| /* | 
 |   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); | 
 |  | 
 | #endif /* __GDK__ */ | 
 |  | 
 | #ifdef __cplusplus | 
 | } | 
 | #endif | 
 | #include "close_code.h" | 
 |  | 
 | #endif /* SDL_main_h_ */ | 
 |  | 
 | /* vi: set ts=4 sw=4 expandtab: */ |