- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> 
-   
-   This software is provided 'as-is', without any express or implied 
-   warranty.  In no event will the authors be held liable for any damages 
-   arising from the use of this software. 
-   
-   Permission is granted to anyone to use this software for any purpose, 
-   including commercial applications, and to alter it and redistribute it 
-   freely, subject to the following restrictions: 
-   
-   1. The origin of this software must not be misrepresented; you must not 
-      claim that you wrote the original software. If you use this software 
-      in a product, an acknowledgment in the product documentation would be 
-      appreciated but is not required. 
-   2. Altered source versions must be plainly marked as such, and must not be 
-      misrepresented as being the original software. 
-   3. This notice may not be removed or altered from any source distribution. 
- */ 
-   
- #ifndef SDL_main_h_ 
- #define SDL_main_h_ 
-   
- #include "SDL_stdinc.h" 
-   
- /** 
-  *  \file SDL_main.h 
-  * 
-  *  Redefine main() on some platforms so that it is called by SDL. 
-  */ 
-   
- #ifndef SDL_MAIN_HANDLED 
- #if defined(__WIN32__) 
- /* On Windows SDL provides WinMain(), which parses the command line and passes 
-    the arguments to your main function. 
-   
-    If you provide your own WinMain(), you may define SDL_MAIN_HANDLED 
-  */ 
- #define SDL_MAIN_AVAILABLE 
-   
- #elif defined(__WINRT__) 
- /* On WinRT, SDL provides a main function that initializes CoreApplication, 
-    creating an instance of IFrameworkView in the process. 
-   
-    Please note that #include'ing SDL_main.h is not enough to get a main() 
-    function working.  In non-XAML apps, the file, 
-    src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled 
-    into the app itself.  In XAML apps, the function, SDL_WinRTRunApp must be 
-    called, with a pointer to the Direct3D-hosted XAML control passed in. 
- */ 
- #define SDL_MAIN_NEEDED 
-   
- #elif defined(__GDK__) 
- /* On GDK, SDL provides a main function that initializes the game runtime. 
-   
-    Please note that #include'ing SDL_main.h is not enough to get a main() 
-    function working. You must either link against SDL2main or, if not possible, 
-    call the SDL_GDKRunApp function from your entry point. 
- */ 
- #define SDL_MAIN_NEEDED 
-   
- #elif defined(__IPHONEOS__) 
- /* On iOS SDL provides a main function that creates an application delegate 
-    and starts the iOS application run loop. 
-   
-    If you link with SDL dynamically on iOS, the main function can't be in a 
-    shared library, so you need to link with libSDLmain.a, which includes a 
-    stub main function that calls into the shared library to start execution. 
-   
-    See src/video/uikit/SDL_uikitappdelegate.m for more details. 
-  */ 
- #define SDL_MAIN_NEEDED 
-   
- #elif defined(__ANDROID__) 
- /* On Android SDL provides a Java class in SDLActivity.java that is the 
-    main activity entry point. 
-   
-    See docs/README-android.md for more details on extending that class. 
-  */ 
- #define SDL_MAIN_NEEDED 
-   
- /* We need to export SDL_main so it can be launched from Java */ 
- #define SDLMAIN_DECLSPEC    DECLSPEC 
-   
- #elif defined(__NACL__) 
- /* On NACL we use ppapi_simple to set up the application helper code, 
-    then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before  
-    starting the user main function. 
-    All user code is run in a separate thread by ppapi_simple, thus  
-    allowing for blocking io to take place via nacl_io 
- */ 
- #define SDL_MAIN_NEEDED 
-   
- #elif defined(__PSP__) 
- /* On PSP SDL provides a main function that sets the module info, 
-    activates the GPU and starts the thread required to be able to exit 
-    the software. 
-   
-    If you provide this yourself, you may define SDL_MAIN_HANDLED 
-  */ 
- #define SDL_MAIN_AVAILABLE 
-   
- #elif defined(__PS2__) 
- #define SDL_MAIN_AVAILABLE 
-   
- #define SDL_PS2_SKIP_IOP_RESET() \ 
-    void reset_IOP(); \ 
-    void reset_IOP() {} 
-   
- #elif defined(__3DS__) 
- /* 
-   On N3DS, SDL provides a main function that sets up the screens 
-   and storage. 
-   
-   If you provide this yourself, you may define SDL_MAIN_HANDLED 
- */ 
- #define SDL_MAIN_AVAILABLE 
-   
- #endif 
- #endif /* SDL_MAIN_HANDLED */ 
-   
- #ifndef SDLMAIN_DECLSPEC 
- #define SDLMAIN_DECLSPEC 
- #endif 
-   
- /** 
-  *  \file SDL_main.h 
-  * 
-  *  The application's main() function must be called with C linkage, 
-  *  and should be declared like this: 
-  *  \code 
-  *  #ifdef __cplusplus 
-  *  extern "C" 
-  *  #endif 
-  *  int main(int argc, char *argv[]) 
-  *  { 
-  *  } 
-  *  \endcode 
-  */ 
-   
- #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) 
- #define main    SDL_main 
- #endif 
-   
- #include "begin_code.h" 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- /** 
-  *  The prototype for the application's main() function 
-  */ 
- typedef int (*SDL_main_func)(int argc, char *argv[]); 
- extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); 
-   
-   
- /** 
-  * Circumvent failure of SDL_Init() when not using SDL_main() as an entry 
-  * point. 
-  * 
-  * This function is defined in SDL_main.h, along with the preprocessor rule to 
-  * redefine main() as SDL_main(). Thus to ensure that your main() function 
-  * will not be changed it is necessary to define SDL_MAIN_HANDLED before 
-  * including SDL.h. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_Init 
-  */ 
- extern DECLSPEC void SDLCALL SDL_SetMainReady(void); 
-   
- #if defined(__WIN32__) || defined(__GDK__) 
-   
- /** 
-  * Register a win32 window class for SDL's use. 
-  * 
-  * This can be called to set the application window class at startup. It is 
-  * safe to call this multiple times, as long as every call is eventually 
-  * paired with a call to SDL_UnregisterApp, but a second registration attempt 
-  * while a previous registration is still active will be ignored, other than 
-  * to increment a counter. 
-  * 
-  * Most applications do not need to, and should not, call this directly; SDL 
-  * will call it when initializing the video subsystem. 
-  * 
-  * \param name the window class name, in UTF-8 encoding. If NULL, SDL 
-  *             currently uses "SDL_app" but this isn't guaranteed. 
-  * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL 
-  *              currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of 
-  *              what is specified here. 
-  * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL 
-  *              will use `GetModuleHandle(NULL)` instead. 
-  * \returns 0 on success, -1 on error. SDL_GetError() may have details. 
-  * 
-  * \since This function is available since SDL 2.0.2. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); 
-   
- /** 
-  * Deregister the win32 window class from an SDL_RegisterApp call. 
-  * 
-  * This can be called to undo the effects of SDL_RegisterApp. 
-  * 
-  * Most applications do not need to, and should not, call this directly; SDL 
-  * will call it when deinitializing the video subsystem. 
-  * 
-  * It is safe to call this multiple times, as long as every call is eventually 
-  * paired with a prior call to SDL_RegisterApp. The window class will only be 
-  * deregistered when the registration counter in SDL_RegisterApp decrements to 
-  * zero through calls to this function. 
-  * 
-  * \since This function is available since SDL 2.0.2. 
-  */ 
- extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); 
-   
- #endif /* defined(__WIN32__) || defined(__GDK__) */ 
-   
-   
- #ifdef __WINRT__ 
-   
- /** 
-  * Initialize and launch an SDL/WinRT application. 
-  * 
-  * \param mainFunction the SDL app's C-style main(), an SDL_main_func 
-  * \param reserved reserved for future use; should be NULL 
-  * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve 
-  *          more information on the failure. 
-  * 
-  * \since This function is available since SDL 2.0.3. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); 
-   
- #endif /* __WINRT__ */ 
-   
- #if defined(__IPHONEOS__) 
-   
- /** 
-  * Initializes and launches an SDL application. 
-  * 
-  * \param argc The argc parameter from the application's main() function 
-  * \param argv The argv parameter from the application's main() function 
-  * \param mainFunction The SDL app's C-style main(), an SDL_main_func 
-  * \return the return value from mainFunction 
-  * 
-  * \since This function is available since SDL 2.0.10. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); 
-   
- #endif /* __IPHONEOS__ */ 
-   
- #ifdef __GDK__ 
-   
- /** 
-  * Initialize and launch an SDL GDK application. 
-  * 
-  * \param mainFunction the SDL app's C-style main(), an SDL_main_func 
-  * \param reserved reserved for future use; should be NULL 
-  * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve 
-  *          more information on the failure. 
-  * 
-  * \since This function is available since SDL 2.24.0. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved); 
-   
- /** 
-  * Callback from the application to let the suspend continue. 
-  * 
-  * \since This function is available since SDL 2.28.0. 
-  */ 
- extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void); 
-   
- #endif /* __GDK__ */ 
-   
- #ifdef __cplusplus 
- } 
- #endif 
- #include "close_code.h" 
-   
- #endif /* SDL_main_h_ */ 
-   
- /* vi: set ts=4 sw=4 expandtab: */ 
-