sdl2 :: SDLInitFlags
sys.sdl.initialize
and related methodssdl2 :: SDLInitFlags :: defaultinit
sdl2 :: SDLInitFlags :: gamecontroller
Add the gamecontroller subsystemsdl2 $ SDLInitFlags :: SELF
Type of this instance, automatically specialized in every classcore :: Pointer :: address_is_null
Is the address behind this Object at NULL?core :: Object :: class_factory
Implementation used byget_class
to create the specific class.
core :: Object :: defaultinit
sdl2 :: SDLInitFlags :: defaultinit
core :: Pointer :: defaultinit
sdl2 :: SDLInitFlags :: gamecontroller
Add the gamecontroller subsystemcore :: Object :: is_same_instance
Return true ifself
and other
are the same instance (i.e. same identity).
core :: Object :: is_same_serialized
Isself
the same as other
in a serialization context?
core :: Object :: is_same_type
Return true ifself
and other
have the same dynamic type.
core :: Object :: output_class_name
Display class name on stdout (debug only).
# Flags for `sys.sdl.initialize` and related methods
extern class SDLInitFlags `{ Uint32 `}
# Get the default empty flag set
new `{ return 0; `}
# Add the timer subsystem
fun timer: SDLInitFlags `{ return self | SDL_INIT_TIMER; `}
# Add the audio subsystem
fun audio: SDLInitFlags `{ return self | SDL_INIT_AUDIO; `}
# Add the video subsystem
fun video: SDLInitFlags `{ return self | SDL_INIT_VIDEO; `}
# Add the joystick subsystem
#
# Implied by `gamecontroller`
fun joystick: SDLInitFlags `{ return self | SDL_INIT_JOYSTICK; `}
# Add the haptic subsystem
fun haptic: SDLInitFlags `{ return self | SDL_INIT_HAPTIC; `}
# Add the gamecontroller subsystem
fun gamecontroller: SDLInitFlags `{ return self | SDL_INIT_GAMECONTROLLER; `}
# Add the events subsystem
#
# Implied by `video` and `joystick`
fun events: SDLInitFlags `{ return self | SDL_INIT_EVENTS; `}
# Add all subsystems
fun everything: SDLInitFlags `{ return self | SDL_INIT_EVERYTHING; `}
# Is this flag set empty?
fun is_empty: Bool `{ return self == 0; `}
# TODO add all other is_
end
lib/sdl2/sdl2_base.nit:100,1--137,3