| 1 | /* | 
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| 2 | Simple DirectMedia Layer | 
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| 3 | Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org> | 
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| 4 |  | 
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| 5 | This software is provided 'as-is', without any express or implied | 
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| 6 | warranty.  In no event will the authors be held liable for any damages | 
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| 7 | arising from the use of this software. | 
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| 8 |  | 
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| 9 | Permission is granted to anyone to use this software for any purpose, | 
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| 10 | including commercial applications, and to alter it and redistribute it | 
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| 11 | freely, subject to the following restrictions: | 
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| 12 |  | 
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| 13 | 1. The origin of this software must not be misrepresented; you must not | 
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| 14 | claim that you wrote the original software. If you use this software | 
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| 15 | in a product, an acknowledgment in the product documentation would be | 
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| 16 | appreciated but is not required. | 
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| 17 | 2. Altered source versions must be plainly marked as such, and must not be | 
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| 18 | misrepresented as being the original software. | 
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| 19 | 3. This notice may not be removed or altered from any source distribution. | 
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| 20 | */ | 
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| 21 |  | 
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| 22 | #ifndef SDL_main_h_ | 
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| 23 | #define SDL_main_h_ | 
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| 24 |  | 
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| 25 | #include "SDL_stdinc.h" | 
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| 26 |  | 
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| 27 | /** | 
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| 28 | *  \file SDL_main.h | 
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| 29 | * | 
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| 30 | *  Redefine main() on some platforms so that it is called by SDL. | 
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| 31 | */ | 
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| 32 |  | 
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| 33 | #ifndef SDL_MAIN_HANDLED | 
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| 34 | #if defined(__WIN32__) | 
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| 35 | /* On Windows SDL provides WinMain(), which parses the command line and passes | 
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| 36 | the arguments to your main function. | 
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| 37 |  | 
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| 38 | If you provide your own WinMain(), you may define SDL_MAIN_HANDLED | 
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| 39 | */ | 
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| 40 | #define SDL_MAIN_AVAILABLE | 
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| 41 |  | 
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| 42 | #elif defined(__WINRT__) | 
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| 43 | /* On WinRT, SDL provides a main function that initializes CoreApplication, | 
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| 44 | creating an instance of IFrameworkView in the process. | 
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| 45 |  | 
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| 46 | Please note that #include'ing SDL_main.h is not enough to get a main() | 
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| 47 | function working.  In non-XAML apps, the file, | 
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| 48 | src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled | 
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| 49 | into the app itself.  In XAML apps, the function, SDL_WinRTRunApp must be | 
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| 50 | called, with a pointer to the Direct3D-hosted XAML control passed in. | 
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| 51 | */ | 
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| 52 | #define SDL_MAIN_NEEDED | 
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| 53 |  | 
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| 54 | #elif defined(__IPHONEOS__) | 
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| 55 | /* On iOS SDL provides a main function that creates an application delegate | 
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| 56 | and starts the iOS application run loop. | 
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| 57 |  | 
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| 58 | If you link with SDL dynamically on iOS, the main function can't be in a | 
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| 59 | shared library, so you need to link with libSDLmain.a, which includes a | 
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| 60 | stub main function that calls into the shared library to start execution. | 
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| 61 |  | 
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| 62 | See src/video/uikit/SDL_uikitappdelegate.m for more details. | 
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| 63 | */ | 
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| 64 | #define SDL_MAIN_NEEDED | 
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| 65 |  | 
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| 66 | #elif defined(__ANDROID__) | 
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| 67 | /* On Android SDL provides a Java class in SDLActivity.java that is the | 
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| 68 | main activity entry point. | 
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| 69 |  | 
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| 70 | See docs/README-android.md for more details on extending that class. | 
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| 71 | */ | 
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| 72 | #define SDL_MAIN_NEEDED | 
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| 73 |  | 
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| 74 | /* We need to export SDL_main so it can be launched from Java */ | 
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| 75 | #define SDLMAIN_DECLSPEC    DECLSPEC | 
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| 76 |  | 
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| 77 | #elif defined(__NACL__) | 
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| 78 | /* On NACL we use ppapi_simple to set up the application helper code, | 
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| 79 | then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before | 
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| 80 | starting the user main function. | 
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| 81 | All user code is run in a separate thread by ppapi_simple, thus | 
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| 82 | allowing for blocking io to take place via nacl_io | 
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| 83 | */ | 
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| 84 | #define SDL_MAIN_NEEDED | 
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| 85 |  | 
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| 86 | #elif defined(__PSP__) | 
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| 87 | /* On PSP SDL provides a main function that sets the module info, | 
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| 88 | activates the GPU and starts the thread required to be able to exit | 
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| 89 | the software. | 
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| 90 |  | 
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| 91 | If you provide this yourself, you may define SDL_MAIN_HANDLED | 
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| 92 | */ | 
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| 93 | #define SDL_MAIN_AVAILABLE | 
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| 94 |  | 
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| 95 | #endif | 
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| 96 | #endif /* SDL_MAIN_HANDLED */ | 
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| 97 |  | 
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| 98 | #ifndef SDLMAIN_DECLSPEC | 
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| 99 | #define SDLMAIN_DECLSPEC | 
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| 100 | #endif | 
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| 101 |  | 
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| 102 | /** | 
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| 103 | *  \file SDL_main.h | 
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| 104 | * | 
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| 105 | *  The application's main() function must be called with C linkage, | 
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| 106 | *  and should be declared like this: | 
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| 107 | *  \code | 
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| 108 | *  #ifdef __cplusplus | 
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| 109 | *  extern "C" | 
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| 110 | *  #endif | 
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| 111 | *  int main(int argc, char *argv[]) | 
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| 112 | *  { | 
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| 113 | *  } | 
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| 114 | *  \endcode | 
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| 115 | */ | 
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| 116 |  | 
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| 117 | #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) | 
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| 118 | #define main    SDL_main | 
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| 119 | #endif | 
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| 120 |  | 
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| 121 | #include "begin_code.h" | 
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| 122 | #ifdef __cplusplus | 
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| 123 | extern "C"{ | 
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| 124 | #endif | 
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| 125 |  | 
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| 126 | /** | 
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| 127 | *  The prototype for the application's main() function | 
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| 128 | */ | 
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| 129 | typedef int (*SDL_main_func)(int argc, char *argv[]); | 
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| 130 | extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); | 
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| 131 |  | 
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| 132 |  | 
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| 133 | /** | 
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| 134 | * Circumvent failure of SDL_Init() when not using SDL_main() as an entry | 
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| 135 | * point. | 
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| 136 | * | 
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| 137 | * This function is defined in SDL_main.h, along with the preprocessor rule to | 
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| 138 | * redefine main() as SDL_main(). Thus to ensure that your main() function | 
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| 139 | * will not be changed it is necessary to define SDL_MAIN_HANDLED before | 
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| 140 | * including SDL.h. | 
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| 141 | * | 
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| 142 | * \since This function is available since SDL 2.0.0. | 
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| 143 | * | 
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| 144 | * \sa SDL_Init | 
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| 145 | */ | 
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| 146 | extern DECLSPEC void SDLCALL SDL_SetMainReady(void); | 
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| 147 |  | 
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| 148 | #ifdef __WIN32__ | 
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| 149 |  | 
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| 150 | /** | 
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| 151 | * Register a win32 window class for SDL's use. | 
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| 152 | * | 
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| 153 | * This can be called to set the application window class at startup. It is | 
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| 154 | * safe to call this multiple times, as long as every call is eventually | 
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| 155 | * paired with a call to SDL_UnregisterApp, but a second registration attempt | 
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| 156 | * while a previous registration is still active will be ignored, other than | 
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| 157 | * to increment a counter. | 
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| 158 | * | 
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| 159 | * Most applications do not need to, and should not, call this directly; SDL | 
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| 160 | * will call it when initializing the video subsystem. | 
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| 161 | * | 
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| 162 | * \param name the window class name, in UTF-8 encoding. If NULL, SDL | 
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| 163 | *             currently uses "SDL_app" but this isn't guaranteed. | 
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| 164 | * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL | 
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| 165 | *              currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of | 
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| 166 | *              what is specified here. | 
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| 167 | * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL | 
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| 168 | *              will use `GetModuleHandle(NULL)` instead. | 
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| 169 | * \returns 0 on success, -1 on error. SDL_GetError() may have details. | 
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| 170 | * | 
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| 171 | * \since This function is available since SDL 2.0.2. | 
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| 172 | */ | 
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| 173 | extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); | 
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| 174 |  | 
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| 175 | /** | 
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| 176 | * Deregister the win32 window class from an SDL_RegisterApp call. | 
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| 177 | * | 
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| 178 | * This can be called to undo the effects of SDL_RegisterApp. | 
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| 179 | * | 
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| 180 | * Most applications do not need to, and should not, call this directly; SDL | 
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| 181 | * will call it when deinitializing the video subsystem. | 
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| 182 | * | 
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| 183 | * It is safe to call this multiple times, as long as every call is eventually | 
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| 184 | * paired with a prior call to SDL_RegisterApp. The window class will only be | 
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| 185 | * deregistered when the registration counter in SDL_RegisterApp decrements to | 
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| 186 | * zero through calls to this function. | 
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| 187 | * | 
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| 188 | * \since This function is available since SDL 2.0.2. | 
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| 189 | */ | 
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| 190 | extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); | 
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| 191 |  | 
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| 192 | #endif /* __WIN32__ */ | 
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| 193 |  | 
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| 194 |  | 
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| 195 | #ifdef __WINRT__ | 
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| 196 |  | 
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| 197 | /** | 
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| 198 | * Initialize and launch an SDL/WinRT application. | 
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| 199 | * | 
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| 200 | * \param mainFunction the SDL app's C-style main(), an SDL_main_func | 
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| 201 | * \param reserved reserved for future use; should be NULL | 
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| 202 | * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve | 
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| 203 | *          more information on the failure. | 
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| 204 | * | 
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| 205 | * \since This function is available since SDL 2.0.3. | 
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| 206 | */ | 
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| 207 | extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); | 
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| 208 |  | 
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| 209 | #endif /* __WINRT__ */ | 
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| 210 |  | 
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| 211 | #if defined(__IPHONEOS__) | 
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| 212 |  | 
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| 213 | /** | 
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| 214 | * Initializes and launches an SDL application. | 
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| 215 | * | 
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| 216 | * \param argc The argc parameter from the application's main() function | 
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| 217 | * \param argv The argv parameter from the application's main() function | 
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| 218 | * \param mainFunction The SDL app's C-style main(), an SDL_main_func | 
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| 219 | * \return the return value from mainFunction | 
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| 220 | * | 
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| 221 | * \since This function is available since SDL 2.0.10. | 
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| 222 | */ | 
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| 223 | extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); | 
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| 224 |  | 
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| 225 | #endif /* __IPHONEOS__ */ | 
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| 226 |  | 
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| 227 |  | 
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| 228 | #ifdef __cplusplus | 
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| 229 | } | 
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| 230 | #endif | 
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| 231 | #include "close_code.h" | 
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| 232 |  | 
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| 233 | #endif /* SDL_main_h_ */ | 
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| 234 |  | 
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| 235 | /* vi: set ts=4 sw=4 expandtab: */ | 
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| 236 |  | 
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