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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
-
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
-
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
-
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
-
- #ifndef SDL_main_h_
- #define SDL_main_h_
-
- #include "SDL_stdinc.h"
-
- /**
- * \file SDL_main.h
- *
- * Redefine main() on some platforms so that it is called by SDL.
- */
-
- #ifndef SDL_MAIN_HANDLED
- #if defined(__WIN32__)
- /* On Windows SDL provides WinMain(), which parses the command line and passes
- the arguments to your main function.
-
- If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
- */
- #define SDL_MAIN_AVAILABLE
-
- #elif defined(__WINRT__)
- /* On WinRT, SDL provides a main function that initializes CoreApplication,
- creating an instance of IFrameworkView in the process.
-
- Please note that #include'ing SDL_main.h is not enough to get a main()
- function working. In non-XAML apps, the file,
- src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
- into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
- called, with a pointer to the Direct3D-hosted XAML control passed in.
- */
- #define SDL_MAIN_NEEDED
-
- #elif defined(__GDK__)
- /* On GDK, SDL provides a main function that initializes the game runtime.
-
- Please note that #include'ing SDL_main.h is not enough to get a main()
- function working. You must either link against SDL2main or, if not possible,
- call the SDL_GDKRunApp function from your entry point.
- */
- #define SDL_MAIN_NEEDED
-
- #elif defined(__IPHONEOS__)
- /* On iOS SDL provides a main function that creates an application delegate
- and starts the iOS application run loop.
-
- If you link with SDL dynamically on iOS, the main function can't be in a
- shared library, so you need to link with libSDLmain.a, which includes a
- stub main function that calls into the shared library to start execution.
-
- See src/video/uikit/SDL_uikitappdelegate.m for more details.
- */
- #define SDL_MAIN_NEEDED
-
- #elif defined(__ANDROID__)
- /* On Android SDL provides a Java class in SDLActivity.java that is the
- main activity entry point.
-
- See docs/README-android.md for more details on extending that class.
- */
- #define SDL_MAIN_NEEDED
-
- /* We need to export SDL_main so it can be launched from Java */
- #define SDLMAIN_DECLSPEC DECLSPEC
-
- #elif defined(__NACL__)
- /* On NACL we use ppapi_simple to set up the application helper code,
- then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
- starting the user main function.
- All user code is run in a separate thread by ppapi_simple, thus
- allowing for blocking io to take place via nacl_io
- */
- #define SDL_MAIN_NEEDED
-
- #elif defined(__PSP__)
- /* On PSP SDL provides a main function that sets the module info,
- activates the GPU and starts the thread required to be able to exit
- the software.
-
- If you provide this yourself, you may define SDL_MAIN_HANDLED
- */
- #define SDL_MAIN_AVAILABLE
-
- #elif defined(__PS2__)
- #define SDL_MAIN_AVAILABLE
-
- #define SDL_PS2_SKIP_IOP_RESET() \
- void reset_IOP(); \
- void reset_IOP() {}
-
- #elif defined(__3DS__)
- /*
- On N3DS, SDL provides a main function that sets up the screens
- and storage.
-
- If you provide this yourself, you may define SDL_MAIN_HANDLED
- */
- #define SDL_MAIN_AVAILABLE
-
- #endif
- #endif /* SDL_MAIN_HANDLED */
-
- #ifndef SDLMAIN_DECLSPEC
- #define SDLMAIN_DECLSPEC
- #endif
-
- /**
- * \file SDL_main.h
- *
- * The application's main() function must be called with C linkage,
- * and should be declared like this:
- * \code
- * #ifdef __cplusplus
- * extern "C"
- * #endif
- * int main(int argc, char *argv[])
- * {
- * }
- * \endcode
- */
-
- #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
- #define main SDL_main
- #endif
-
- #include "begin_code.h"
- #ifdef __cplusplus
- extern "C" {
- #endif
-
- /**
- * The prototype for the application's main() function
- */
- typedef int (*SDL_main_func)(int argc, char *argv[]);
- extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
-
-
- /**
- * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
- * point.
- *
- * This function is defined in SDL_main.h, along with the preprocessor rule to
- * redefine main() as SDL_main(). Thus to ensure that your main() function
- * will not be changed it is necessary to define SDL_MAIN_HANDLED before
- * including SDL.h.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_Init
- */
- extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
-
- #if defined(__WIN32__) || defined(__GDK__)
-
- /**
- * Register a win32 window class for SDL's use.
- *
- * This can be called to set the application window class at startup. It is
- * safe to call this multiple times, as long as every call is eventually
- * paired with a call to SDL_UnregisterApp, but a second registration attempt
- * while a previous registration is still active will be ignored, other than
- * to increment a counter.
- *
- * Most applications do not need to, and should not, call this directly; SDL
- * will call it when initializing the video subsystem.
- *
- * \param name the window class name, in UTF-8 encoding. If NULL, SDL
- * currently uses "SDL_app" but this isn't guaranteed.
- * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
- * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
- * what is specified here.
- * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
- * will use `GetModuleHandle(NULL)` instead.
- * \returns 0 on success, -1 on error. SDL_GetError() may have details.
- *
- * \since This function is available since SDL 2.0.2.
- */
- extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
-
- /**
- * Deregister the win32 window class from an SDL_RegisterApp call.
- *
- * This can be called to undo the effects of SDL_RegisterApp.
- *
- * Most applications do not need to, and should not, call this directly; SDL
- * will call it when deinitializing the video subsystem.
- *
- * It is safe to call this multiple times, as long as every call is eventually
- * paired with a prior call to SDL_RegisterApp. The window class will only be
- * deregistered when the registration counter in SDL_RegisterApp decrements to
- * zero through calls to this function.
- *
- * \since This function is available since SDL 2.0.2.
- */
- extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
-
- #endif /* defined(__WIN32__) || defined(__GDK__) */
-
-
- #ifdef __WINRT__
-
- /**
- * Initialize and launch an SDL/WinRT application.
- *
- * \param mainFunction the SDL app's C-style main(), an SDL_main_func
- * \param reserved reserved for future use; should be NULL
- * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
- * more information on the failure.
- *
- * \since This function is available since SDL 2.0.3.
- */
- extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
-
- #endif /* __WINRT__ */
-
- #if defined(__IPHONEOS__)
-
- /**
- * Initializes and launches an SDL application.
- *
- * \param argc The argc parameter from the application's main() function
- * \param argv The argv parameter from the application's main() function
- * \param mainFunction The SDL app's C-style main(), an SDL_main_func
- * \return the return value from mainFunction
- *
- * \since This function is available since SDL 2.0.10.
- */
- extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
-
- #endif /* __IPHONEOS__ */
-
- #ifdef __GDK__
-
- /**
- * Initialize and launch an SDL GDK application.
- *
- * \param mainFunction the SDL app's C-style main(), an SDL_main_func
- * \param reserved reserved for future use; should be NULL
- * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
- * more information on the failure.
- *
- * \since This function is available since SDL 2.24.0.
- */
- extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved);
-
- /**
- * Callback from the application to let the suspend continue.
- *
- * \since This function is available since SDL 2.28.0.
- */
- extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
-
- #endif /* __GDK__ */
-
- #ifdef __cplusplus
- }
- #endif
- #include "close_code.h"
-
- #endif /* SDL_main_h_ */
-
- /* vi: set ts=4 sw=4 expandtab: */
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