forked from Green-Sky/tomato
Merge commit '852f2a6343518919e5ca8d3c1bbcab9f493e3cd8'
This commit is contained in:
194
external/sdl/SDL/docs/README-main-functions.md
vendored
Normal file
194
external/sdl/SDL/docs/README-main-functions.md
vendored
Normal file
@ -0,0 +1,194 @@
|
||||
# Where an SDL program starts running.
|
||||
|
||||
## History
|
||||
|
||||
SDL has a long, complicated history with starting a program.
|
||||
|
||||
In most of the civilized world, an application starts in a C-callable
|
||||
function named "main". You probably learned it a long time ago:
|
||||
|
||||
```c
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
printf("Hello world!\n");
|
||||
return 0;
|
||||
}
|
||||
```
|
||||
|
||||
But not all platforms work like this. Windows apps might want a different
|
||||
function named "WinMain", for example, so SDL set out to paper over this
|
||||
difference.
|
||||
|
||||
Generally how this would work is: your app would always use the "standard"
|
||||
`main(argc, argv)` function as its entry point, and `#include` the proper
|
||||
SDL header before that, which did some macro magic. On platforms that used
|
||||
a standard `main`, it would do nothing and what you saw was what you got.
|
||||
|
||||
But those other platforms! If they needed something that _wasn't_ `main`,
|
||||
SDL's macro magic would quietly rename your function to `SDL_main`, and
|
||||
provide its own entry point that called it. Your app was none the wiser and
|
||||
your code worked everywhere without changes.
|
||||
|
||||
|
||||
## The main entry point in SDL3
|
||||
|
||||
Previous versions of SDL had a static library, SDLmain, that you would link
|
||||
your app against. SDL3 still has the same macro tricks, but the static library
|
||||
is gone. Now it's supplied by a "single-header library," which means you
|
||||
`#include <SDL3/SDL_main.h>` and that header will insert a small amount of
|
||||
code into the source file that included it, so you no longer have to worry
|
||||
about linking against an extra library that you might need on some platforms.
|
||||
You just build your app and it works.
|
||||
|
||||
You should _only_ include SDL_main.h from one file (the umbrella header,
|
||||
SDL.h, does _not_ include it), and know that it will `#define main` to
|
||||
something else, so if you use this symbol elsewhere as a variable name, etc,
|
||||
it can cause you unexpected problems.
|
||||
|
||||
SDL_main.h will also include platform-specific code (WinMain or whatnot) that
|
||||
calls your _actual_ main function. This is compiled directly into your
|
||||
program.
|
||||
|
||||
If for some reason you need to include SDL_main.h in a file but also _don't_
|
||||
want it to generate this platform-specific code, you should define a special
|
||||
macro before including the header:
|
||||
|
||||
|
||||
```c
|
||||
#define SDL_MAIN_NOIMPL
|
||||
```
|
||||
|
||||
If you are moving from SDL2, remove any references to the SDLmain static
|
||||
library from your build system, and you should be done. Things should work as
|
||||
they always have.
|
||||
|
||||
If you have never controlled your process's entry point (you are using SDL
|
||||
as a module from a general-purpose scripting language interpreter, or you're
|
||||
using SDL in a plugin for some otherwise-unrelated app), then there is nothing
|
||||
required of you here; there is no startup code in SDL's entry point code that
|
||||
is required, so using SDL_main.h is completely optional. Just start using
|
||||
the SDL API when you are ready.
|
||||
|
||||
|
||||
## Main callbacks in SDL3
|
||||
|
||||
There is a second option in SDL3 for how to structure your program. This is
|
||||
completely optional and you can ignore it if you're happy using a standard
|
||||
"main" function.
|
||||
|
||||
Some platforms would rather your program operate in chunks. Most of the time,
|
||||
games tend to look like this at the highest level:
|
||||
|
||||
```c
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
initialize();
|
||||
while (keep_running()) {
|
||||
handle_new_events();
|
||||
do_one_frame_of_stuff();
|
||||
}
|
||||
deinitialize();
|
||||
}
|
||||
```
|
||||
|
||||
There are platforms that would rather be in charge of that `while` loop:
|
||||
iOS would rather you return from main() immediately and then it will let you
|
||||
know that it's time to update and draw the next frame of video. Emscripten
|
||||
(programs that run on a web page) absolutely requires this to function at all.
|
||||
Video targets like Wayland can notify the app when to draw a new frame, to
|
||||
save battery life and cooperate with the compositor more closely.
|
||||
|
||||
In most cases, you can add special-case code to your program to deal with this
|
||||
on different platforms, but SDL3 offers a system to handle this transparently on
|
||||
the app's behalf.
|
||||
|
||||
To use this, you have to redesign the highest level of your app a little. Once
|
||||
you do, it'll work on all supported SDL platforms without problems and
|
||||
`#ifdef`s in your code.
|
||||
|
||||
Instead of providing a "main" function, under this system, you would provide
|
||||
several functions that SDL will call as appropriate.
|
||||
|
||||
Using the callback entry points works on every platform, because on platforms
|
||||
that don't require them, we can fake them with a simple loop in an internal
|
||||
implementation of the usual SDL_main.
|
||||
|
||||
The primary way we expect people to write SDL apps is still with SDL_main, and
|
||||
this is not intended to replace it. If the app chooses to use this, it just
|
||||
removes some platform-specific details they might have to otherwise manage,
|
||||
and maybe removes a barrier to entry on some future platform. And you might
|
||||
find you enjoy structuring your program like this more!
|
||||
|
||||
|
||||
## How to use main callbacks in SDL3
|
||||
|
||||
To enable the callback entry points, you include SDL_main.h with an extra define,
|
||||
from a single source file in your project:
|
||||
|
||||
```c
|
||||
#define SDL_MAIN_USE_CALLBACKS
|
||||
#include <SDL3/SDL_main.h>
|
||||
```
|
||||
|
||||
Once you do this, you do not write a "main" function at all (and if you do,
|
||||
the app will likely fail to link). Instead, you provide the following
|
||||
functions:
|
||||
|
||||
First:
|
||||
|
||||
```c
|
||||
int SDL_AppInit(int argc, char **argv);
|
||||
```
|
||||
|
||||
This will be called _once_ before anything else. argc/argv work like they
|
||||
always do. If this returns 0, the app runs. If it returns < 0, the app calls
|
||||
SDL_AppQuit and terminates with an exit code that reports an error to the
|
||||
platform. If it returns > 0, the app calls SDL_AppQuit and terminates with
|
||||
an exit code that reports success to the platform. This function should not
|
||||
go into an infinite mainloop; it should do any one-time startup it requires
|
||||
and then return.
|
||||
|
||||
Then:
|
||||
|
||||
```c
|
||||
int SDL_AppIterate(void);
|
||||
```
|
||||
|
||||
This is called over and over, possibly at the refresh rate of the display or
|
||||
some other metric that the platform dictates. This is where the heart of your
|
||||
app runs. It should return as quickly as reasonably possible, but it's not a
|
||||
"run one memcpy and that's all the time you have" sort of thing. The app
|
||||
should do any game updates, and render a frame of video. If it returns < 0,
|
||||
SDL will call SDL_AppQuit and terminate the process with an exit code that
|
||||
reports an error to the platform. If it returns > 0, the app calls
|
||||
SDL_AppQuit and terminates with an exit code that reports success to the
|
||||
platform. If it returns 0, then SDL_AppIterate will be called again at some
|
||||
regular frequency. The platform may choose to run this more or less (perhaps
|
||||
less in the background, etc), or it might just call this function in a loop
|
||||
as fast as possible. You do not check the event queue in this function
|
||||
(SDL_AppEvent exists for that).
|
||||
|
||||
Next:
|
||||
|
||||
```c
|
||||
int SDL_AppEvent(const SDL_Event *event);
|
||||
```
|
||||
|
||||
This will be called whenever an SDL event arrives, on the thread that runs
|
||||
SDL_AppIterate. Your app should also not call SDL_PollEvent, SDL_PumpEvent,
|
||||
etc, as SDL will manage all this for you. Return values are the same as from
|
||||
SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc.
|
||||
|
||||
|
||||
Finally:
|
||||
|
||||
```c
|
||||
void SDL_AppQuit(void);
|
||||
```
|
||||
|
||||
This is called once before terminating the app--assuming the app isn't being
|
||||
forcibly killed or crashed--as a last chance to clean up. After this returns,
|
||||
SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app
|
||||
to call it, too). Process termination proceeds as if the app returned normally
|
||||
from main(), so atexit handles will run, if your platform supports that.
|
||||
|
Reference in New Issue
Block a user