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 | |