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| Rev | Author | Line No. | Line |
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| 1 | pmbaty | 1 | /* |
| 2 | Simple DirectMedia Layer |
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| 3 | Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> |
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| 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(__GDK__) |
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| 55 | /* On GDK, SDL provides a main function that initializes the game runtime. |
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| 56 | |||
| 57 | Please note that #include'ing SDL_main.h is not enough to get a main() |
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| 58 | function working. You must either link against SDL2main or, if not possible, |
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| 59 | call the SDL_GDKRunApp function from your entry point. |
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| 60 | */ |
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| 61 | #define SDL_MAIN_NEEDED |
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| 62 | |||
| 63 | #elif defined(__IPHONEOS__) |
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| 64 | /* On iOS SDL provides a main function that creates an application delegate |
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| 65 | and starts the iOS application run loop. |
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| 66 | |||
| 67 | If you link with SDL dynamically on iOS, the main function can't be in a |
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| 68 | shared library, so you need to link with libSDLmain.a, which includes a |
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| 69 | stub main function that calls into the shared library to start execution. |
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| 70 | |||
| 71 | See src/video/uikit/SDL_uikitappdelegate.m for more details. |
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| 72 | */ |
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| 73 | #define SDL_MAIN_NEEDED |
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| 74 | |||
| 75 | #elif defined(__ANDROID__) |
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| 76 | /* On Android SDL provides a Java class in SDLActivity.java that is the |
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| 77 | main activity entry point. |
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| 78 | |||
| 79 | See docs/README-android.md for more details on extending that class. |
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| 80 | */ |
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| 81 | #define SDL_MAIN_NEEDED |
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| 82 | |||
| 83 | /* We need to export SDL_main so it can be launched from Java */ |
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| 84 | #define SDLMAIN_DECLSPEC DECLSPEC |
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| 85 | |||
| 86 | #elif defined(__NACL__) |
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| 87 | /* On NACL we use ppapi_simple to set up the application helper code, |
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| 88 | then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before |
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| 89 | starting the user main function. |
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| 90 | All user code is run in a separate thread by ppapi_simple, thus |
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| 91 | allowing for blocking io to take place via nacl_io |
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| 92 | */ |
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| 93 | #define SDL_MAIN_NEEDED |
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| 94 | |||
| 95 | #elif defined(__PSP__) |
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| 96 | /* On PSP SDL provides a main function that sets the module info, |
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| 97 | activates the GPU and starts the thread required to be able to exit |
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| 98 | the software. |
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| 99 | |||
| 100 | If you provide this yourself, you may define SDL_MAIN_HANDLED |
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| 101 | */ |
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| 102 | #define SDL_MAIN_AVAILABLE |
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| 103 | |||
| 104 | #elif defined(__PS2__) |
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| 105 | #define SDL_MAIN_AVAILABLE |
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| 106 | |||
| 107 | #define SDL_PS2_SKIP_IOP_RESET() \ |
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| 108 | void reset_IOP(); \ |
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| 109 | void reset_IOP() {} |
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| 110 | |||
| 111 | #elif defined(__3DS__) |
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| 112 | /* |
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| 113 | On N3DS, SDL provides a main function that sets up the screens |
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| 114 | and storage. |
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| 115 | |||
| 116 | If you provide this yourself, you may define SDL_MAIN_HANDLED |
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| 117 | */ |
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| 118 | #define SDL_MAIN_AVAILABLE |
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| 119 | |||
| 120 | #endif |
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| 121 | #endif /* SDL_MAIN_HANDLED */ |
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| 122 | |||
| 123 | #ifndef SDLMAIN_DECLSPEC |
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| 124 | #define SDLMAIN_DECLSPEC |
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| 125 | #endif |
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| 126 | |||
| 127 | /** |
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| 128 | * \file SDL_main.h |
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| 129 | * |
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| 130 | * The application's main() function must be called with C linkage, |
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| 131 | * and should be declared like this: |
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| 132 | * \code |
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| 133 | * #ifdef __cplusplus |
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| 134 | * extern "C" |
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| 135 | * #endif |
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| 136 | * int main(int argc, char *argv[]) |
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| 137 | * { |
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| 138 | * } |
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| 139 | * \endcode |
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| 140 | */ |
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| 141 | |||
| 142 | #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) |
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| 143 | #define main SDL_main |
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| 144 | #endif |
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| 145 | |||
| 146 | #include "begin_code.h" |
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| 147 | #ifdef __cplusplus |
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| 148 | extern "C" { |
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| 149 | #endif |
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| 150 | |||
| 151 | /** |
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| 152 | * The prototype for the application's main() function |
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| 153 | */ |
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| 154 | typedef int (*SDL_main_func)(int argc, char *argv[]); |
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| 155 | extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); |
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| 156 | |||
| 157 | |||
| 158 | /** |
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| 159 | * Circumvent failure of SDL_Init() when not using SDL_main() as an entry |
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| 160 | * point. |
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| 161 | * |
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| 162 | * This function is defined in SDL_main.h, along with the preprocessor rule to |
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| 163 | * redefine main() as SDL_main(). Thus to ensure that your main() function |
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| 164 | * will not be changed it is necessary to define SDL_MAIN_HANDLED before |
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| 165 | * including SDL.h. |
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| 166 | * |
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| 167 | * \since This function is available since SDL 2.0.0. |
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| 168 | * |
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| 169 | * \sa SDL_Init |
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| 170 | */ |
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| 171 | extern DECLSPEC void SDLCALL SDL_SetMainReady(void); |
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| 172 | |||
| 173 | #if defined(__WIN32__) || defined(__GDK__) |
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| 174 | |||
| 175 | /** |
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| 176 | * Register a win32 window class for SDL's use. |
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| 177 | * |
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| 178 | * This can be called to set the application window class at startup. It is |
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| 179 | * safe to call this multiple times, as long as every call is eventually |
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| 180 | * paired with a call to SDL_UnregisterApp, but a second registration attempt |
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| 181 | * while a previous registration is still active will be ignored, other than |
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| 182 | * to increment a counter. |
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| 183 | * |
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| 184 | * Most applications do not need to, and should not, call this directly; SDL |
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| 185 | * will call it when initializing the video subsystem. |
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| 186 | * |
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| 187 | * \param name the window class name, in UTF-8 encoding. If NULL, SDL |
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| 188 | * currently uses "SDL_app" but this isn't guaranteed. |
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| 189 | * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL |
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| 190 | * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of |
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| 191 | * what is specified here. |
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| 192 | * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL |
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| 193 | * will use `GetModuleHandle(NULL)` instead. |
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| 194 | * \returns 0 on success, -1 on error. SDL_GetError() may have details. |
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| 195 | * |
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| 196 | * \since This function is available since SDL 2.0.2. |
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| 197 | */ |
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| 198 | extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); |
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| 199 | |||
| 200 | /** |
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| 201 | * Deregister the win32 window class from an SDL_RegisterApp call. |
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| 202 | * |
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| 203 | * This can be called to undo the effects of SDL_RegisterApp. |
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| 204 | * |
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| 205 | * Most applications do not need to, and should not, call this directly; SDL |
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| 206 | * will call it when deinitializing the video subsystem. |
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| 207 | * |
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| 208 | * It is safe to call this multiple times, as long as every call is eventually |
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| 209 | * paired with a prior call to SDL_RegisterApp. The window class will only be |
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| 210 | * deregistered when the registration counter in SDL_RegisterApp decrements to |
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| 211 | * zero through calls to this function. |
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| 212 | * |
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| 213 | * \since This function is available since SDL 2.0.2. |
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| 214 | */ |
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| 215 | extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); |
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| 216 | |||
| 217 | #endif /* defined(__WIN32__) || defined(__GDK__) */ |
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| 218 | |||
| 219 | |||
| 220 | #ifdef __WINRT__ |
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| 221 | |||
| 222 | /** |
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| 223 | * Initialize and launch an SDL/WinRT application. |
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| 224 | * |
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| 225 | * \param mainFunction the SDL app's C-style main(), an SDL_main_func |
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| 226 | * \param reserved reserved for future use; should be NULL |
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| 227 | * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve |
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| 228 | * more information on the failure. |
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| 229 | * |
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| 230 | * \since This function is available since SDL 2.0.3. |
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| 231 | */ |
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| 232 | extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); |
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| 233 | |||
| 234 | #endif /* __WINRT__ */ |
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| 235 | |||
| 236 | #if defined(__IPHONEOS__) |
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| 237 | |||
| 238 | /** |
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| 239 | * Initializes and launches an SDL application. |
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| 240 | * |
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| 241 | * \param argc The argc parameter from the application's main() function |
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| 242 | * \param argv The argv parameter from the application's main() function |
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| 243 | * \param mainFunction The SDL app's C-style main(), an SDL_main_func |
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| 244 | * \return the return value from mainFunction |
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| 245 | * |
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| 246 | * \since This function is available since SDL 2.0.10. |
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| 247 | */ |
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| 248 | extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); |
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| 249 | |||
| 250 | #endif /* __IPHONEOS__ */ |
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| 251 | |||
| 252 | #ifdef __GDK__ |
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| 253 | |||
| 254 | /** |
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| 255 | * Initialize and launch an SDL GDK application. |
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| 256 | * |
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| 257 | * \param mainFunction the SDL app's C-style main(), an SDL_main_func |
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| 258 | * \param reserved reserved for future use; should be NULL |
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| 259 | * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve |
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| 260 | * more information on the failure. |
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| 261 | * |
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| 262 | * \since This function is available since SDL 2.24.0. |
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| 263 | */ |
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| 264 | extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved); |
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| 265 | |||
| 266 | /** |
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| 267 | * Callback from the application to let the suspend continue. |
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| 268 | * |
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| 269 | * \since This function is available since SDL 2.28.0. |
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| 270 | */ |
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| 271 | extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void); |
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| 272 | |||
| 273 | #endif /* __GDK__ */ |
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| 274 | |||
| 275 | #ifdef __cplusplus |
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| 276 | } |
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| 277 | #endif |
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| 278 | #include "close_code.h" |
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| 279 | |||
| 280 | #endif /* SDL_main_h_ */ |
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| 281 | |||
| 282 | /* vi: set ts=4 sw=4 expandtab: */ |