1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2021 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#endif
87#endif /* SDL_MAIN_HANDLED */
88
89#ifndef SDLMAIN_DECLSPEC
90#define SDLMAIN_DECLSPEC
91#endif
92
93/**
94 * \file SDL_main.h
95 *
96 * The application's main() function must be called with C linkage,
97 * and should be declared like this:
98 * \code
99 * #ifdef __cplusplus
100 * extern "C"
101 * #endif
102 * int main(int argc, char *argv[])
103 * {
104 * }
105 * \endcode
106 */
107
108#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
109#define main SDL_main
110#endif
111
112#include "begin_code.h"
113#ifdef __cplusplus
114extern "C" {
115#endif
116
117/**
118 * The prototype for the application's main() function
119 */
120typedef int (*SDL_main_func)(int argc, char *argv[]);
121extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
122
123
124/**
125 * Circumvent failure of SDL_Init() when not using SDL_main() as an entry point.
126 *
127 * This function is defined in SDL_main.h, along with the preprocessor rule to
128 * redefine main() as SDL_main(). Thus to ensure that your main() function
129 * will not be changed it is necessary to define SDL_MAIN_HANDLED before
130 * including SDL.h.
131 *
132 * \sa SDL_Init
133 */
134extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
135
136#ifdef __WIN32__
137
138/**
139 * This can be called to set the application class at startup
140 */
141extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst);
142extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
143
144#endif /* __WIN32__ */
145
146
147#ifdef __WINRT__
148
149/**
150 * Initialize and launch an SDL/WinRT application.
151 *
152 * \param mainFunction the SDL app's C-style main(), an SDL_main_func
153 * \param reserved reserved for future use; should be NULL
154 * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
155 * more information on the failure.
156 *
157 * \since This function is available since SDL 2.0.3.
158 */
159extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
160
161#endif /* __WINRT__ */
162
163#if defined(__IPHONEOS__)
164
165/**
166 * Initializes and launches an SDL application.
167 *
168 * \param argc The argc parameter from the application's main() function
169 * \param argv The argv parameter from the application's main() function
170 * \param mainFunction The SDL app's C-style main(), an SDL_main_func
171 * \return the return value from mainFunction
172 */
173extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
174
175#endif /* __IPHONEOS__ */
176
177
178#ifdef __cplusplus
179}
180#endif
181#include "close_code.h"
182
183#endif /* SDL_main_h_ */
184
185/* vi: set ts=4 sw=4 expandtab: */
186