 #ifdef __cplusplus | |
| 59 extern "C" { | |
| 60 #endif | |
| 61 | |
| 62 /* As of version 0.5, SDL is loaded dynamically into the application */ | |
| 63 | |
| 64 /** | |
| 65 * Initialization flags for SDL_Init and/or SDL_InitSubSystem | |
| 66 * | |
| 67 * These are the flags which may be passed to SDL_Init(). You should specify | |
| 68 * the subsystems which you will be using in your application. | |
| 69 * | |
| 70 * \since This datatype is available since SDL 3.2.0. | |
| 71 * | |
| 72 * \sa SDL_Init | |
| 73 * \sa SDL_Quit | |
| 74 * \sa SDL_InitSubSystem | |
| 75 * \sa SDL_QuitSubSystem | |
| 76 * \sa SDL_WasInit | |
| 77 */ | |
| 78 typedef Uint32 SDL_InitFlags; | |
| 79 | |
| 80 #define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */ | |
| 81 #define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS`, should be initialized on the main thread */ | |
| 82 #define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS` */ | |
| 83 #define SDL_INIT_HAPTIC 0x00001000u | |
| 84 #define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */ | |
| 85 #define SDL_INIT_EVENTS 0x00004000u | |
| 86 #define SDL_INIT_SENSOR 0x00008000u /**< `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` */ | |
| 87 #define SDL_INIT_CAMERA 0x00010000u /**< `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` */ | |
| 88 | |
| 89 /** | |
| 90 * Return values for optional main callbacks. | |
| 91 * | |
| 92 * Returning SDL_APP_SUCCESS or SDL_APP_FAILURE from SDL_AppInit, | |
| 93 * SDL_AppEvent, or SDL_AppIterate will terminate the program and report | |
| 94 * success/failure to the operating system. What that means is | |
| 95 * platform-dependent. On Unix, for example, on success, the process error | |
| 96 * code will be zero, and on failure it will be 1. This interface doesn't | |
| 97 * allow you to return specific exit codes, just whether there was an error | |
| 98 * generally or not. | |
| 99 * | |
| 100 * Returning SDL_APP_CONTINUE from these functions will let the app continue | |
| 101 * to run. | |
| 102 * | |
| 103 * See | |
| 104 * [Main callbacks in SDL3](https://wiki.libsdl.org/SDL3/README-main-functions#main-callbacks-in-sdl3) | |
| 105 * for complete details. | |
| 106 * | |
| 107 * \since This enum is available since SDL 3.2.0. | |
| 108 */ | |
| 109 typedef enum SDL_AppResult | |
| 110 { | |
| 111 SDL_APP_CONTINUE, /**< Value that requests that the app continue from the main callbacks. */ | |
| 112 SDL_APP_SUCCESS, /**< Value that requests termination with success from the main callbacks. */ | |
| 113 SDL_APP_FAILURE /**< Value that requests termination with error from the main callbacks. */ | |
| 114 } SDL_AppResult; | |
| 115 | |
| 116 /** | |
| 117 * Function pointer typedef for SDL_AppInit. | |
| 118 * | |
| 119 * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind | |
| 120 * the scenes for apps using the optional main callbacks. Apps that want to | |
| 121 * use this should just implement SDL_AppInit directly. | |
| 122 * | |
| 123 * \param appstate a place where the app can optionally store a pointer for | |
| 124 * future use. | |
| 125 * \param argc the standard ANSI C main's argc; number of elements in `argv`. | |
| 126 * \param argv the standard ANSI C main's argv; array of command line | |
| 127 * arguments. | |
| 128 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to | |
| 129 * terminate with success, SDL_APP_CONTINUE to continue. | |
| 130 * | |
| 131 * \since This datatype is available since SDL 3.2.0. | |
| 132 */ | |
| 133 typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]); | |
| 134 | |
| 135 /** | |
| 136 * Function pointer typedef for SDL_AppIterate. | |
| 137 * | |
| 138 * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind | |
| 139 * the scenes for apps using the optional main callbacks. Apps that want to | |
| 140 * use this should just implement SDL_AppIterate directly. | |
| 141 * | |
| 142 * \param appstate an optional pointer, provided by the app in SDL_AppInit. | |
| 143 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to | |
| 144 * terminate with success, SDL_APP_CONTINUE to continue. | |
| 145 * | |
| 146 * \since This datatype is available since SDL 3.2.0. | |
| 147 */ | |
| 148 typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate); | |
| 149 | |
| 150 /** | |
| 151 * Function pointer typedef for SDL_AppEvent. | |
| 152 * | |
| 153 * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind | |
| 154 * the scenes for apps using the optional main callbacks. Apps that want to | |
| 155 * use this should just implement SDL_AppEvent directly. | |
| 156 * | |
| 157 * \param appstate an optional pointer, provided by the app in SDL_AppInit. | |
| 158 * \param event the new event for the app to examine. | |
| 159 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to | |
| 160 * terminate with success, SDL_APP_CONTINUE to continue. | |
| 161 * | |
| 162 * \since This datatype is available since SDL 3.2.0. | |
| 163 */ | |
| 164 typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, SDL_Event *event); | |
| 165 | |
| 166 /** | |
| 167 * Function pointer typedef for SDL_AppQuit. | |
| 168 * | |
| 169 * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind | |
| 170 * the scenes for apps using the optional main callbacks. Apps that want to | |
| 171 * use this should just implement SDL_AppEvent directly. | |
| 172 * | |
| 173 * \param appstate an optional pointer, provided by the app in SDL_AppInit. | |
| 174 * \param result the result code that terminated the app (success or failure). | |
| 175 * | |
| 176 * \since This datatype is available since SDL 3.2.0. | |
| 177 */ | |
| 178 typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate, SDL_AppResult result); | |
| 179 | |
| 180 | |
| 181 /** | |
| 182 * Initialize the SDL library. | |
| 183 * | |
| 184 * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the | |
| 185 * two may be used interchangeably. Though for readability of your code | |
| 186 * SDL_InitSubSystem() might be preferred. | |
| 187 * | |
| 188 * The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread) | |
| 189 * subsystems are initialized by default. Message boxes | |
| 190 * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the | |
| 191 * video subsystem, in hopes of being useful in showing an error dialog when | |
| 192 * SDL_Init fails. You must specifically initialize other subsystems if you | |
| 193 * use them in your application. | |
| 194 * | |
| 195 * Logging (such as SDL_Log) works without initialization, too. | |
| 196 * | |
| 197 * `flags` may be any of the following OR'd together: | |
| 198 * | |
| 199 * - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events | |
| 200 * subsystem | |
| 201 * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events | |
| 202 * subsystem, should be initialized on the main thread. | |
| 203 * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the | |
| 204 * events subsystem | |
| 205 * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem | |
| 206 * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the | |
| 207 * joystick subsystem | |
| 208 * - `SDL_INIT_EVENTS`: events subsystem | |
| 209 * - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events | |
| 210 * subsystem | |
| 211 * - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events | |
| 212 * subsystem | |
| 213 * | |
| 214 * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem() | |
| 215 * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or | |
| 216 * call SDL_Quit() to force shutdown). If a subsystem is already loaded then | |
| 217 * this call will increase the ref-count and return. | |
| 218 * | |
| 219 * Consider reporting some basic metadata about your application before | |
| 220 * calling SDL_Init, using either SDL_SetAppMetadata() or | |
| 221 * SDL_SetAppMetadataProperty(). | |
| 222 * | |
| 223 * \param flags subsystem initialization flags. | |
| 224 * \returns true on success or false on failure; call SDL_GetError() for more | |
| 225 * information. | |
| 226 * | |
| 227 * \since This function is available since SDL 3.2.0. | |
| 228 * | |
| 229 * \sa SDL_SetAppMetadata | |
| 230 * \sa SDL_SetAppMetadataProperty | |
| 231 * \sa SDL_InitSubSystem | |
| 232 * \sa SDL_Quit | |
| 233 * \sa SDL_SetMainReady | |
| 234 * \sa SDL_WasInit | |
| 235 */ | |
| 236 extern SDL_DECLSPEC bool SDLCALL SDL_Init(SDL_InitFlags flags); | |
| 237 | |
| 238 /** | |
| 239 * Compatibility function to initialize the SDL library. | |
| 240 * | |
| 241 * This function and SDL_Init() are interchangeable. | |
| 242 * | |
| 243 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. | |
| 244 * \returns true on success or false on failure; call SDL_GetError() for more | |
| 245 * information. | |
| 246 * | |
| 247 * \since This function is available since SDL 3.2.0. | |
| 248 * | |
| 249 * \sa SDL_Init | |
| 250 * \sa SDL_Quit | |
| 251 * \sa SDL_QuitSubSystem | |
| 252 */ | |
| 253 extern SDL_DECLSPEC bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags); | |
| 254 | |
| 255 /** | |
| 256 * Shut down specific SDL subsystems. | |
| 257 * | |
| 258 * You still need to call SDL_Quit() even if you close all open subsystems | |
| 259 * with SDL_QuitSubSystem(). | |
| 260 * | |
| 261 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. | |
| 262 * | |
| 263 * \since This function is available since SDL 3.2.0. | |
| 264 * | |
| 265 * \sa SDL_InitSubSystem | |
| 266 * \sa SDL_Quit | |
| 267 */ | |
| 268 extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags); | |
| 269 | |
| 270 /** | |
| 271 * Get a mask of the specified subsystems which are currently initialized. | |
| 272 * | |
| 273 * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. | |
| 274 * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it | |
| 275 * returns the initialization status of the specified subsystems. | |
| 276 * | |
| 277 * \since This function is available since SDL 3.2.0. | |
| 278 * | |
| 279 * \sa SDL_Init | |
| 280 * \sa SDL_InitSubSystem | |
| 281 */ | |
| 282 extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags); | |
| 283 | |
| 284 /** | |
| 285 * Clean up all initialized subsystems. | |
| 286 * | |
| 287 * You should call this function even if you have already shutdown each | |
| 288 * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this | |
| 289 * function even in the case of errors in initialization. | |
| 290 * | |
| 291 * You can use this function with atexit() to ensure that it is run when your | |
| 292 * application is shutdown, but it is not wise to do this from a library or | |
| 293 * other dynamically loaded code. | |
| 294 * | |
| 295 * \since This function is available since SDL 3.2.0. | |
| 296 * | |
| 297 * \sa SDL_Init | |
| 298 * \sa SDL_QuitSubSystem | |
| 299 */ | |
| 300 extern SDL_DECLSPEC void SDLCALL SDL_Quit(void); | |
| 301 | |
| 302 /** | |
| 303 * Return whether this is the main thread. | |
| 304 * | |
| 305 * On Apple platforms, the main thread is the thread that runs your program's | |
| 306 * main() entry point. On other platforms, the main thread is the one that | |
| 307 * calls SDL_Init(SDL_INIT_VIDEO), which should usually be the one that runs | |
| 308 * your program's main() entry point. If you are using the main callbacks, | |
| 309 * SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit() are all called on the | |
| 310 * main thread. | |
| 311 * | |
| 312 * \returns true if this thread is the main thread, or false otherwise. | |
| 313 * | |
| 314 * \threadsafety It is safe to call this function from any thread. | |
| 315 * | |
| 316 * \since This function is available since SDL 3.2.0. | |
| 317 * | |
| 318 * \sa SDL_RunOnMainThread | |
| 319 */ | |
| 320 extern SDL_DECLSPEC bool SDLCALL SDL_IsMainThread(void); | |
| 321 | |
| 322 /** | |
| 323 * Callback run on the main thread. | |
| 324 * | |
| 325 * \param userdata an app-controlled pointer that is passed to the callback. | |
| 326 * | |
| 327 * \since This datatype is available since SDL 3.2.0. | |
| 328 * | |
| 329 * \sa SDL_RunOnMainThread | |
| 330 */ | |
| 331 typedef void (SDLCALL *SDL_MainThreadCallback)(void *userdata); | |
| 332 | |
| 333 /** | |
| 334 * Call a function on the main thread during event processing. | |
| 335 * | |
| 336 * If this is called on the main thread, the callback is executed immediately. | |
| 337 * If this is called on another thread, this callback is queued for execution | |
| 338 * on the main thread during event processing. | |
| 339 * | |
| 340 * Be careful of deadlocks when using this functionality. You should not have | |
| 341 * the main thread wait for the current thread while this function is being | |
| 342 * called with `wait_complete` true. | |
| 343 * | |
| 344 * \param callback the callback to call on the main thread. | |
| 345 * \param userdata a pointer that is passed to `callback`. | |
| 346 * \param wait_complete true to wait for the callback to complete, false to | |
| 347 * return immediately. | |
| 348 * \returns true on success or false on failure; call SDL_GetError() for more | |
| 349 * information. | |
| 350 * | |
| 351 * \threadsafety It is safe to call this function from any thread. | |
| 352 * | |
| 353 * \since This function is available since SDL 3.2.0. | |
| 354 * | |
| 355 * \sa SDL_IsMainThread | |
| 356 */ | |
| 357 extern SDL_DECLSPEC bool SDLCALL SDL_RunOnMainThread(SDL_MainThreadCallback callback, void *userdata, bool wait_complete); | |
| 358 | |
| 359 /** | |
| 360 * Specify basic metadata about your app. | |
| 361 * | |
| 362 * You can optionally provide metadata about your app to SDL. This is not | |
| 363 * required, but strongly encouraged. | |
| 364 * | |
| 365 * There are several locations where SDL can make use of metadata (an "About" | |
| 366 * box in the macOS menu bar, the name of the app can be shown on some audio | |
| 367 * mixers, etc). Any piece of metadata can be left as NULL, if a specific | |
| 368 * detail doesn't make sense for the app. | |
| 369 * | |
| 370 * This function should be called as early as possible, before SDL_Init. | |
| 371 * Multiple calls to this function are allowed, but various state might not | |
| 372 * change once it has been set up with a previous call to this function. | |
| 373 * | |
| 374 * Passing a NULL removes any previous metadata. | |
| 375 * | |
| 376 * This is a simplified interface for the most important information. You can | |
| 377 * supply significantly more detailed metadata with | |
| 378 * SDL_SetAppMetadataProperty(). | |
| 379 * | |
| 380 * \param appname The name of the application ("My Game 2: Bad Guy's | |
| 381 * Revenge!"). | |
| 382 * \param appversion The version of the application ("1.0.0beta5" or a git | |
| 383 * hash, or whatever makes sense). | |
| 384 * \param appidentifier A unique string in reverse-domain format that | |
| 385 * identifies this app ("com.example.mygame2"). | |
| 386 * \returns true on success or false on failure; call SDL_GetError() for more | |
| 387 * information. | |
| 388 * | |
| 389 * \threadsafety It is safe to call this function from any thread. | |
| 390 * | |
| 391 * \since This function is available since SDL 3.2.0. | |
| 392 * | |
| 393 * \sa SDL_SetAppMetadataProperty | |
| 394 */ | |
| 395 extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier); | |
| 396 | |
| 397 /** | |
| 398 * Specify metadata about your app through a set of properties. | |
| 399 * | |
| 400 * You can optionally provide metadata about your app to SDL. This is not | |
| 401 * required, but strongly encouraged. | |
| 402 * | |
| 403 * There are several locations where SDL can make use of metadata (an "About" | |
| 404 * box in the macOS menu bar, the name of the app can be shown on some audio | |
| 405 * mixers, etc). Any piece of metadata can be left out, if a specific detail | |
| 406 * doesn't make sense for the app. | |
| 407 * | |
| 408 * This function should be called as early as possible, before SDL_Init. | |
| 409 * Multiple calls to this function are allowed, but various state might not | |
| 410 * change once it has been set up with a previous call to this function. | |
| 411 * | |
| 412 * Once set, this metadata can be read using SDL_GetAppMetadataProperty(). | |
| 413 * | |
| 414 * These are the supported properties: | |
| 415 * | |
| 416 * - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of the | |
| 417 * application, like "My Game 2: Bad Guy's Revenge!". This will show up | |
| 418 * anywhere the OS shows the name of the application separately from window | |
| 419 * titles, such as volume control applets, etc. This defaults to "SDL | |
| 420 * Application". | |
| 421 * - `SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is | |
| 422 * running; there are no rules on format, so "1.0.3beta2" and "April 22nd, | |
| 423 * 2024" and a git hash are all valid options. This has no default. | |
| 424 * - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that | |
| 425 * identifies this app. This must be in reverse-domain format, like | |
| 426 * "com.example.mygame2". This string is used by desktop compositors to | |
| 427 * identify and group windows together, as well as match applications with | |
| 428 * associated desktop settings and icons. If you plan to package your | |
| 429 * application in a container such as Flatpak, the app ID should match the | |
| 430 * name of your Flatpak container as well. This has no default. | |
| 431 * - `SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name of the | |
| 432 * creator/developer/maker of this app, like "MojoWorkshop, LLC" | |
| 433 * - `SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright | |
| 434 * notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this | |
| 435 * to one line, don't paste a copy of a whole software license in here. This | |
| 436 * has no default. | |
| 437 * - `SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe a | |
| 438 * product page, or a storefront, or even a GitHub repository, for user's | |
| 439 * further information This has no default. | |
| 440 * - `SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is. | |
| 441 * Currently this string can be "game" for a video game, "mediaplayer" for a | |
| 442 * media player, or generically "application" if nothing else applies. | |
| 443 * Future versions of SDL might add new types. This defaults to | |
| 444 * "application". | |
| 445 * | |
| 446 * \param name the name of the metadata property to set. | |
| 447 * \param value the value of the property, or NULL to remove that property. | |
| 448 * \returns true on success or false on failure; call SDL_GetError() for more | |
| 449 * information. | |
| 450 * | |
| 451 * \threadsafety It is safe to call this function from any thread. | |
| 452 * | |
| 453 * \since This function is available since SDL 3.2.0. | |
| 454 * | |
| 455 * \sa SDL_GetAppMetadataProperty | |
| 456 * \sa SDL_SetAppMetadata | |
| 457 */ | |
| 458 extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value); | |
| 459 | |
| 460 #define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name" | |
| 461 #define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version" | |
| 462 #define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier" | |
| 463 #define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator" | |
| 464 #define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright" | |
| 465 #define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url" | |
| 466 #define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type" | |
| 467 | |
| 468 /** | |
| 469 * Get metadata about your app. | |
| 470 * | |
| 471 * This returns metadata previously set using SDL_SetAppMetadata() or | |
| 472 * SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list | |
| 473 * of available properties and their meanings. | |
| 474 * | |
| 475 * \param name the name of the metadata property to get. | |
| 476 * \returns the current value of the metadata property, or the default if it | |
| 477 * is not set, NULL for properties with no default. | |
| 478 * | |
| 479 * \threadsafety It is safe to call this function from any thread, although | |
| 480 * the string returned is not protected and could potentially be | |
| 481 * freed if you call SDL_SetAppMetadataProperty() to set that | |
| 482 * property from another thread. | |
| 483 * | |
| 484 * \since This function is available since SDL 3.2.0. | |
| 485 * | |
| 486 * \sa SDL_SetAppMetadata | |
| 487 * \sa SDL_SetAppMetadataProperty | |
| 488 */ | |
| 489 extern SDL_DECLSPEC const char * SDLCALL SDL_GetAppMetadataProperty(const char *name); | |
| 490 | |
| 491 /* Ends C function definitions when using C++ */ | |
| 492 #ifdef __cplusplus | |
| 493 } | |
| 494 #endif | |
| 495 #include <SDL3/SDL_close_code.h> | |
| 496 | |
| 497 #endif /* SDL_init_h_ */ |
