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  1. /*
  2.   Simple DirectMedia Layer
  3.   Copyright (C) 1997-2023 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(__GDK__)
  55. /* On GDK, SDL provides a main function that initializes the game runtime.
  56.  
  57.    Please note that #include'ing SDL_main.h is not enough to get a main()
  58.    function working. You must either link against SDL2main or, if not possible,
  59.    call the SDL_GDKRunApp function from your entry point.
  60. */
  61. #define SDL_MAIN_NEEDED
  62.  
  63. #elif defined(__IPHONEOS__)
  64. /* On iOS SDL provides a main function that creates an application delegate
  65.    and starts the iOS application run loop.
  66.  
  67.    If you link with SDL dynamically on iOS, the main function can't be in a
  68.    shared library, so you need to link with libSDLmain.a, which includes a
  69.    stub main function that calls into the shared library to start execution.
  70.  
  71.    See src/video/uikit/SDL_uikitappdelegate.m for more details.
  72.  */
  73. #define SDL_MAIN_NEEDED
  74.  
  75. #elif defined(__ANDROID__)
  76. /* On Android SDL provides a Java class in SDLActivity.java that is the
  77.    main activity entry point.
  78.  
  79.    See docs/README-android.md for more details on extending that class.
  80.  */
  81. #define SDL_MAIN_NEEDED
  82.  
  83. /* We need to export SDL_main so it can be launched from Java */
  84. #define SDLMAIN_DECLSPEC    DECLSPEC
  85.  
  86. #elif defined(__NACL__)
  87. /* On NACL we use ppapi_simple to set up the application helper code,
  88.    then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
  89.    starting the user main function.
  90.    All user code is run in a separate thread by ppapi_simple, thus
  91.    allowing for blocking io to take place via nacl_io
  92. */
  93. #define SDL_MAIN_NEEDED
  94.  
  95. #elif defined(__PSP__)
  96. /* On PSP SDL provides a main function that sets the module info,
  97.    activates the GPU and starts the thread required to be able to exit
  98.    the software.
  99.  
  100.    If you provide this yourself, you may define SDL_MAIN_HANDLED
  101.  */
  102. #define SDL_MAIN_AVAILABLE
  103.  
  104. #elif defined(__PS2__)
  105. #define SDL_MAIN_AVAILABLE
  106.  
  107. #define SDL_PS2_SKIP_IOP_RESET() \
  108.    void reset_IOP(); \
  109.    void reset_IOP() {}
  110.  
  111. #elif defined(__3DS__)
  112. /*
  113.   On N3DS, SDL provides a main function that sets up the screens
  114.   and storage.
  115.  
  116.   If you provide this yourself, you may define SDL_MAIN_HANDLED
  117. */
  118. #define SDL_MAIN_AVAILABLE
  119.  
  120. #endif
  121. #endif /* SDL_MAIN_HANDLED */
  122.  
  123. #ifndef SDLMAIN_DECLSPEC
  124. #define SDLMAIN_DECLSPEC
  125. #endif
  126.  
  127. /**
  128.  *  \file SDL_main.h
  129.  *
  130.  *  The application's main() function must be called with C linkage,
  131.  *  and should be declared like this:
  132.  *  \code
  133.  *  #ifdef __cplusplus
  134.  *  extern "C"
  135.  *  #endif
  136.  *  int main(int argc, char *argv[])
  137.  *  {
  138.  *  }
  139.  *  \endcode
  140.  */
  141.  
  142. #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
  143. #define main    SDL_main
  144. #endif
  145.  
  146. #include "begin_code.h"
  147. #ifdef __cplusplus
  148. extern "C" {
  149. #endif
  150.  
  151. /**
  152.  *  The prototype for the application's main() function
  153.  */
  154. typedef int (*SDL_main_func)(int argc, char *argv[]);
  155. extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
  156.  
  157.  
  158. /**
  159.  * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
  160.  * point.
  161.  *
  162.  * This function is defined in SDL_main.h, along with the preprocessor rule to
  163.  * redefine main() as SDL_main(). Thus to ensure that your main() function
  164.  * will not be changed it is necessary to define SDL_MAIN_HANDLED before
  165.  * including SDL.h.
  166.  *
  167.  * \since This function is available since SDL 2.0.0.
  168.  *
  169.  * \sa SDL_Init
  170.  */
  171. extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
  172.  
  173. #if defined(__WIN32__) || defined(__GDK__)
  174.  
  175. /**
  176.  * Register a win32 window class for SDL's use.
  177.  *
  178.  * This can be called to set the application window class at startup. It is
  179.  * safe to call this multiple times, as long as every call is eventually
  180.  * paired with a call to SDL_UnregisterApp, but a second registration attempt
  181.  * while a previous registration is still active will be ignored, other than
  182.  * to increment a counter.
  183.  *
  184.  * Most applications do not need to, and should not, call this directly; SDL
  185.  * will call it when initializing the video subsystem.
  186.  *
  187.  * \param name the window class name, in UTF-8 encoding. If NULL, SDL
  188.  *             currently uses "SDL_app" but this isn't guaranteed.
  189.  * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
  190.  *              currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
  191.  *              what is specified here.
  192.  * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
  193.  *              will use `GetModuleHandle(NULL)` instead.
  194.  * \returns 0 on success, -1 on error. SDL_GetError() may have details.
  195.  *
  196.  * \since This function is available since SDL 2.0.2.
  197.  */
  198. extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
  199.  
  200. /**
  201.  * Deregister the win32 window class from an SDL_RegisterApp call.
  202.  *
  203.  * This can be called to undo the effects of SDL_RegisterApp.
  204.  *
  205.  * Most applications do not need to, and should not, call this directly; SDL
  206.  * will call it when deinitializing the video subsystem.
  207.  *
  208.  * It is safe to call this multiple times, as long as every call is eventually
  209.  * paired with a prior call to SDL_RegisterApp. The window class will only be
  210.  * deregistered when the registration counter in SDL_RegisterApp decrements to
  211.  * zero through calls to this function.
  212.  *
  213.  * \since This function is available since SDL 2.0.2.
  214.  */
  215. extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
  216.  
  217. #endif /* defined(__WIN32__) || defined(__GDK__) */
  218.  
  219.  
  220. #ifdef __WINRT__
  221.  
  222. /**
  223.  * Initialize and launch an SDL/WinRT application.
  224.  *
  225.  * \param mainFunction the SDL app's C-style main(), an SDL_main_func
  226.  * \param reserved reserved for future use; should be NULL
  227.  * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
  228.  *          more information on the failure.
  229.  *
  230.  * \since This function is available since SDL 2.0.3.
  231.  */
  232. extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
  233.  
  234. #endif /* __WINRT__ */
  235.  
  236. #if defined(__IPHONEOS__)
  237.  
  238. /**
  239.  * Initializes and launches an SDL application.
  240.  *
  241.  * \param argc The argc parameter from the application's main() function
  242.  * \param argv The argv parameter from the application's main() function
  243.  * \param mainFunction The SDL app's C-style main(), an SDL_main_func
  244.  * \return the return value from mainFunction
  245.  *
  246.  * \since This function is available since SDL 2.0.10.
  247.  */
  248. extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
  249.  
  250. #endif /* __IPHONEOS__ */
  251.  
  252. #ifdef __GDK__
  253.  
  254. /**
  255.  * Initialize and launch an SDL GDK application.
  256.  *
  257.  * \param mainFunction the SDL app's C-style main(), an SDL_main_func
  258.  * \param reserved reserved for future use; should be NULL
  259.  * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
  260.  *          more information on the failure.
  261.  *
  262.  * \since This function is available since SDL 2.24.0.
  263.  */
  264. extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved);
  265.  
  266. /**
  267.  * Callback from the application to let the suspend continue.
  268.  *
  269.  * \since This function is available since SDL 2.28.0.
  270.  */
  271. extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
  272.  
  273. #endif /* __GDK__ */
  274.  
  275. #ifdef __cplusplus
  276. }
  277. #endif
  278. #include "close_code.h"
  279.  
  280. #endif /* SDL_main_h_ */
  281.  
  282. /* vi: set ts=4 sw=4 expandtab: */
  283.