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1 | pmbaty | 1 | /* |
2 | Simple DirectMedia Layer |
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8 | pmbaty | 3 | Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> |
1 | pmbaty | 4 | |
5 | This software is provided 'as-is', without any express or implied |
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6 | warranty. In no event will the authors be held liable for any damages |
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7 | arising from the use of this software. |
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8 | |||
9 | Permission is granted to anyone to use this software for any purpose, |
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10 | including commercial applications, and to alter it and redistribute it |
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11 | freely, subject to the following restrictions: |
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12 | |||
13 | 1. The origin of this software must not be misrepresented; you must not |
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14 | claim that you wrote the original software. If you use this software |
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15 | in a product, an acknowledgment in the product documentation would be |
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16 | appreciated but is not required. |
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17 | 2. Altered source versions must be plainly marked as such, and must not be |
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18 | misrepresented as being the original software. |
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19 | 3. This notice may not be removed or altered from any source distribution. |
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20 | */ |
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21 | |||
22 | #ifndef SDL_main_h_ |
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23 | #define SDL_main_h_ |
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24 | |||
25 | #include "SDL_stdinc.h" |
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26 | |||
27 | /** |
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28 | * \file SDL_main.h |
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29 | * |
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30 | * Redefine main() on some platforms so that it is called by SDL. |
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31 | */ |
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32 | |||
33 | #ifndef SDL_MAIN_HANDLED |
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34 | #if defined(__WIN32__) |
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35 | /* On Windows SDL provides WinMain(), which parses the command line and passes |
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36 | the arguments to your main function. |
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37 | |||
38 | If you provide your own WinMain(), you may define SDL_MAIN_HANDLED |
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39 | */ |
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40 | #define SDL_MAIN_AVAILABLE |
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41 | |||
42 | #elif defined(__WINRT__) |
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43 | /* On WinRT, SDL provides a main function that initializes CoreApplication, |
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44 | creating an instance of IFrameworkView in the process. |
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45 | |||
46 | Please note that #include'ing SDL_main.h is not enough to get a main() |
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47 | function working. In non-XAML apps, the file, |
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48 | src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled |
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49 | into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be |
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50 | called, with a pointer to the Direct3D-hosted XAML control passed in. |
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51 | */ |
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52 | #define SDL_MAIN_NEEDED |
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53 | |||
54 | #elif defined(__IPHONEOS__) |
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55 | /* On iOS SDL provides a main function that creates an application delegate |
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56 | and starts the iOS application run loop. |
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57 | |||
58 | See src/video/uikit/SDL_uikitappdelegate.m for more details. |
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59 | */ |
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60 | #define SDL_MAIN_NEEDED |
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61 | |||
62 | #elif defined(__ANDROID__) |
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63 | /* On Android SDL provides a Java class in SDLActivity.java that is the |
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64 | main activity entry point. |
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65 | |||
8 | pmbaty | 66 | See docs/README-android.md for more details on extending that class. |
1 | pmbaty | 67 | */ |
68 | #define SDL_MAIN_NEEDED |
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69 | |||
8 | pmbaty | 70 | /* We need to export SDL_main so it can be launched from Java */ |
71 | #define SDLMAIN_DECLSPEC DECLSPEC |
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72 | |||
1 | pmbaty | 73 | #elif defined(__NACL__) |
74 | /* On NACL we use ppapi_simple to set up the application helper code, |
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75 | then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before |
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76 | starting the user main function. |
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77 | All user code is run in a separate thread by ppapi_simple, thus |
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78 | allowing for blocking io to take place via nacl_io |
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79 | */ |
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80 | #define SDL_MAIN_NEEDED |
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81 | |||
82 | #endif |
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83 | #endif /* SDL_MAIN_HANDLED */ |
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84 | |||
85 | #ifdef __cplusplus |
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86 | #define C_LINKAGE "C" |
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87 | #else |
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88 | #define C_LINKAGE |
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89 | #endif /* __cplusplus */ |
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90 | |||
8 | pmbaty | 91 | #ifndef SDLMAIN_DECLSPEC |
92 | #define SDLMAIN_DECLSPEC |
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93 | #endif |
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94 | |||
1 | pmbaty | 95 | /** |
96 | * \file SDL_main.h |
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97 | * |
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98 | * The application's main() function must be called with C linkage, |
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99 | * and should be declared like this: |
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100 | * \code |
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101 | * #ifdef __cplusplus |
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102 | * extern "C" |
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103 | * #endif |
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104 | * int main(int argc, char *argv[]) |
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105 | * { |
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106 | * } |
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107 | * \endcode |
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108 | */ |
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109 | |||
110 | #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) |
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111 | #define main SDL_main |
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112 | #endif |
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113 | |||
114 | /** |
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115 | * The prototype for the application's main() function |
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116 | */ |
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8 | pmbaty | 117 | extern C_LINKAGE SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); |
1 | pmbaty | 118 | |
119 | |||
120 | #include "begin_code.h" |
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121 | #ifdef __cplusplus |
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122 | extern "C" { |
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123 | #endif |
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124 | |||
125 | /** |
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126 | * This is called by the real SDL main function to let the rest of the |
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127 | * library know that initialization was done properly. |
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128 | * |
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129 | * Calling this yourself without knowing what you're doing can cause |
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130 | * crashes and hard to diagnose problems with your application. |
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131 | */ |
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132 | extern DECLSPEC void SDLCALL SDL_SetMainReady(void); |
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133 | |||
134 | #ifdef __WIN32__ |
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135 | |||
136 | /** |
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137 | * This can be called to set the application class at startup |
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138 | */ |
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139 | extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, |
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140 | void *hInst); |
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141 | extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); |
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142 | |||
143 | #endif /* __WIN32__ */ |
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144 | |||
145 | |||
146 | #ifdef __WINRT__ |
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147 | |||
148 | /** |
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149 | * \brief Initializes and launches an SDL/WinRT application. |
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150 | * |
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151 | * \param mainFunction The SDL app's C-style main(). |
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152 | * \param reserved Reserved for future use; should be NULL |
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153 | * \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more |
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154 | * information on the failure. |
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155 | */ |
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156 | extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved); |
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157 | |||
158 | #endif /* __WINRT__ */ |
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159 | |||
160 | |||
161 | #ifdef __cplusplus |
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162 | } |
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163 | #endif |
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164 | #include "close_code.h" |
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165 | |||
166 | #endif /* SDL_main_h_ */ |
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167 | |||
168 | /* vi: set ts=4 sw=4 expandtab: */ |