1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2022 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 | If you link with SDL dynamically on iOS, the main function can't be in a |
59 | shared library, so you need to link with libSDLmain.a, which includes a |
60 | stub main function that calls into the shared library to start execution. |
61 | |
62 | See src/video/uikit/SDL_uikitappdelegate.m for more details. |
63 | */ |
64 | #define SDL_MAIN_NEEDED |
65 | |
66 | #elif defined(__ANDROID__) |
67 | /* On Android SDL provides a Java class in SDLActivity.java that is the |
68 | main activity entry point. |
69 | |
70 | See docs/README-android.md for more details on extending that class. |
71 | */ |
72 | #define SDL_MAIN_NEEDED |
73 | |
74 | /* We need to export SDL_main so it can be launched from Java */ |
75 | #define SDLMAIN_DECLSPEC DECLSPEC |
76 | |
77 | #elif defined(__NACL__) |
78 | /* On NACL we use ppapi_simple to set up the application helper code, |
79 | then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before |
80 | starting the user main function. |
81 | All user code is run in a separate thread by ppapi_simple, thus |
82 | allowing for blocking io to take place via nacl_io |
83 | */ |
84 | #define SDL_MAIN_NEEDED |
85 | |
86 | #elif defined(__PSP__) |
87 | /* On PSP SDL provides a main function that sets the module info, |
88 | activates the GPU and starts the thread required to be able to exit |
89 | the software. |
90 | |
91 | If you provide this yourself, you may define SDL_MAIN_HANDLED |
92 | */ |
93 | #define SDL_MAIN_AVAILABLE |
94 | |
95 | #endif |
96 | #endif /* SDL_MAIN_HANDLED */ |
97 | |
98 | #ifndef SDLMAIN_DECLSPEC |
99 | #define SDLMAIN_DECLSPEC |
100 | #endif |
101 | |
102 | /** |
103 | * \file SDL_main.h |
104 | * |
105 | * The application's main() function must be called with C linkage, |
106 | * and should be declared like this: |
107 | * \code |
108 | * #ifdef __cplusplus |
109 | * extern "C" |
110 | * #endif |
111 | * int main(int argc, char *argv[]) |
112 | * { |
113 | * } |
114 | * \endcode |
115 | */ |
116 | |
117 | #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) |
118 | #define main SDL_main |
119 | #endif |
120 | |
121 | #include "begin_code.h" |
122 | #ifdef __cplusplus |
123 | extern "C" { |
124 | #endif |
125 | |
126 | /** |
127 | * The prototype for the application's main() function |
128 | */ |
129 | typedef int (*SDL_main_func)(int argc, char *argv[]); |
130 | extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); |
131 | |
132 | |
133 | /** |
134 | * Circumvent failure of SDL_Init() when not using SDL_main() as an entry |
135 | * point. |
136 | * |
137 | * This function is defined in SDL_main.h, along with the preprocessor rule to |
138 | * redefine main() as SDL_main(). Thus to ensure that your main() function |
139 | * will not be changed it is necessary to define SDL_MAIN_HANDLED before |
140 | * including SDL.h. |
141 | * |
142 | * \since This function is available since SDL 2.0.0. |
143 | * |
144 | * \sa SDL_Init |
145 | */ |
146 | extern DECLSPEC void SDLCALL SDL_SetMainReady(void); |
147 | |
148 | #ifdef __WIN32__ |
149 | |
150 | /** |
151 | * Register a win32 window class for SDL's use. |
152 | * |
153 | * This can be called to set the application window class at startup. It is |
154 | * safe to call this multiple times, as long as every call is eventually |
155 | * paired with a call to SDL_UnregisterApp, but a second registration attempt |
156 | * while a previous registration is still active will be ignored, other than |
157 | * to increment a counter. |
158 | * |
159 | * Most applications do not need to, and should not, call this directly; SDL |
160 | * will call it when initializing the video subsystem. |
161 | * |
162 | * \param name the window class name, in UTF-8 encoding. If NULL, SDL |
163 | * currently uses "SDL_app" but this isn't guaranteed. |
164 | * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL |
165 | * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of |
166 | * what is specified here. |
167 | * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL |
168 | * will use `GetModuleHandle(NULL)` instead. |
169 | * \returns 0 on success, -1 on error. SDL_GetError() may have details. |
170 | * |
171 | * \since This function is available since SDL 2.0.2. |
172 | */ |
173 | extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); |
174 | |
175 | /** |
176 | * Deregister the win32 window class from an SDL_RegisterApp call. |
177 | * |
178 | * This can be called to undo the effects of SDL_RegisterApp. |
179 | * |
180 | * Most applications do not need to, and should not, call this directly; SDL |
181 | * will call it when deinitializing the video subsystem. |
182 | * |
183 | * It is safe to call this multiple times, as long as every call is eventually |
184 | * paired with a prior call to SDL_RegisterApp. The window class will only be |
185 | * deregistered when the registration counter in SDL_RegisterApp decrements to |
186 | * zero through calls to this function. |
187 | * |
188 | * \since This function is available since SDL 2.0.2. |
189 | */ |
190 | extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); |
191 | |
192 | #endif /* __WIN32__ */ |
193 | |
194 | |
195 | #ifdef __WINRT__ |
196 | |
197 | /** |
198 | * Initialize and launch an SDL/WinRT application. |
199 | * |
200 | * \param mainFunction the SDL app's C-style main(), an SDL_main_func |
201 | * \param reserved reserved for future use; should be NULL |
202 | * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve |
203 | * more information on the failure. |
204 | * |
205 | * \since This function is available since SDL 2.0.3. |
206 | */ |
207 | extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); |
208 | |
209 | #endif /* __WINRT__ */ |
210 | |
211 | #if defined(__IPHONEOS__) |
212 | |
213 | /** |
214 | * Initializes and launches an SDL application. |
215 | * |
216 | * \param argc The argc parameter from the application's main() function |
217 | * \param argv The argv parameter from the application's main() function |
218 | * \param mainFunction The SDL app's C-style main(), an SDL_main_func |
219 | * \return the return value from mainFunction |
220 | * |
221 | * \since This function is available since SDL 2.0.10. |
222 | */ |
223 | extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); |
224 | |
225 | #endif /* __IPHONEOS__ */ |
226 | |
227 | |
228 | #ifdef __cplusplus |
229 | } |
230 | #endif |
231 | #include "close_code.h" |
232 | |
233 | #endif /* SDL_main_h_ */ |
234 | |
235 | /* vi: set ts=4 sw=4 expandtab: */ |
236 | |