All SDL programs need to initialize the library before starting to work with it.
Almost everything can simply call Init() near startup, with a handful of flags to specify subsystems to touch. These are here to make sure SDL does not even attempt to touch low-level pieces of the operating system that you don't intend to use. For example, you might be using SDL for video and input but chose an external library for audio, and in this case you would just need to leave off the INIT_AUDIO flag to make sure that external library has complete control.
Most apps, when terminating, should call Quit(). This will clean up (nearly) everything that SDL might have allocated, and crucially, it'll make sure that the display's resolution is back to what the user expects if you had previously changed it for your game.
SDL3 apps are strongly encouraged to call SetAppMetadata() at startup to fill in details about the program. This is completely optional, but it helps in small ways (we can provide an About dialog box for the macOS menu, we can name the app in the system's audio mixer, etc). Those that want to provide a lot of information should look at the more-detailed SetAppMetadataProperty().
Return values for optional main callbacks.
Returning APP_SUCCESS or APP_FAILURE from SDL_AppInit, SDL_AppEvent, or SDL_AppIterate will terminate the program and report success/failure to the operating system. What that means is platform-dependent. On Unix, for example, on success, the process error code will be zero, and on failure it will be 1. This interface doesn't allow you to return specific exit codes, just whether there was an error generally or not.
Returning APP_CONTINUE from these functions will let the app continue to run.
See Main callbacks in SDL3 for complete details.
- Since
- This enum is available since SDL 3.2.0.
Initialize the SDL library.
Init() simply forwards to calling InitSubSystem(). Therefore, the two may be used interchangeably. Though for readability of your code InitSubSystem() might be preferred.
The file I/O (for example: IOStream.FromFile) and threading (CreateThread) subsystems are initialized by default. Message boxes (ShowSimpleMessageBox) also attempt to work without initializing the video subsystem, in hopes of being useful in showing an error dialog when Init fails. You must specifically initialize other subsystems if you use them in your application.
Logging (such as Log) works without initialization, too.
flags may be any of the following OR'd together:
- INIT_AUDIO: audio subsystem; automatically initializes the events subsystem
- INIT_VIDEO: video subsystem; automatically initializes the events subsystem, should be initialized on the main thread.
- INIT_JOYSTICK: joystick subsystem; automatically initializes the events subsystem
- INIT_HAPTIC: haptic (force feedback) subsystem
- INIT_GAMEPAD: gamepad subsystem; automatically initializes the joystick subsystem
- INIT_EVENTS: events subsystem
- INIT_SENSOR: sensor subsystem; automatically initializes the events subsystem
- INIT_CAMERA: camera subsystem; automatically initializes the events subsystem
Subsystem initialization is ref-counted, you must call QuitSubSystem() for each InitSubSystem() to correctly shutdown a subsystem manually (or call Quit() to force shutdown). If a subsystem is already loaded then this call will increase the ref-count and return.
Consider reporting some basic metadata about your application before calling Init, using either SetAppMetadata() or SetAppMetadataProperty().
- Parameters
-
| flags | subsystem initialization flags. |
- Exceptions
-
- Thread safety:
- This function should only be called on the main thread.
- Since
- This function is available since SDL 3.2.0.
- See also
- SetAppMetadata
-
SetAppMetadataProperty
-
InitSubSystem
-
Quit
-
SetMainReady
-
WasInit
| bool SDL::IsMainThread |
( |
| ) |
|
|
inline |
Return whether this is the main thread.
On Apple platforms, the main thread is the thread that runs your program's main() entry point. On other platforms, the main thread is the one that calls Init(INIT_VIDEO), which should usually be the one that runs your program's main() entry point. If you are using the main callbacks, SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit() are all called on the main thread.
- Returns
- true if this thread is the main thread, or false otherwise.
- Thread safety:
- It is safe to call this function from any thread.
- Since
- This function is available since SDL 3.2.0.
- See also
- RunOnMainThread
Specify basic metadata about your app.
You can optionally provide metadata about your app to SDL. This is not required, but strongly encouraged.
There are several locations where SDL can make use of metadata (an "About" box in the macOS menu bar, the name of the app can be shown on some audio mixers, etc). Any piece of metadata can be left as nullptr, if a specific detail doesn't make sense for the app.
This function should be called as early as possible, before Init. Multiple calls to this function are allowed, but various state might not change once it has been set up with a previous call to this function.
Passing a nullptr removes any previous metadata.
This is a simplified interface for the most important information. You can supply significantly more detailed metadata with SetAppMetadataProperty().
- Parameters
-
| appname | The name of the application ("My Game 2: Bad Guy's Revenge!"). |
| appversion | The version of the application ("1.0.0beta5" or a git hash, or whatever makes sense). |
| appidentifier | A unique string in reverse-domain format that identifies this app ("com.example.mygame2"). |
- Exceptions
-
- Thread safety:
- It is safe to call this function from any thread.
- Since
- This function is available since SDL 3.2.0.
- See also
- SetAppMetadataProperty
Specify metadata about your app through a set of properties.
You can optionally provide metadata about your app to SDL. This is not required, but strongly encouraged.
There are several locations where SDL can make use of metadata (an "About" box in the macOS menu bar, the name of the app can be shown on some audio mixers, etc). Any piece of metadata can be left out, if a specific detail doesn't make sense for the app.
This function should be called as early as possible, before Init. Multiple calls to this function are allowed, but various state might not change once it has been set up with a previous call to this function.
Once set, this metadata can be read using GetAppMetadataProperty().
These are the supported properties:
- prop::appMetaData.NAME_STRING: The human-readable name of the application, like "My Game 2: Bad Guy's Revenge!". This will show up anywhere the OS shows the name of the application separately from window titles, such as volume control applets, etc. This defaults to "SDL
Application".
- prop::appMetaData.VERSION_STRING: The version of the app that is running; there are no rules on format, so "1.0.3beta2" and "April 22nd, 2024" and a git hash are all valid options. This has no default.
- prop::appMetaData.IDENTIFIER_STRING: A unique string that identifies this app. This must be in reverse-domain format, like "com.example.mygame2". This string is used by desktop compositors to identify and group windows together, as well as match applications with associated desktop settings and icons. If you plan to package your application in a container such as Flatpak, the app ID should match the name of your Flatpak container as well. This has no default.
- prop::appMetaData.CREATOR_STRING: The human-readable name of the creator/developer/maker of this app, like "MojoWorkshop, LLC"
- prop::appMetaData.COPYRIGHT_STRING: The human-readable copyright notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this to one line, don't paste a copy of a whole software license in here. This has no default.
- prop::appMetaData.URL_STRING: A URL to the app on the web. Maybe a product page, or a storefront, or even a GitHub repository, for user's further information This has no default.
- prop::appMetaData.TYPE_STRING: The type of application this is. Currently this string can be "game" for a video game, "mediaplayer" for a media player, or generically "application" if nothing else applies. Future versions of SDL might add new types. This defaults to "application".
- Parameters
-
| name | the name of the metadata property to set. |
| value | the value of the property, or nullptr to remove that property. |
- Exceptions
-
- Thread safety:
- It is safe to call this function from any thread.
- Since
- This function is available since SDL 3.2.0.
- See also
- GetAppMetadataProperty
-
SetAppMetadata