1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2025 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/**
23 * # CategoryMain
24 *
25 * Redefine main() if necessary so that it is called by SDL.
26 *
27 * In order to make this consistent on all platforms, the application's main()
28 * should look like this:
29 *
30 * ```c
31 * #include <SDL3/SDL.h>
32 * #include <SDL3/SDL_main.h>
33 *
34 * int main(int argc, char *argv[])
35 * {
36 * }
37 * ```
38 *
39 * SDL will take care of platform specific details on how it gets called.
40 *
41 * This is also where an app can be configured to use the main callbacks, via
42 * the SDL_MAIN_USE_CALLBACKS macro.
43 *
44 * SDL_main.h is a "single-header library," which is to say that including
45 * this header inserts code into your program, and you should only include it
46 * once in most cases. SDL.h does not include this header automatically.
47 *
48 * For more information, see:
49 *
50 * https://wiki.libsdl.org/SDL3/README/main-functions
51 */
52
53#ifndef SDL_main_h_
54#define SDL_main_h_
55
56#include <SDL3/SDL_platform_defines.h>
57#include <SDL3/SDL_stdinc.h>
58#include <SDL3/SDL_error.h>
59#include <SDL3/SDL_events.h>
60
61#ifdef SDL_WIKI_DOCUMENTATION_SECTION
62
63/**
64 * Inform SDL that the app is providing an entry point instead of SDL.
65 *
66 * SDL does not define this macro, but will check if it is defined when
67 * including `SDL_main.h`. If defined, SDL will expect the app to provide the
68 * proper entry point for the platform, and all the other magic details
69 * needed, like manually calling SDL_SetMainReady.
70 *
71 * Please see [README/main-functions](README/main-functions), (or
72 * docs/README-main-functions.md in the source tree) for a more detailed
73 * explanation.
74 *
75 * \since This macro is used by the headers since SDL 3.2.0.
76 */
77#define SDL_MAIN_HANDLED 1
78
79/**
80 * Inform SDL to use the main callbacks instead of main.
81 *
82 * SDL does not define this macro, but will check if it is defined when
83 * including `SDL_main.h`. If defined, SDL will expect the app to provide
84 * several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and
85 * SDL_AppQuit. The app should not provide a `main` function in this case, and
86 * doing so will likely cause the build to fail.
87 *
88 * Please see [README/main-functions](README/main-functions), (or
89 * docs/README-main-functions.md in the source tree) for a more detailed
90 * explanation.
91 *
92 * \since This macro is used by the headers since SDL 3.2.0.
93 *
94 * \sa SDL_AppInit
95 * \sa SDL_AppEvent
96 * \sa SDL_AppIterate
97 * \sa SDL_AppQuit
98 */
99#define SDL_MAIN_USE_CALLBACKS 1
100
101/**
102 * Defined if the target platform offers a special mainline through SDL.
103 *
104 * This won't be defined otherwise. If defined, SDL's headers will redefine
105 * `main` to `SDL_main`.
106 *
107 * This macro is defined by `SDL_main.h`, which is not automatically included
108 * by `SDL.h`.
109 *
110 * Even if available, an app can define SDL_MAIN_HANDLED and provide their
111 * own, if they know what they're doing.
112 *
113 * This macro is used internally by SDL, and apps probably shouldn't rely on it.
114 *
115 * \since This macro is available since SDL 3.2.0.
116 */
117#define SDL_MAIN_AVAILABLE
118
119/**
120 * Defined if the target platform _requires_ a special mainline through SDL.
121 *
122 * This won't be defined otherwise. If defined, SDL's headers will redefine
123 * `main` to `SDL_main`.
124 *
125 * This macro is defined by `SDL_main.h`, which is not automatically included
126 * by `SDL.h`.
127 *
128 * Even if required, an app can define SDL_MAIN_HANDLED and provide their
129 * own, if they know what they're doing.
130 *
131 * This macro is used internally by SDL, and apps probably shouldn't rely on it.
132 *
133 * \since This macro is available since SDL 3.2.0.
134 */
135#define SDL_MAIN_NEEDED
136
137#endif
138
139#if defined(__has_include)
140 #if __has_include("SDL_main_private.h") && __has_include("SDL_main_impl_private.h")
141 #define SDL_PLATFORM_PRIVATE_MAIN
142 #endif
143#endif
144
145#ifndef SDL_MAIN_HANDLED
146 #if defined(SDL_PLATFORM_PRIVATE_MAIN)
147 /* Private platforms may have their own ideas about entry points. */
148 #include "SDL_main_private.h"
149
150 #elif defined(SDL_PLATFORM_WIN32)
151 /* On Windows SDL provides WinMain(), which parses the command line and passes
152 the arguments to your main function.
153
154 If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
155 */
156 #define SDL_MAIN_AVAILABLE
157
158 #elif defined(SDL_PLATFORM_GDK)
159 /* On GDK, SDL provides a main function that initializes the game runtime.
160
161 If you prefer to write your own WinMain-function instead of having SDL
162 provide one that calls your main() function,
163 #define SDL_MAIN_HANDLED before #include'ing SDL_main.h
164 and call the SDL_RunApp function from your entry point.
165 */
166 #define SDL_MAIN_NEEDED
167
168 #elif defined(SDL_PLATFORM_IOS)
169 /* On iOS SDL provides a main function that creates an application delegate
170 and starts the iOS application run loop.
171
172 To use it, just #include SDL_main.h in the source file that contains your
173 main() function.
174
175 See src/video/uikit/SDL_uikitappdelegate.m for more details.
176 */
177 #define SDL_MAIN_NEEDED
178
179 #elif defined(SDL_PLATFORM_ANDROID)
180 /* On Android SDL provides a Java class in SDLActivity.java that is the
181 main activity entry point.
182
183 See docs/README-android.md for more details on extending that class.
184 */
185 #define SDL_MAIN_NEEDED
186
187 /* As this is launched from Java, the real entry point (main() function)
188 is outside of the the binary built from this code.
189 This define makes sure that, unlike on other platforms, SDL_main.h
190 and SDL_main_impl.h export an `SDL_main()` function (to be called
191 from Java), but don't implement a native `int main(int argc, char* argv[])`
192 or similar.
193 */
194 #define SDL_MAIN_EXPORTED
195
196 #elif defined(SDL_PLATFORM_EMSCRIPTEN)
197 /* On Emscripten, SDL provides a main function that converts URL
198 parameters that start with "SDL_" to environment variables, so
199 they can be used as SDL hints, etc.
200
201 This is 100% optional, so if you don't want this to happen, you may
202 define SDL_MAIN_HANDLED
203 */
204 #define SDL_MAIN_AVAILABLE
205
206 #elif defined(SDL_PLATFORM_PSP)
207 /* On PSP SDL provides a main function that sets the module info,
208 activates the GPU and starts the thread required to be able to exit
209 the software.
210
211 If you provide this yourself, you may define SDL_MAIN_HANDLED
212 */
213 #define SDL_MAIN_AVAILABLE
214
215 #elif defined(SDL_PLATFORM_PS2)
216 #define SDL_MAIN_AVAILABLE
217
218 #define SDL_PS2_SKIP_IOP_RESET() \
219 void reset_IOP(); \
220 void reset_IOP() {}
221
222 #elif defined(SDL_PLATFORM_3DS)
223 /*
224 On N3DS, SDL provides a main function that sets up the screens
225 and storage.
226
227 If you provide this yourself, you may define SDL_MAIN_HANDLED
228 */
229 #define SDL_MAIN_AVAILABLE
230
231 #endif
232#endif /* SDL_MAIN_HANDLED */
233
234
235#ifdef SDL_WIKI_DOCUMENTATION_SECTION
236
237/**
238 * A macro to tag a main entry point function as exported.
239 *
240 * Most platforms don't need this, and the macro will be defined to nothing.
241 * Some, like Android, keep the entry points in a shared library and need to
242 * explicitly export the symbols.
243 *
244 * External code rarely needs this, and if it needs something, it's almost
245 * always SDL_DECLSPEC instead.
246 *
247 * \since This macro is available since SDL 3.2.0.
248 *
249 * \sa SDL_DECLSPEC
250 */
251#define SDLMAIN_DECLSPEC
252
253#elif defined(SDL_MAIN_EXPORTED)
254/* We need to export SDL_main so it can be launched from external code,
255 like SDLActivity.java on Android */
256#define SDLMAIN_DECLSPEC SDL_DECLSPEC
257#else
258/* usually this is empty */
259#define SDLMAIN_DECLSPEC
260#endif /* SDL_MAIN_EXPORTED */
261
262#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
263#define main SDL_main
264#endif
265
266#include <SDL3/SDL_init.h>
267#include <SDL3/SDL_begin_code.h>
268#ifdef __cplusplus
269extern "C" {
270#endif
271
272/*
273 * You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
274 * SDL_main.h, and then your application will _not_ have a standard
275 * "main" entry point. Instead, it will operate as a collection of
276 * functions that are called as necessary by the system. On some
277 * platforms, this is just a layer where SDL drives your program
278 * instead of your program driving SDL, on other platforms this might
279 * hook into the OS to manage the lifecycle. Programs on most platforms
280 * can use whichever approach they prefer, but the decision boils down
281 * to:
282 *
283 * - Using a standard "main" function: this works like it always has for
284 * the past 50+ years in C programming, and your app is in control.
285 * - Using the callback functions: this might clean up some code,
286 * avoid some #ifdef blocks in your program for some platforms, be more
287 * resource-friendly to the system, and possibly be the primary way to
288 * access some future platforms (but none require this at the moment).
289 *
290 * This is up to the app; both approaches are considered valid and supported
291 * ways to write SDL apps.
292 *
293 * If using the callbacks, don't define a "main" function. Instead, implement
294 * the functions listed below in your program.
295 */
296#ifdef SDL_MAIN_USE_CALLBACKS
297
298/**
299 * App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps.
300 *
301 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
302 * standard "main" function, you should not supply this.
303 *
304 * This function is called by SDL once, at startup. The function should
305 * initialize whatever is necessary, possibly create windows and open audio
306 * devices, etc. The `argc` and `argv` parameters work like they would with a
307 * standard "main" function.
308 *
309 * This function should not go into an infinite mainloop; it should do any
310 * one-time setup it requires and then return.
311 *
312 * The app may optionally assign a pointer to `*appstate`. This pointer will
313 * be provided on every future call to the other entry points, to allow
314 * application state to be preserved between functions without the app needing
315 * to use a global variable. If this isn't set, the pointer will be NULL in
316 * future entry points.
317 *
318 * If this function returns SDL_APP_CONTINUE, the app will proceed to normal
319 * operation, and will begin receiving repeated calls to SDL_AppIterate and
320 * SDL_AppEvent for the life of the program. If this function returns
321 * SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with
322 * an exit code that reports an error to the platform. If it returns
323 * SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code
324 * that reports success to the platform.
325 *
326 * This function is called by SDL on the main thread.
327 *
328 * \param appstate a place where the app can optionally store a pointer for
329 * future use.
330 * \param argc the standard ANSI C main's argc; number of elements in `argv`.
331 * \param argv the standard ANSI C main's argv; array of command line
332 * arguments.
333 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
334 * terminate with success, SDL_APP_CONTINUE to continue.
335 *
336 * \since This function is available since SDL 3.2.0.
337 *
338 * \sa SDL_AppIterate
339 * \sa SDL_AppEvent
340 * \sa SDL_AppQuit
341 */
342extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
343
344/**
345 * App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
346 *
347 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
348 * standard "main" function, you should not supply this.
349 *
350 * This function is called repeatedly by SDL after SDL_AppInit returns
351 * SDL_APP_CONTINUE. The function should operate as a single iteration the
352 * program's primary loop; it should update whatever state it needs and draw a
353 * new frame of video, usually.
354 *
355 * On some platforms, this function will be called at the refresh rate of the
356 * display (which might change during the life of your app!). There are no
357 * promises made about what frequency this function might run at. You should
358 * use SDL's timer functions if you need to see how much time has passed since
359 * the last iteration.
360 *
361 * There is no need to process the SDL event queue during this function; SDL
362 * will send events as they arrive in SDL_AppEvent, and in most cases the
363 * event queue will be empty when this function runs anyhow.
364 *
365 * This function should not go into an infinite mainloop; it should do one
366 * iteration of whatever the program does and return.
367 *
368 * The `appstate` parameter is an optional pointer provided by the app during
369 * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
370 *
371 * If this function returns SDL_APP_CONTINUE, the app will continue normal
372 * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
373 * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
374 * call SDL_AppQuit and terminate the process with an exit code that reports
375 * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
376 * SDL_AppQuit and terminates with an exit code that reports success to the
377 * platform.
378 *
379 * This function is called by SDL on the main thread.
380 *
381 * \param appstate an optional pointer, provided by the app in SDL_AppInit.
382 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
383 * terminate with success, SDL_APP_CONTINUE to continue.
384 *
385 * \threadsafety This function may get called concurrently with SDL_AppEvent()
386 * for events not pushed on the main thread.
387 *
388 * \since This function is available since SDL 3.2.0.
389 *
390 * \sa SDL_AppInit
391 * \sa SDL_AppEvent
392 */
393extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppIterate(void *appstate);
394
395/**
396 * App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
397 *
398 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
399 * standard "main" function, you should not supply this.
400 *
401 * This function is called as needed by SDL after SDL_AppInit returns
402 * SDL_APP_CONTINUE. It is called once for each new event.
403 *
404 * There is (currently) no guarantee about what thread this will be called
405 * from; whatever thread pushes an event onto SDL's queue will trigger this
406 * function. SDL is responsible for pumping the event queue between each call
407 * to SDL_AppIterate, so in normal operation one should only get events in a
408 * serial fashion, but be careful if you have a thread that explicitly calls
409 * SDL_PushEvent. SDL itself will push events to the queue on the main thread.
410 *
411 * Events sent to this function are not owned by the app; if you need to save
412 * the data, you should copy it.
413 *
414 * This function should not go into an infinite mainloop; it should handle the
415 * provided event appropriately and return.
416 *
417 * The `appstate` parameter is an optional pointer provided by the app during
418 * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
419 *
420 * If this function returns SDL_APP_CONTINUE, the app will continue normal
421 * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
422 * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
423 * call SDL_AppQuit and terminate the process with an exit code that reports
424 * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
425 * SDL_AppQuit and terminates with an exit code that reports success to the
426 * platform.
427 *
428 * \param appstate an optional pointer, provided by the app in SDL_AppInit.
429 * \param event the new event for the app to examine.
430 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
431 * terminate with success, SDL_APP_CONTINUE to continue.
432 *
433 * \threadsafety This function may get called concurrently with
434 * SDL_AppIterate() or SDL_AppQuit() for events not pushed from
435 * the main thread.
436 *
437 * \since This function is available since SDL 3.2.0.
438 *
439 * \sa SDL_AppInit
440 * \sa SDL_AppIterate
441 */
442extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event);
443
444/**
445 * App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
446 *
447 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
448 * standard "main" function, you should not supply this.
449 *
450 * This function is called once by SDL before terminating the program.
451 *
452 * This function will be called no matter what, even if SDL_AppInit requests
453 * termination.
454 *
455 * This function should not go into an infinite mainloop; it should
456 * deinitialize any resources necessary, perform whatever shutdown activities,
457 * and return.
458 *
459 * You do not need to call SDL_Quit() in this function, as SDL will call it
460 * after this function returns and before the process terminates, but it is
461 * safe to do so.
462 *
463 * The `appstate` parameter is an optional pointer provided by the app during
464 * SDL_AppInit(). If the app never provided a pointer, this will be NULL. This
465 * function call is the last time this pointer will be provided, so any
466 * resources to it should be cleaned up here.
467 *
468 * This function is called by SDL on the main thread.
469 *
470 * \param appstate an optional pointer, provided by the app in SDL_AppInit.
471 * \param result the result code that terminated the app (success or failure).
472 *
473 * \threadsafety SDL_AppEvent() may get called concurrently with this function
474 * if other threads that push events are still active.
475 *
476 * \since This function is available since SDL 3.2.0.
477 *
478 * \sa SDL_AppInit
479 */
480extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate, SDL_AppResult result);
481
482#endif /* SDL_MAIN_USE_CALLBACKS */
483
484
485/**
486 * The prototype for the application's main() function
487 *
488 * \param argc an ANSI-C style main function's argc.
489 * \param argv an ANSI-C style main function's argv.
490 * \returns an ANSI-C main return code; generally 0 is considered successful
491 * program completion, and small non-zero values are considered
492 * errors.
493 *
494 * \since This datatype is available since SDL 3.2.0.
495 */
496typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
497
498/**
499 * An app-supplied function for program entry.
500 *
501 * Apps do not directly create this function; they should create a standard
502 * ANSI-C `main` function instead. If SDL needs to insert some startup code
503 * before `main` runs, or the platform doesn't actually _use_ a function
504 * called "main", SDL will do some macro magic to redefine `main` to
505 * `SDL_main` and provide its own `main`.
506 *
507 * Apps should include `SDL_main.h` in the same file as their `main` function,
508 * and they should not use that symbol for anything else in that file, as it
509 * might get redefined.
510 *
511 * This function is only provided by the app if it isn't using
512 * SDL_MAIN_USE_CALLBACKS.
513 *
514 * Program startup is a surprisingly complex topic. Please see
515 * [README/main-functions](README/main-functions), (or
516 * docs/README-main-functions.md in the source tree) for a more detailed
517 * explanation.
518 *
519 * \param argc an ANSI-C style main function's argc.
520 * \param argv an ANSI-C style main function's argv.
521 * \returns an ANSI-C main return code; generally 0 is considered successful
522 * program completion, and small non-zero values are considered
523 * errors.
524 *
525 * \threadsafety This is the program entry point.
526 *
527 * \since This function is available since SDL 3.2.0.
528 */
529extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]);
530
531/**
532 * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
533 * point.
534 *
535 * This function is defined in SDL_main.h, along with the preprocessor rule to
536 * redefine main() as SDL_main(). Thus to ensure that your main() function
537 * will not be changed it is necessary to define SDL_MAIN_HANDLED before
538 * including SDL.h.
539 *
540 * \since This function is available since SDL 3.2.0.
541 *
542 * \sa SDL_Init
543 */
544extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void);
545
546/**
547 * Initializes and launches an SDL application, by doing platform-specific
548 * initialization before calling your mainFunction and cleanups after it
549 * returns, if that is needed for a specific platform, otherwise it just calls
550 * mainFunction.
551 *
552 * You can use this if you want to use your own main() implementation without
553 * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
554 * *not* need SDL_SetMainReady().
555 *
556 * \param argc the argc parameter from the application's main() function, or 0
557 * if the platform's main-equivalent has no argc.
558 * \param argv the argv parameter from the application's main() function, or
559 * NULL if the platform's main-equivalent has no argv.
560 * \param mainFunction your SDL app's C-style main(). NOT the function you're
561 * calling this from! Its name doesn't matter; it doesn't
562 * literally have to be `main`.
563 * \param reserved should be NULL (reserved for future use, will probably be
564 * platform-specific then).
565 * \returns the return value from mainFunction: 0 on success, otherwise
566 * failure; SDL_GetError() might have more information on the
567 * failure.
568 *
569 * \threadsafety Generally this is called once, near startup, from the
570 * process's initial thread.
571 *
572 * \since This function is available since SDL 3.2.0.
573 */
574extern SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void *reserved);
575
576/**
577 * An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.
578 *
579 * Generally, you should not call this function directly. This only exists to
580 * hand off work into SDL as soon as possible, where it has a lot more control
581 * and functionality available, and make the inline code in SDL_main.h as
582 * small as possible.
583 *
584 * Not all platforms use this, it's actual use is hidden in a magic
585 * header-only library, and you should not call this directly unless you
586 * _really_ know what you're doing.
587 *
588 * \param argc standard Unix main argc.
589 * \param argv standard Unix main argv.
590 * \param appinit the application's SDL_AppInit function.
591 * \param appiter the application's SDL_AppIterate function.
592 * \param appevent the application's SDL_AppEvent function.
593 * \param appquit the application's SDL_AppQuit function.
594 * \returns standard Unix main return value.
595 *
596 * \threadsafety It is not safe to call this anywhere except as the only
597 * function call in SDL_main.
598 *
599 * \since This function is available since SDL 3.2.0.
600 */
601extern SDL_DECLSPEC int SDLCALL SDL_EnterAppMainCallbacks(int argc, char *argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit);
602
603
604#if defined(SDL_PLATFORM_WINDOWS)
605
606/**
607 * Register a win32 window class for SDL's use.
608 *
609 * This can be called to set the application window class at startup. It is
610 * safe to call this multiple times, as long as every call is eventually
611 * paired with a call to SDL_UnregisterApp, but a second registration attempt
612 * while a previous registration is still active will be ignored, other than
613 * to increment a counter.
614 *
615 * Most applications do not need to, and should not, call this directly; SDL
616 * will call it when initializing the video subsystem.
617 *
618 * \param name the window class name, in UTF-8 encoding. If NULL, SDL
619 * currently uses "SDL_app" but this isn't guaranteed.
620 * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
621 * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
622 * what is specified here.
623 * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
624 * will use `GetModuleHandle(NULL)` instead.
625 * \returns true on success or false on failure; call SDL_GetError() for more
626 * information.
627 *
628 * \since This function is available since SDL 3.2.0.
629 */
630extern SDL_DECLSPEC bool SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
631
632/**
633 * Deregister the win32 window class from an SDL_RegisterApp call.
634 *
635 * This can be called to undo the effects of SDL_RegisterApp.
636 *
637 * Most applications do not need to, and should not, call this directly; SDL
638 * will call it when deinitializing the video subsystem.
639 *
640 * It is safe to call this multiple times, as long as every call is eventually
641 * paired with a prior call to SDL_RegisterApp. The window class will only be
642 * deregistered when the registration counter in SDL_RegisterApp decrements to
643 * zero through calls to this function.
644 *
645 * \since This function is available since SDL 3.2.0.
646 */
647extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
648
649#endif /* defined(SDL_PLATFORM_WINDOWS) */
650
651/**
652 * Callback from the application to let the suspend continue.
653 *
654 * This function is only needed for Xbox GDK support; all other platforms will
655 * do nothing and set an "unsupported" error message.
656 *
657 * \since This function is available since SDL 3.2.0.
658 */
659extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
660
661#ifdef __cplusplus
662}
663#endif
664
665#include <SDL3/SDL_close_code.h>
666
667#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
668 /* include header-only SDL_main implementations */
669 #if defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
670 /* platforms which main (-equivalent) can be implemented in plain C */
671 #include <SDL3/SDL_main_impl.h>
672 #endif
673#endif
674
675#endif /* SDL_main_h_ */
676