.TH "SDLmm" 3 "16 Jul 2001" "SDLmm" \" -*- nroff -*- .ad l .nh .SH NAME SDLmm \- The namespace for the SDLmm library. .SH SYNOPSIS .br .PP .SS "Compounds" .in +1c .ti -1c .RI "class \fBSDLmm::Audio\fP" .br .ti -1c .RI "class \fBSDLmm::BaseSurface\fP" .br .RI "\fIAn abstract base class for graphical surfaces.\fP" .ti -1c .RI "class \fBSDLmm::CD\fP" .br .ti -1c .RI "class \fBSDLmm::ColorRGB\fP" .br .RI "\fIA small usefull class representing an RGB color.\fP" .ti -1c .RI "class \fBSDLmm::ColorRGBA\fP" .br .RI "\fIA small usefull class representing an RGBA color.\fP" .ti -1c .RI "class \fBSDLmm::Display\fP" .br .RI "\fIThe video frame buffer surface.\fP" .ti -1c .RI "class \fBSDLmm::Event\fP" .br .RI "\fIThe general \fBEvent\fP class.\fP" .ti -1c .RI "class \fBSDLmm::EventHandler\fP" .br .RI "\fIThe base class used for custom \fBEvent\fP handlers.\fP" .ti -1c .RI "class \fBSDLmm::Joystick\fP" .br .ti -1c .RI "class \fBSDLmm::PixelFormat\fP" .br .ti -1c .RI "class \fBSDLmm::SPoint\fP" .br .RI "\fIA small usefull class representing a point in 2 dimensional space.\fP" .ti -1c .RI "class \fBSDLmm::SRect\fP" .br .RI "\fIThis enhanced version of \fI\fBSDL_Rect\fP\fP includes a number of handy short-hand constructors. Since the class is derived from the \fBSDL_Rect\fP struct, it can be used in any context where an \fI\fBSDL_Rect\fP\fP is valid.\fP" .ti -1c .RI "class \fBSDLmm::Surface\fP" .br .RI "\fIA graphical surface structure which is used to store graphical data.\fP" .ti -1c .RI "class \fBSDLmm::Timer\fP" .br .ti -1c .RI "class \fBSDLmm::VideoInfo\fP" .br .RI "\fIVideo target information.\fP" .in -1c .SS "Typedefs" .in +1c .ti -1c .RI "typedef Uint32 \fBColor\fP" .br .in -1c .SS "Functions" .in +1c .ti -1c .RI "bool \fBInit\fP (Uint32 flags)" .br .RI "\fIInitializes SDL.\fP" .ti -1c .RI "void \fBQuit\fP ()" .br .RI "\fIShut down SDL.\fP" .ti -1c .RI "Uint32 \fBWasInit\fP (Uint32 flags)" .br .RI "\fICheck which subsystems are initialized.\fP" .ti -1c .RI "const char* \fBGetError\fP ()" .br .RI "\fIGet the latest error message.\fP" .ti -1c .RI "const char* \fBversion\fP ()" .br .RI "\fIReturn the SDLmm library version.\fP" .in -1c .SH "DETAILED DESCRIPTION" .PP The namespace for the SDLmm library. .SH "TYPEDEF DOCUMENTATION" .PP .SS "typedef Uint32 SDLmm::Color" .PP .SH "FUNCTION DOCUMENTATION" .PP .SS "const char * SDLmm::GetError ()" .PP Get the latest error message. .PP \fBReturns: \fP .in +1c The error message for the last SDL function that failed. .SS "bool SDLmm::Init (Uint32 flags)" .PP Initializes SDL. .PP 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). .PP \fBParameters: \fP .in +1c .TP \fB\fIflags\fP\fP the subsystems to initalize .PP \fBReturns: \fP .in +1c true on success, false on error .PP \fBNote: \fP .in +1c In SDLmm the preferred way of initiating subsystem is to use the \fBInit\fP() function in the subsystem classes. I.e to initialize audio and video, run \fBDisplay::Init\fP() and \fBAudio::Init\fP(). Also note that instantiating an object might be enough (for example creating a \fBVideoInfo\fP instance will initialize the video subsystem). .SS "void SDLmm::Quit ()" .PP Shut down SDL. .PP \fBQuit\fP() 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 \fBQuit\fP() as your atexit call, like this: .PP .nf SDLmm::Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO); atexit(SDLmm::Quit); .fi .SS "Uint32 SDLmm::WasInit (Uint32 flags)" .PP Check which subsystems are initialized. .PP This allows you to see which SDL subsytems have been initialized. .PP \fBParameters: \fP .in +1c .TP \fB\fIflags\fP\fP bitwise OR'd combination of the subsystems you wish to check .PP \fBReturns: \fP .in +1c A bitwised OR'd combination of the initialized subsystems. .SS "const char * SDLmm::version ()" .PP Return the SDLmm library version. .PP .SH "AUTHOR" .PP Generated automatically by Doxygen for SDLmm from the source code.