1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2024 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(__GDK__) |
55 | /* On GDK, SDL provides a main function that initializes the game runtime. |
56 | |
57 | Please note that #include'ing SDL_main.h is not enough to get a main() |
58 | function working. You must either link against SDL2main or, if not possible, |
59 | call the SDL_GDKRunApp function from your entry point. |
60 | */ |
61 | #define SDL_MAIN_NEEDED |
62 | |
63 | #elif defined(__IPHONEOS__) |
64 | /* On iOS SDL provides a main function that creates an application delegate |
65 | and starts the iOS application run loop. |
66 | |
67 | If you link with SDL dynamically on iOS, the main function can't be in a |
68 | shared library, so you need to link with libSDLmain.a, which includes a |
69 | stub main function that calls into the shared library to start execution. |
70 | |
71 | See src/video/uikit/SDL_uikitappdelegate.m for more details. |
72 | */ |
73 | #define SDL_MAIN_NEEDED |
74 | |
75 | #elif defined(__ANDROID__) |
76 | /* On Android SDL provides a Java class in SDLActivity.java that is the |
77 | main activity entry point. |
78 | |
79 | See docs/README-android.md for more details on extending that class. |
80 | */ |
81 | #define SDL_MAIN_NEEDED |
82 | |
83 | /* We need to export SDL_main so it can be launched from Java */ |
84 | #define SDLMAIN_DECLSPEC DECLSPEC |
85 | |
86 | #elif defined(__NACL__) |
87 | /* On NACL we use ppapi_simple to set up the application helper code, |
88 | then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before |
89 | starting the user main function. |
90 | All user code is run in a separate thread by ppapi_simple, thus |
91 | allowing for blocking io to take place via nacl_io |
92 | */ |
93 | #define SDL_MAIN_NEEDED |
94 | |
95 | #elif defined(__PSP__) |
96 | /* On PSP SDL provides a main function that sets the module info, |
97 | activates the GPU and starts the thread required to be able to exit |
98 | the software. |
99 | |
100 | If you provide this yourself, you may define SDL_MAIN_HANDLED |
101 | */ |
102 | #define SDL_MAIN_AVAILABLE |
103 | |
104 | #elif defined(__PS2__) |
105 | #define SDL_MAIN_AVAILABLE |
106 | |
107 | #define SDL_PS2_SKIP_IOP_RESET() \ |
108 | void reset_IOP(); \ |
109 | void reset_IOP() {} |
110 | |
111 | #elif defined(__3DS__) |
112 | /* |
113 | On N3DS, SDL provides a main function that sets up the screens |
114 | and storage. |
115 | |
116 | If you provide this yourself, you may define SDL_MAIN_HANDLED |
117 | */ |
118 | #define SDL_MAIN_AVAILABLE |
119 | |
120 | #endif |
121 | #endif /* SDL_MAIN_HANDLED */ |
122 | |
123 | #ifndef SDLMAIN_DECLSPEC |
124 | #define SDLMAIN_DECLSPEC |
125 | #endif |
126 | |
127 | /** |
128 | * \file SDL_main.h |
129 | * |
130 | * The application's main() function must be called with C linkage, |
131 | * and should be declared like this: |
132 | * \code |
133 | * #ifdef __cplusplus |
134 | * extern "C" |
135 | * #endif |
136 | * int main(int argc, char *argv[]) |
137 | * { |
138 | * } |
139 | * \endcode |
140 | */ |
141 | |
142 | #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) |
143 | #define main SDL_main |
144 | #endif |
145 | |
146 | #include "begin_code.h" |
147 | #ifdef __cplusplus |
148 | extern "C" { |
149 | #endif |
150 | |
151 | /** |
152 | * The prototype for the application's main() function |
153 | */ |
154 | typedef int (*SDL_main_func)(int argc, char *argv[]); |
155 | extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); |
156 | |
157 | |
158 | /** |
159 | * Circumvent failure of SDL_Init() when not using SDL_main() as an entry |
160 | * point. |
161 | * |
162 | * This function is defined in SDL_main.h, along with the preprocessor rule to |
163 | * redefine main() as SDL_main(). Thus to ensure that your main() function |
164 | * will not be changed it is necessary to define SDL_MAIN_HANDLED before |
165 | * including SDL.h. |
166 | * |
167 | * \since This function is available since SDL 2.0.0. |
168 | * |
169 | * \sa SDL_Init |
170 | */ |
171 | extern DECLSPEC void SDLCALL SDL_SetMainReady(void); |
172 | |
173 | #if defined(__WIN32__) || defined(__GDK__) |
174 | |
175 | /** |
176 | * Register a win32 window class for SDL's use. |
177 | * |
178 | * This can be called to set the application window class at startup. It is |
179 | * safe to call this multiple times, as long as every call is eventually |
180 | * paired with a call to SDL_UnregisterApp, but a second registration attempt |
181 | * while a previous registration is still active will be ignored, other than |
182 | * to increment a counter. |
183 | * |
184 | * Most applications do not need to, and should not, call this directly; SDL |
185 | * will call it when initializing the video subsystem. |
186 | * |
187 | * \param name the window class name, in UTF-8 encoding. If NULL, SDL |
188 | * currently uses "SDL_app" but this isn't guaranteed. |
189 | * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL |
190 | * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of |
191 | * what is specified here. |
192 | * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL |
193 | * will use `GetModuleHandle(NULL)` instead. |
194 | * \returns 0 on success, -1 on error. SDL_GetError() may have details. |
195 | * |
196 | * \since This function is available since SDL 2.0.2. |
197 | */ |
198 | extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); |
199 | |
200 | /** |
201 | * Deregister the win32 window class from an SDL_RegisterApp call. |
202 | * |
203 | * This can be called to undo the effects of SDL_RegisterApp. |
204 | * |
205 | * Most applications do not need to, and should not, call this directly; SDL |
206 | * will call it when deinitializing the video subsystem. |
207 | * |
208 | * It is safe to call this multiple times, as long as every call is eventually |
209 | * paired with a prior call to SDL_RegisterApp. The window class will only be |
210 | * deregistered when the registration counter in SDL_RegisterApp decrements to |
211 | * zero through calls to this function. |
212 | * |
213 | * \since This function is available since SDL 2.0.2. |
214 | */ |
215 | extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); |
216 | |
217 | #endif /* defined(__WIN32__) || defined(__GDK__) */ |
218 | |
219 | |
220 | #ifdef __WINRT__ |
221 | |
222 | /** |
223 | * Initialize and launch an SDL/WinRT application. |
224 | * |
225 | * \param mainFunction the SDL app's C-style main(), an SDL_main_func |
226 | * \param reserved reserved for future use; should be NULL |
227 | * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve |
228 | * more information on the failure. |
229 | * |
230 | * \since This function is available since SDL 2.0.3. |
231 | */ |
232 | extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); |
233 | |
234 | #endif /* __WINRT__ */ |
235 | |
236 | #if defined(__IPHONEOS__) |
237 | |
238 | /** |
239 | * Initializes and launches an SDL application. |
240 | * |
241 | * \param argc The argc parameter from the application's main() function |
242 | * \param argv The argv parameter from the application's main() function |
243 | * \param mainFunction The SDL app's C-style main(), an SDL_main_func |
244 | * \return the return value from mainFunction |
245 | * |
246 | * \since This function is available since SDL 2.0.10. |
247 | */ |
248 | extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); |
249 | |
250 | #endif /* __IPHONEOS__ */ |
251 | |
252 | #ifdef __GDK__ |
253 | |
254 | /** |
255 | * Initialize and launch an SDL GDK application. |
256 | * |
257 | * \param mainFunction the SDL app's C-style main(), an SDL_main_func |
258 | * \param reserved reserved for future use; should be NULL |
259 | * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve |
260 | * more information on the failure. |
261 | * |
262 | * \since This function is available since SDL 2.24.0. |
263 | */ |
264 | extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved); |
265 | |
266 | /** |
267 | * Callback from the application to let the suspend continue. |
268 | * |
269 | * \since This function is available since SDL 2.28.0. |
270 | */ |
271 | extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void); |
272 | |
273 | #endif /* __GDK__ */ |
274 | |
275 | #ifdef __cplusplus |
276 | } |
277 | #endif |
278 | #include "close_code.h" |
279 | |
280 | #endif /* SDL_main_h_ */ |
281 | |
282 | /* vi: set ts=4 sw=4 expandtab: */ |
283 | |