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SDLmm Namespace Reference

The namespace for the SDLmm library. More...


Compounds

class  SDLmm::Audio
class  SDLmm::BaseSurface
 An abstract base class for graphical surfaces. More...

class  SDLmm::CD
class  SDLmm::ColorRGB
 A small usefull class representing an RGB color. More...

class  SDLmm::ColorRGBA
 A small usefull class representing an RGBA color. More...

class  SDLmm::Display
 The video frame buffer surface. More...

class  SDLmm::Event
 The general Event class. More...

class  SDLmm::EventHandler
 The base class used for custom Event handlers. More...

class  SDLmm::Joystick
class  SDLmm::PixelFormat
class  SDLmm::SPoint
 A small usefull class representing a point in 2 dimensional space. More...

class  SDLmm::SRect
 This enhanced version of SDL_Rect includes a number of handy short-hand constructors. Since the class is derived from the SDL_Rect struct, it can be used in any context where an SDL_Rect is valid. More...

class  SDLmm::Surface
 A graphical surface structure which is used to store graphical data. More...

class  SDLmm::Timer
class  SDLmm::VideoInfo
 Video target information. More...


Typedefs

typedef Uint32 Color

Functions

bool Init (Uint32 flags)
 Initializes SDL. More...

void Quit ()
 Shut down SDL. More...

Uint32 WasInit (Uint32 flags)
 Check which subsystems are initialized. More...

const char* GetError ()
 Get the latest error message. More...

const char* version ()
 Return the SDLmm library version. More...


Detailed Description

The namespace for the SDLmm library.

Typedef Documentation

typedef Uint32 SDLmm::Color
 


Function Documentation

const char * SDLmm::GetError ( )
 

Get the latest error message.

Returns:
The error message for the last SDL function that failed.

bool SDLmm::Init ( Uint32 flags )
 

Initializes SDL.

This method should be called before utilizing any other SDL or SDLmm functionality. The flags parameter specifies what part(s) of SDL to initialize (see the SDL documentation for details).

Parameters:
flags   the subsystems to initalize
Returns:
true on success, false on error

Note:
In SDLmm the preferred way of initiating subsystem is to use the Init() function in the subsystem classes. I.e to initialize audio and video, run Display::Init() and Audio::Init(). Also note that instantiating an object might be enough (for example creating a VideoInfo instance will initialize the video subsystem).

void SDLmm::Quit ( )
 

Shut down SDL.

Quit() shuts down all SDL subsystems and frees the resources allocated to them. This should always be called before you exit. For the sake of simplicity you can set Quit() as your atexit call, like this:

    SDLmm::Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO);
    atexit(SDLmm::Quit);

Uint32 SDLmm::WasInit ( Uint32 flags )
 

Check which subsystems are initialized.

This allows you to see which SDL subsytems have been initialized.

Parameters:
flags   bitwise OR'd combination of the subsystems you wish to check
Returns:
A bitwised OR'd combination of the initialized subsystems.

const char * SDLmm::version ( )
 

Return the SDLmm library version.


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