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  1. /*
  2.   Simple DirectMedia Layer
  3.   Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
  4.  
  5.   This software is provided 'as-is', without any express or implied
  6.   warranty.  In no event will the authors be held liable for any damages
  7.   arising from the use of this software.
  8.  
  9.   Permission is granted to anyone to use this software for any purpose,
  10.   including commercial applications, and to alter it and redistribute it
  11.   freely, subject to the following restrictions:
  12.  
  13.   1. The origin of this software must not be misrepresented; you must not
  14.      claim that you wrote the original software. If you use this software
  15.      in a product, an acknowledgment in the product documentation would be
  16.      appreciated but is not required.
  17.   2. Altered source versions must be plainly marked as such, and must not be
  18.      misrepresented as being the original software.
  19.   3. This notice may not be removed or altered from any source distribution.
  20. */
  21.  
  22. #ifndef SDL_main_h_
  23. #define SDL_main_h_
  24.  
  25. #include "SDL_stdinc.h"
  26.  
  27. /**
  28.  *  \file SDL_main.h
  29.  *
  30.  *  Redefine main() on some platforms so that it is called by SDL.
  31.  */
  32.  
  33. #ifndef SDL_MAIN_HANDLED
  34. #if defined(__WIN32__)
  35. /* On Windows SDL provides WinMain(), which parses the command line and passes
  36.    the arguments to your main function.
  37.  
  38.    If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
  39.  */
  40. #define SDL_MAIN_AVAILABLE
  41.  
  42. #elif defined(__WINRT__)
  43. /* On WinRT, SDL provides a main function that initializes CoreApplication,
  44.    creating an instance of IFrameworkView in the process.
  45.  
  46.    Please note that #include'ing SDL_main.h is not enough to get a main()
  47.    function working.  In non-XAML apps, the file,
  48.    src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
  49.    into the app itself.  In XAML apps, the function, SDL_WinRTRunApp must be
  50.    called, with a pointer to the Direct3D-hosted XAML control passed in.
  51. */
  52. #define SDL_MAIN_NEEDED
  53.  
  54. #elif defined(__IPHONEOS__)
  55. /* On iOS SDL provides a main function that creates an application delegate
  56.    and starts the iOS application run loop.
  57.  
  58.    See src/video/uikit/SDL_uikitappdelegate.m for more details.
  59.  */
  60. #define SDL_MAIN_NEEDED
  61.  
  62. #elif defined(__ANDROID__)
  63. /* On Android SDL provides a Java class in SDLActivity.java that is the
  64.    main activity entry point.
  65.  
  66.    See README-android.md for more details on extending that class.
  67.  */
  68. #define SDL_MAIN_NEEDED
  69.  
  70. #elif defined(__NACL__)
  71. /* On NACL we use ppapi_simple to set up the application helper code,
  72.    then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
  73.    starting the user main function.
  74.    All user code is run in a separate thread by ppapi_simple, thus
  75.    allowing for blocking io to take place via nacl_io
  76. */
  77. #define SDL_MAIN_NEEDED
  78.  
  79. #endif
  80. #endif /* SDL_MAIN_HANDLED */
  81.  
  82. #ifdef __cplusplus
  83. #define C_LINKAGE   "C"
  84. #else
  85. #define C_LINKAGE
  86. #endif /* __cplusplus */
  87.  
  88. /**
  89.  *  \file SDL_main.h
  90.  *
  91.  *  The application's main() function must be called with C linkage,
  92.  *  and should be declared like this:
  93.  *  \code
  94.  *  #ifdef __cplusplus
  95.  *  extern "C"
  96.  *  #endif
  97.  *  int main(int argc, char *argv[])
  98.  *  {
  99.  *  }
  100.  *  \endcode
  101.  */
  102.  
  103. #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
  104. #define main    SDL_main
  105. #endif
  106.  
  107. /**
  108.  *  The prototype for the application's main() function
  109.  */
  110. extern C_LINKAGE DECLSPEC int SDL_main(int argc, char *argv[]);
  111.  
  112.  
  113. #include "begin_code.h"
  114. #ifdef __cplusplus
  115. extern "C" {
  116. #endif
  117.  
  118. /**
  119.  *  This is called by the real SDL main function to let the rest of the
  120.  *  library know that initialization was done properly.
  121.  *
  122.  *  Calling this yourself without knowing what you're doing can cause
  123.  *  crashes and hard to diagnose problems with your application.
  124.  */
  125. extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
  126.  
  127. #ifdef __WIN32__
  128.  
  129. /**
  130.  *  This can be called to set the application class at startup
  131.  */
  132. extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
  133.                                             void *hInst);
  134. extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
  135.  
  136. #endif /* __WIN32__ */
  137.  
  138.  
  139. #ifdef __WINRT__
  140.  
  141. /**
  142.  *  \brief Initializes and launches an SDL/WinRT application.
  143.  *
  144.  *  \param mainFunction The SDL app's C-style main().
  145.  *  \param reserved Reserved for future use; should be NULL
  146.  *  \return 0 on success, -1 on failure.  On failure, use SDL_GetError to retrieve more
  147.  *      information on the failure.
  148.  */
  149. extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved);
  150.  
  151. #endif /* __WINRT__ */
  152.  
  153.  
  154. #ifdef __cplusplus
  155. }
  156. #endif
  157. #include "close_code.h"
  158.  
  159. #endif /* SDL_main_h_ */
  160.  
  161. /* vi: set ts=4 sw=4 expandtab: */
  162.