export def SDL_INIT_TIMER: uint = 0x00000001u; export def SDL_INIT_AUDIO: uint = 0x00000010u; export def SDL_INIT_VIDEO: uint = 0x00000020u; export def SDL_INIT_JOYSTICK: uint = 0x00000200u; export def SDL_INIT_HAPTIC: uint = 0x00001000u; export def SDL_INIT_GAMECONTROLLER: uint = 0x00002000u; export def SDL_INIT_EVENTS: uint = 0x00004000u; export def SDL_INIT_SENSOR: uint = 0x00008000u; export def SDL_INIT_NOPARACHUTE: uint = 0x00100000u; export def SDL_INIT_EVERYTHING: uint = SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR; @symbol("SDL_Init") fn _SDL_Init(flags: uint) int; // This function initializes the subsystems specified by 'flags'. export fn SDL_Init(flags: uint) (void | error) = { return wrapvoid(_SDL_Init(flags)); }; // This function cleans up all initialized subsystems. You should call it upon // all exit conditions. export @symbol("SDL_Quit") fn SDL_Quit() void;