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