//from "sdl.h" const SDL_INIT_TIMER = $00000001; {$EXTERNALSYM SDL_INIT_TIMER} SDL_INIT_AUDIO = $00000010; {$EXTERNALSYM SDL_INIT_AUDIO} SDL_INIT_VIDEO = $00000020; {$EXTERNALSYM SDL_INIT_VIDEO} SDL_INIT_JOYSTICK = $00000200; {$EXTERNALSYM SDL_INIT_JOYSTICK} SDL_INIT_HAPTIC = $00001000; {$EXTERNALSYM SDL_INIT_HAPTIC} SDL_INIT_GAMECONTROLLER = $00002000; //turn on game controller also implicitly does JOYSTICK {$EXTERNALSYM SDL_INIT_GAMECONTROLLER} SDL_INIT_NOPARACHUTE = $00100000; //Don't catch fatal signals {$EXTERNALSYM SDL_INIT_NOPARACHUTE} SDL_INIT_EVERYTHING = SDL_INIT_TIMER or SDL_INIT_AUDIO or SDL_INIT_VIDEO or SDL_INIT_JOYSTICK or SDL_INIT_HAPTIC or SDL_INIT_GAMECONTROLLER; {$EXTERNALSYM SDL_INIT_EVERYTHING} {** * This function initializes the subsystems specified by flags * Unless the SDL_INIT_NOPARACHUTE flag is set, it will install cleanup * signal handlers for some commonly ignored fatal signals (like SIGSEGV). *} function SDL_Init(flags: UInt32): SInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_Init' {$ENDIF} {$ENDIF}; {** * This function initializes specific SDL subsystems *} function SDL_InitSubSystem(flags: UInt32): SInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_InitSubSystem' {$ENDIF} {$ENDIF}; {** * This function cleans up specific SDL subsystems *} procedure SDL_QuitSubSystem(flags: UInt32) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_QuitSubSystem' {$ENDIF} {$ENDIF}; {** * This function returns a mask of the specified subsystems which have * previously been initialized. * * If flags is 0, it returns a mask of all initialized subsystems. *} function SDL_WasInit(flags: UInt32): UInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_WasInit' {$ENDIF} {$ENDIF}; {** * This function cleans up all initialized subsystems. You should * call it upon all exit conditions. *} procedure SDL_Quit() cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_Quit' {$ENDIF} {$ENDIF};