| 1 | /* |
| 2 | Simple DirectMedia Layer |
| 3 | Copyright (C) 1997-2018 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 docs/README-android.md for more details on extending that class. |
| 67 | */ |
| 68 | #define SDL_MAIN_NEEDED |
| 69 | |
| 70 | /* We need to export SDL_main so it can be launched from Java */ |
| 71 | #define SDLMAIN_DECLSPEC DECLSPEC |
| 72 | |
| 73 | #elif defined(__NACL__) |
| 74 | /* On NACL we use ppapi_simple to set up the application helper code, |
| 75 | then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before |
| 76 | starting the user main function. |
| 77 | All user code is run in a separate thread by ppapi_simple, thus |
| 78 | allowing for blocking io to take place via nacl_io |
| 79 | */ |
| 80 | #define SDL_MAIN_NEEDED |
| 81 | |
| 82 | #endif |
| 83 | #endif /* SDL_MAIN_HANDLED */ |
| 84 | |
| 85 | #ifdef __cplusplus |
| 86 | #define C_LINKAGE "C" |
| 87 | #else |
| 88 | #define C_LINKAGE |
| 89 | #endif /* __cplusplus */ |
| 90 | |
| 91 | #ifndef SDLMAIN_DECLSPEC |
| 92 | #define SDLMAIN_DECLSPEC |
| 93 | #endif |
| 94 | |
| 95 | /** |
| 96 | * \file SDL_main.h |
| 97 | * |
| 98 | * The application's main() function must be called with C linkage, |
| 99 | * and should be declared like this: |
| 100 | * \code |
| 101 | * #ifdef __cplusplus |
| 102 | * extern "C" |
| 103 | * #endif |
| 104 | * int main(int argc, char *argv[]) |
| 105 | * { |
| 106 | * } |
| 107 | * \endcode |
| 108 | */ |
| 109 | |
| 110 | #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) |
| 111 | #define main SDL_main |
| 112 | #endif |
| 113 | |
| 114 | /** |
| 115 | * The prototype for the application's main() function |
| 116 | */ |
| 117 | extern C_LINKAGE SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); |
| 118 | |
| 119 | |
| 120 | #include "begin_code.h" |
| 121 | #ifdef __cplusplus |
| 122 | extern "C" { |
| 123 | #endif |
| 124 | |
| 125 | /** |
| 126 | * This is called by the real SDL main function to let the rest of the |
| 127 | * library know that initialization was done properly. |
| 128 | * |
| 129 | * Calling this yourself without knowing what you're doing can cause |
| 130 | * crashes and hard to diagnose problems with your application. |
| 131 | */ |
| 132 | extern DECLSPEC void SDLCALL SDL_SetMainReady(void); |
| 133 | |
| 134 | #ifdef __WIN32__ |
| 135 | |
| 136 | /** |
| 137 | * This can be called to set the application class at startup |
| 138 | */ |
| 139 | extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, |
| 140 | void *hInst); |
| 141 | extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); |
| 142 | |
| 143 | #endif /* __WIN32__ */ |
| 144 | |
| 145 | |
| 146 | #ifdef __WINRT__ |
| 147 | |
| 148 | /** |
| 149 | * \brief Initializes and launches an SDL/WinRT application. |
| 150 | * |
| 151 | * \param mainFunction The SDL app's C-style main(). |
| 152 | * \param reserved Reserved for future use; should be NULL |
| 153 | * \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more |
| 154 | * information on the failure. |
| 155 | */ |
| 156 | extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved); |
| 157 | |
| 158 | #endif /* __WINRT__ */ |
| 159 | |
| 160 | |
| 161 | #ifdef __cplusplus |
| 162 | } |
| 163 | #endif |
| 164 | #include "close_code.h" |
| 165 | |
| 166 | #endif /* SDL_main_h_ */ |
| 167 | |
| 168 | /* vi: set ts=4 sw=4 expandtab: */ |
| 169 | |