536 lines
20 KiB
C
536 lines
20 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SDL_main_h_
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#define SDL_main_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_events.h>
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/*
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* For details on how SDL_main works, and how to use it, please refer to:
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*
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* https://wiki.libsdl.org/SDL3/README/main-functions
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*
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* (or docs/README-main-functions.md in the SDL source tree)
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*/
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/**
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* \file SDL_main.h
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*
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* Redefine main() on some platforms so that it is called by SDL.
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*/
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#ifndef SDL_MAIN_HANDLED
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#ifdef __WIN32__
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/* On Windows SDL provides WinMain(), which parses the command line and passes
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the arguments to your main function.
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If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(__WINRT__)
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/* On WinRT, SDL provides a main function that initializes CoreApplication,
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creating an instance of IFrameworkView in the process.
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Ideally, #include'ing SDL_main.h is enough to get a main() function working.
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However, that requires the source file your main() is in to be compiled
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as C++ *and* with the /ZW compiler flag. If that's not feasible, add an
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otherwise empty .cpp file that only contains `#include <SDL3/SDL_main.h>`
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and build that with /ZW (still include SDL_main.h in your other file with main()!).
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In XAML apps, instead the function SDL_RunApp() must be called with a pointer
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to the Direct3D-hosted XAML control passed in as the "reserved" argument.
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__GDK__)
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/* On GDK, SDL provides a main function that initializes the game runtime.
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If you prefer to write your own WinMain-function instead of having SDL
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provide one that calls your main() function,
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#define SDL_MAIN_HANDLED before #include'ing SDL_main.h
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and call the SDL_RunApp function from your entry point.
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__IOS__)
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/* On iOS SDL provides a main function that creates an application delegate
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and starts the iOS application run loop.
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To use it, just #include SDL_main.h in the source file that contains your
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main() function.
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See src/video/uikit/SDL_uikitappdelegate.m for more details.
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__ANDROID__)
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/* On Android SDL provides a Java class in SDLActivity.java that is the
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main activity entry point.
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See docs/README-android.md for more details on extending that class.
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*/
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#define SDL_MAIN_NEEDED
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/* We need to export SDL_main so it can be launched from Java */
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#define SDLMAIN_DECLSPEC DECLSPEC
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#elif defined(__PSP__)
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/* On PSP SDL provides a main function that sets the module info,
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activates the GPU and starts the thread required to be able to exit
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the software.
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If you provide this yourself, you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(__PS2__)
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#define SDL_MAIN_AVAILABLE
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#define SDL_PS2_SKIP_IOP_RESET() \
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void reset_IOP(); \
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void reset_IOP() {}
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#elif defined(__3DS__)
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/*
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On N3DS, SDL provides a main function that sets up the screens
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and storage.
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If you provide this yourself, you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(__NGAGE__)
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/*
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TODO: not sure if it should be SDL_MAIN_NEEDED, in SDL2 ngage had a
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main implementation, but wasn't mentioned in SDL_main.h
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*/
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#define SDL_MAIN_AVAILABLE
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#endif
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#endif /* SDL_MAIN_HANDLED */
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#ifndef SDLMAIN_DECLSPEC
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#define SDLMAIN_DECLSPEC
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#endif
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/**
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* \file SDL_main.h
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*
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* The application's main() function must be called with C linkage,
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* and should be declared like this:
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* \code
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* #ifdef __cplusplus
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* extern "C"
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* #endif
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* int main(int argc, char *argv[])
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* {
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* }
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* \endcode
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*/
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#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
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#define main SDL_main
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#endif
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#include <SDL3/SDL_begin_code.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef int (SDLCALL *SDL_AppInit_func)(int argc, char *argv[]);
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typedef int (SDLCALL *SDL_AppIterate_func)(void);
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typedef int (SDLCALL *SDL_AppEvent_func)(const SDL_Event *event);
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typedef void (SDLCALL *SDL_AppQuit_func)(void);
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/**
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* You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
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* SDL_main.h, and then your application will _not_ have a standard
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* "main" entry point. Instead, it will operate as a collection of
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* functions that are called as necessary by the system. On some
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* platforms, this is just a layer where SDL drives your program
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* instead of your program driving SDL, on other platforms this might
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* hook into the OS to manage the lifecycle. Programs on most platforms
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* can use whichever approach they prefer, but the decision boils down
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* to:
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*
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* - Using a standard "main" function: this works like it always has for
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* the past 50+ years in C programming, and your app is in control.
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* - Using the callback functions: this might clean up some code,
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* avoid some #ifdef blocks in your program for some platforms, be more
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* resource-friendly to the system, and possibly be the primary way to
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* access some future platforms (but none require this at the moment).
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*
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* This is up to the app; both approaches are considered valid and supported
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* ways to write SDL apps.
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*
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* If using the callbacks, don't define a "main" function. Instead, implement
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* the functions listed below in your program.
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*/
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#ifdef SDL_MAIN_USE_CALLBACKS
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/**
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* App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps.
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*
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* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If
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* using a standard "main" function, you should not supply this.
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*
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* This function is called by SDL once, at startup. The function should
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* initialize whatever is necessary, possibly create windows and open
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* audio devices, etc. The `argc` and `argv` parameters work like they would
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* with a standard "main" function.
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*
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* This function should not go into an infinite mainloop; it should do any
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* one-time setup it requires and then return.
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*
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* If this function returns 0, the app will proceed to normal operation,
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* and will begin receiving repeated calls to SDL_AppIterate and SDL_AppEvent
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* for the life of the program. If this function returns < 0, SDL will
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* call SDL_AppQuit and terminate the process with an exit code that reports
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* an error to the platform. If it returns > 0, the SDL calls SDL_AppQuit
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* and terminates with an exit code that reports success to the platform.
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*
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* \param argc The standard ANSI C main's argc; number of elements in `argv`
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* \param argv The standard ANSI C main's argv; array of command line arguments.
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* \returns -1 to terminate with an error, 1 to terminate with success, 0 to continue.
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*
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* \threadsafety This function is not thread safe.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_AppIterate
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* \sa SDL_AppEvent
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* \sa SDL_AppQuit
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*/
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extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(int argc, char *argv[]);
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/**
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* App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
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*
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* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If
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* using a standard "main" function, you should not supply this.
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*
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* This function is called repeatedly by SDL after SDL_AppInit returns 0.
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* The function should operate as a single iteration the program's primary
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* loop; it should update whatever state it needs and draw a new frame of
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* video, usually.
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*
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* On some platforms, this function will be called at the refresh rate of
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* the display (which might change during the life of your app!). There are
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* no promises made about what frequency this function might run at. You
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* should use SDL's timer functions if you need to see how much time has
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* passed since the last iteration.
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*
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* There is no need to process the SDL event queue during this function;
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* SDL will send events as they arrive in SDL_AppEvent, and in most cases
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* the event queue will be empty when this function runs anyhow.
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*
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* This function should not go into an infinite mainloop; it should do one
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* iteration of whatever the program does and return.
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*
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* If this function returns 0, the app will continue normal operation,
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* receiving repeated calls to SDL_AppIterate and SDL_AppEvent for the life
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* of the program. If this function returns < 0, SDL will call SDL_AppQuit
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* and terminate the process with an exit code that reports an error to the
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* platform. If it returns > 0, the SDL calls SDL_AppQuit and terminates with
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* an exit code that reports success to the platform.
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*
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* \returns -1 to terminate with an error, 1 to terminate with success, 0 to continue.
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*
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* \threadsafety This function is not thread safe.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_AppInit
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* \sa SDL_AppEvent
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* \sa SDL_AppQuit
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*/
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extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void);
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/**
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* App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
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*
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* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If
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* using a standard "main" function, you should not supply this.
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*
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* This function is called as needed by SDL after SDL_AppInit returns 0;
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* It is called once for each new event.
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*
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* There is (currently) no guarantee about what thread this will be called
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* from; whatever thread pushes an event onto SDL's queue will trigger this
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* function. SDL is responsible for pumping the event queue between
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* each call to SDL_AppIterate, so in normal operation one should only
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* get events in a serial fashion, but be careful if you have a thread that
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* explicitly calls SDL_PushEvent.
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*
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* Events sent to this function are not owned by the app; if you need to
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* save the data, you should copy it.
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*
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* You do not need to free event data (such as the `file` string in
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* SDL_EVENT_DROP_FILE), as SDL will free it once this function returns.
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* Note that this is different than one might expect when using a standard
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* "main" function!
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*
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* This function should not go into an infinite mainloop; it should handle
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* the provided event appropriately and return.
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*
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* If this function returns 0, the app will continue normal operation,
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* receiving repeated calls to SDL_AppIterate and SDL_AppEvent for the life
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* of the program. If this function returns < 0, SDL will call SDL_AppQuit
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* and terminate the process with an exit code that reports an error to the
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* platform. If it returns > 0, the SDL calls SDL_AppQuit and terminates with
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* an exit code that reports success to the platform.
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*
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* \returns -1 to terminate with an error, 1 to terminate with success, 0 to continue.
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*
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* \threadsafety This function is not thread safe.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_AppInit
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* \sa SDL_AppIterate
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* \sa SDL_AppQuit
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*/
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extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppEvent(const SDL_Event *event);
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/**
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* App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
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*
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* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If
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* using a standard "main" function, you should not supply this.
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*
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* This function is called once by SDL before terminating the program.
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*
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* This function will be called no matter what, even if SDL_AppInit
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* requests termination.
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*
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* This function should not go into an infinite mainloop; it should
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* deinitialize any resources necessary, perform whatever shutdown
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* activities, and return.
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*
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* You do not need to call SDL_Quit() in this function, as SDL will call
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* it after this function returns and before the process terminates, but
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* it is safe to do so.
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*
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* \threadsafety This function is not thread safe.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_AppInit
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* \sa SDL_AppIterate
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* \sa SDL_AppEvent
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*/
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extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void);
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#endif /* SDL_MAIN_USE_CALLBACKS */
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/**
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* The prototype for the application's main() function
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*/
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typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
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extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]);
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/**
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* Circumvent failure of SDL_Init() when not using SDL_main() as an entry
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* point.
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*
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* This function is defined in SDL_main.h, along with the preprocessor rule to
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* redefine main() as SDL_main(). Thus to ensure that your main() function
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* will not be changed it is necessary to define SDL_MAIN_HANDLED before
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* including SDL.h.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_Init
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*/
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extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
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/**
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* Initializes and launches an SDL application, by doing platform-specific
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* initialization before calling your mainFunction and cleanups after it
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* returns, if that is needed for a specific platform, otherwise it just calls
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* mainFunction.
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*
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* You can use this if you want to use your own main() implementation without
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* using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
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* *not* need SDL_SetMainReady().
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*
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* \param argc The argc parameter from the application's main() function, or 0
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* if the platform's main-equivalent has no argc
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* \param argv The argv parameter from the application's main() function, or
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* NULL if the platform's main-equivalent has no argv
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* \param mainFunction Your SDL app's C-style main(), an SDL_main_func. NOT
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* the function you're calling this from! Its name doesn't
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* matter, but its signature must be like int my_main(int
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* argc, char* argv[])
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* \param reserved should be NULL (reserved for future use, will probably be
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* platform-specific then)
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* \returns the return value from mainFunction: 0 on success, -1 on failure;
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* SDL_GetError() might have more information on the failure
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC int SDLCALL SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved);
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/**
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* An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.
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*
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* Generally, you should not call this function directly. This only exists to
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* hand off work into SDL as soon as possible, where it has a lot more control
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* and functionality available, and make the inline code in SDL_main.h as
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* small as possible.
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*
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* Not all platforms use this, it's actual use is hidden in a magic
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* header-only library, and you should not call this directly unless you
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* _really_ know what you're doing.
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*
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* \param argc standard Unix main argc
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* \param argv standard Unix main argv
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* \param appinit The application's SDL_AppInit function
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* \param appiter The application's SDL_AppIterate function
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* \param appevent The application's SDL_AppEvent function
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* \param appquit The application's SDL_AppQuit function
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* \returns standard Unix main return value
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*
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* \threadsafety It is not safe to call this anywhere except as the only
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* function call in SDL_main.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern 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);
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#if defined(__WIN32__) || defined(__GDK__)
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/**
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* Register a win32 window class for SDL's use.
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*
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* This can be called to set the application window class at startup. It is
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* safe to call this multiple times, as long as every call is eventually
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* paired with a call to SDL_UnregisterApp, but a second registration attempt
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* while a previous registration is still active will be ignored, other than
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* to increment a counter.
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*
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* Most applications do not need to, and should not, call this directly; SDL
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* will call it when initializing the video subsystem.
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*
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* \param name the window class name, in UTF-8 encoding. If NULL, SDL
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* currently uses "SDL_app" but this isn't guaranteed.
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* \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
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* currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
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* what is specified here.
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* \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
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* will use `GetModuleHandle(NULL)` instead.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
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/**
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* Deregister the win32 window class from an SDL_RegisterApp call.
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*
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* This can be called to undo the effects of SDL_RegisterApp.
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*
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* Most applications do not need to, and should not, call this directly; SDL
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* will call it when deinitializing the video subsystem.
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*
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* It is safe to call this multiple times, as long as every call is eventually
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* paired with a prior call to SDL_RegisterApp. The window class will only be
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* deregistered when the registration counter in SDL_RegisterApp decrements to
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* zero through calls to this function.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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#endif /* defined(__WIN32__) || defined(__GDK__) */
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#ifdef __WINRT__
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/* for compatibility with SDL2's function of this name */
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#define SDL_WinRTRunApp(MAIN_FUNC, RESERVED) SDL_RunApp(0, NULL, MAIN_FUNC, RESERVED)
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#endif /* __WINRT__ */
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#ifdef __IOS__
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/* for compatibility with SDL2's function of this name */
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#define SDL_UIKitRunApp(ARGC, ARGV, MAIN_FUNC) SDL_RunApp(ARGC, ARGV, MAIN_FUNC, NULL)
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#endif /* __IOS__ */
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#ifdef __GDK__
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|
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|
/* for compatibility with SDL2's function of this name */
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|
#define SDL_GDKRunApp(MAIN_FUNC, RESERVED) SDL_RunApp(0, NULL, MAIN_FUNC, RESERVED)
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|
|
/**
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|
* Callback from the application to let the suspend continue.
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|
*
|
|
* \since This function is available since SDL 3.0.0.
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|
*/
|
|
extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
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|
|
#endif /* __GDK__ */
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|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#include <SDL3/SDL_close_code.h>
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|
|
#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
|
|
/* include header-only SDL_main implementations */
|
|
#if defined(SDL_MAIN_USE_CALLBACKS) \
|
|
|| defined(__WIN32__) || defined(__GDK__) || defined(__IOS__) || defined(__TVOS__) \
|
|
|| defined(__3DS__) || defined(__NGAGE__) || defined(__PS2__) || defined(__PSP__)
|
|
|
|
/* platforms which main (-equivalent) can be implemented in plain C */
|
|
#include <SDL3/SDL_main_impl.h>
|
|
|
|
#elif defined(__WINRT__) /* C++ platforms */
|
|
|
|
#ifdef __cplusplus
|
|
#include <SDL3/SDL_main_impl.h>
|
|
#else
|
|
/* Note: to get rid of the following warning, you can #define SDL_MAIN_NOIMPL before including SDL_main.h
|
|
* in your C sourcefile that contains the standard main. Do *not* use SDL_MAIN_HANDLED for that, then SDL_main won't find your main()!
|
|
*/
|
|
#ifdef _MSC_VER
|
|
#pragma message("Note: Your platform needs the SDL_main implementation in a C++ source file. You can keep your main() in plain C (then continue including SDL_main.h there!) and create a fresh .cpp file that only contains #include <SDL3/SDL_main.h>")
|
|
#elif defined(__GNUC__) /* gcc, clang, mingw and compatible are matched by this and have #warning */
|
|
#warning "Note: Your platform needs the SDL_main implementation in a C++ source file. You can keep your main() in plain C and create a fresh .cpp file that only contains #include <SDL3/SDL_main.h>"
|
|
#endif /* __GNUC__ */
|
|
#endif /* __cplusplus */
|
|
|
|
#endif /* C++ platforms like __WINRT__ etc */
|
|
|
|
#endif /* SDL_MAIN_HANDLED */
|
|
|
|
#endif /* SDL_main_h_ */
|