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9 | 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: */ |