| 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 | |