| /* |
| 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 <SDL3/SDL_stdinc.h> |
| |
| /** |
| * \file SDL_main.h |
| * |
| * \brief 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. |
| |
| Ideally, #include'ing SDL_main.h is enough to get a main() function working. |
| However, that requires the source file your main() is in to be compiled |
| as C++ *and* with the /ZW compiler flag. If that's not feasible, add an |
| otherwise empty .cpp file that only contains `#include <SDL3/SDL_main.h>` |
| and build that with /ZW (still include SDL_main.h in your other file with main()!). |
| In XAML apps, instead the function SDL_RunApp() must be called with a pointer |
| to the Direct3D-hosted XAML control passed in as the "reserved" argument. |
| */ |
| #define SDL_MAIN_NEEDED |
| |
| #elif defined(__GDK__) |
| /* On GDK, SDL provides a main function that initializes the game runtime. |
| |
| If you prefer to write your own WinMain-function instead of having SDL |
| provide one that calls your main() function, |
| #define SDL_MAIN_HANDLED before #include'ing SDL_main.h |
| and call the SDL_RunApp function from your entry point. |
| */ |
| #define SDL_MAIN_NEEDED |
| |
| #elif defined(__IOS__) |
| /* On iOS SDL provides a main function that creates an application delegate |
| and starts the iOS application run loop. |
| |
| To use it, just #include SDL_main.h in the source file that contains your |
| main() function. |
| |
| 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(__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 |
| |
| #elif defined(__NGAGE__) |
| |
| /* |
| TODO: not sure if it should be SDL_MAIN_NEEDED, in SDL2 ngage had a |
| main implementation, but wasn't mentioned in SDL_main.h |
| */ |
| #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 <SDL3/SDL_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 3.0.0. |
| * |
| * \sa SDL_Init |
| */ |
| extern DECLSPEC void SDLCALL SDL_SetMainReady(void); |
| |
| /** |
| * Initializes and launches an SDL application, by doing platform-specific |
| * initialization before calling your mainFunction and cleanups after it |
| * returns, if that is needed for a specific platform, otherwise it just calls |
| * mainFunction. |
| * |
| * You can use this if you want to use your own main() implementation without |
| * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do |
| * *not* need SDL_SetMainReady(). |
| * |
| * \param argc The argc parameter from the application's main() function, or 0 |
| * if the platform's main-equivalent has no argc |
| * \param argv The argv parameter from the application's main() function, or |
| * NULL if the platform's main-equivalent has no argv |
| * \param mainFunction Your SDL app's C-style main(), an SDL_main_func. NOT |
| * the function you're calling this from! Its name doesn't |
| * matter, but its signature must be like int my_main(int |
| * argc, char* argv[]) |
| * \param reserved should be NULL (reserved for future use, will probably be |
| * platform-specific then) |
| * \returns the return value from mainFunction: 0 on success, -1 on failure; |
| * SDL_GetError() might have more information on the failure |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved); |
| |
| #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 or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| 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 3.0.0. |
| */ |
| extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); |
| |
| #endif /* defined(__WIN32__) || defined(__GDK__) */ |
| |
| |
| #ifdef __WINRT__ |
| |
| /* for compatibility with SDL2's function of this name */ |
| #define SDL_WinRTRunApp(MAIN_FUNC, RESERVED) SDL_RunApp(0, NULL, MAIN_FUNC, RESERVED) |
| |
| #endif /* __WINRT__ */ |
| |
| #if defined(__IOS__) |
| |
| /* for compatibility with SDL2's function of this name */ |
| #define SDL_UIKitRunApp(ARGC, ARGV, MAIN_FUNC) SDL_RunApp(ARGC, ARGV, MAIN_FUNC, NULL) |
| |
| #endif /* __IOS__ */ |
| |
| #ifdef __GDK__ |
| |
| /* for compatibility with SDL2's function of this name */ |
| #define SDL_GDKRunApp(MAIN_FUNC, RESERVED) SDL_RunApp(0, NULL, MAIN_FUNC, RESERVED) |
| |
| /** |
| * Callback from the application to let the suspend continue. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void); |
| |
| #endif /* __GDK__ */ |
| |
| #ifdef __cplusplus |
| } |
| #endif |
| |
| #include <SDL3/SDL_close_code.h> |
| |
| #if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL) |
| /* include header-only SDL_main implementations */ |
| #if defined(__WIN32__) || defined(__GDK__) || defined(__IOS__) || defined(__TVOS__) \ |
| || defined(__3DS__) || defined(__NGAGE__) || defined(__PS2__) || defined(__PSP__) |
| |
| /* platforms whichs main (-equivalent) can be implemented in plain C */ |
| #include <SDL3/SDL_main_impl.h> |
| |
| #elif defined(__WINRT__) /* C++ platforms */ |
| |
| #ifdef __cplusplus |
| #include <SDL3/SDL_main_impl.h> |
| #else |
| /* Note: to get rid of the following warning, you can #define SDL_MAIN_NOIMPL before including SDL_main.h |
| * in your C sourcefile that contains the standard main. Do *not* use SDL_MAIN_HANDLED for that, then SDL_main won't find your main()! |
| */ |
| #ifdef _MSC_VER |
| #pragma message("Note: Your platform needs the SDL_main implementation in a C++ source file. You can keep your main() in plain C (then continue including SDL_main.h there!) and create a fresh .cpp file that only contains #include <SDL3/SDL_main.h>") |
| #elif defined(__GNUC__) /* gcc, clang, mingw and compatible are matched by this and have #warning */ |
| #warning "Note: Your platform needs the SDL_main implementation in a C++ source file. You can keep your main() in plain C and create a fresh .cpp file that only contains #include <SDL3/SDL_main.h>" |
| #endif /* __GNUC__ */ |
| #endif /* __cplusplus */ |
| |
| #endif /* C++ platforms like __WINRT__ etc */ |
| |
| #endif /* SDL_MAIN_HANDLED */ |
| |
| #endif /* SDL_main_h_ */ |