forked from Green-Sky/tomato
311 lines
11 KiB
C
311 lines
11 KiB
C
/*
|
|
Simple DirectMedia Layer
|
|
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
|
|
|
|
This software is provided 'as-is', without any express or implied
|
|
warranty. In no event will the authors be held liable for any damages
|
|
arising from the use of this software.
|
|
|
|
Permission is granted to anyone to use this software for any purpose,
|
|
including commercial applications, and to alter it and redistribute it
|
|
freely, subject to the following restrictions:
|
|
|
|
1. The origin of this software must not be misrepresented; you must not
|
|
claim that you wrote the original software. If you use this software
|
|
in a product, an acknowledgment in the product documentation would be
|
|
appreciated but is not required.
|
|
2. Altered source versions must be plainly marked as such, and must not be
|
|
misrepresented as being the original software.
|
|
3. This notice may not be removed or altered from any source distribution.
|
|
*/
|
|
|
|
#ifndef SDL_main_h_
|
|
#define SDL_main_h_
|
|
|
|
#include <SDL3/SDL_stdinc.h>
|
|
|
|
/**
|
|
* \file SDL_main.h
|
|
*
|
|
* \brief Redefine main() on some platforms so that it is called by SDL.
|
|
*/
|
|
|
|
#ifndef SDL_MAIN_HANDLED
|
|
#ifdef __WIN32__
|
|
/* On Windows SDL provides WinMain(), which parses the command line and passes
|
|
the arguments to your main function.
|
|
|
|
If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
|
|
*/
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#elif defined(__WINRT__)
|
|
/* On WinRT, SDL provides a main function that initializes CoreApplication,
|
|
creating an instance of IFrameworkView in the process.
|
|
|
|
Ideally, #include'ing SDL_main.h is enough to get a main() function working.
|
|
However, that requires the source file your main() is in to be compiled
|
|
as C++ *and* with the /ZW compiler flag. If that's not feasible, add an
|
|
otherwise empty .cpp file that only contains `#include <SDL3/SDL_main.h>`
|
|
and build that with /ZW (still include SDL_main.h in your other file with main()!).
|
|
In XAML apps, instead the function SDL_RunApp() must be called with a pointer
|
|
to the Direct3D-hosted XAML control passed in as the "reserved" argument.
|
|
*/
|
|
#define SDL_MAIN_NEEDED
|
|
|
|
#elif defined(__GDK__)
|
|
/* On GDK, SDL provides a main function that initializes the game runtime.
|
|
|
|
If you prefer to write your own WinMain-function instead of having SDL
|
|
provide one that calls your main() function,
|
|
#define SDL_MAIN_HANDLED before #include'ing SDL_main.h
|
|
and call the SDL_RunApp function from your entry point.
|
|
*/
|
|
#define SDL_MAIN_NEEDED
|
|
|
|
#elif defined(__IOS__)
|
|
/* On iOS SDL provides a main function that creates an application delegate
|
|
and starts the iOS application run loop.
|
|
|
|
To use it, just #include SDL_main.h in the source file that contains your
|
|
main() function.
|
|
|
|
See src/video/uikit/SDL_uikitappdelegate.m for more details.
|
|
*/
|
|
#define SDL_MAIN_NEEDED
|
|
|
|
#elif defined(__ANDROID__)
|
|
/* On Android SDL provides a Java class in SDLActivity.java that is the
|
|
main activity entry point.
|
|
|
|
See docs/README-android.md for more details on extending that class.
|
|
*/
|
|
#define SDL_MAIN_NEEDED
|
|
|
|
/* We need to export SDL_main so it can be launched from Java */
|
|
#define SDLMAIN_DECLSPEC DECLSPEC
|
|
|
|
#elif defined(__PSP__)
|
|
/* On PSP SDL provides a main function that sets the module info,
|
|
activates the GPU and starts the thread required to be able to exit
|
|
the software.
|
|
|
|
If you provide this yourself, you may define SDL_MAIN_HANDLED
|
|
*/
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#elif defined(__PS2__)
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#define SDL_PS2_SKIP_IOP_RESET() \
|
|
void reset_IOP(); \
|
|
void reset_IOP() {}
|
|
|
|
#elif defined(__3DS__)
|
|
/*
|
|
On N3DS, SDL provides a main function that sets up the screens
|
|
and storage.
|
|
|
|
If you provide this yourself, you may define SDL_MAIN_HANDLED
|
|
*/
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#elif defined(__NGAGE__)
|
|
|
|
/*
|
|
TODO: not sure if it should be SDL_MAIN_NEEDED, in SDL2 ngage had a
|
|
main implementation, but wasn't mentioned in SDL_main.h
|
|
*/
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#endif
|
|
#endif /* SDL_MAIN_HANDLED */
|
|
|
|
#ifndef SDLMAIN_DECLSPEC
|
|
#define SDLMAIN_DECLSPEC
|
|
#endif
|
|
|
|
/**
|
|
* \file SDL_main.h
|
|
*
|
|
* The application's main() function must be called with C linkage,
|
|
* and should be declared like this:
|
|
* \code
|
|
* #ifdef __cplusplus
|
|
* extern "C"
|
|
* #endif
|
|
* int main(int argc, char *argv[])
|
|
* {
|
|
* }
|
|
* \endcode
|
|
*/
|
|
|
|
#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
|
|
#define main SDL_main
|
|
#endif
|
|
|
|
#include <SDL3/SDL_begin_code.h>
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
/**
|
|
* The prototype for the application's main() function
|
|
*/
|
|
typedef int (*SDL_main_func)(int argc, char *argv[]);
|
|
extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
|
|
|
|
|
|
/**
|
|
* Circumvent failure of SDL_Init() when not using SDL_main() as an entry
|
|
* point.
|
|
*
|
|
* This function is defined in SDL_main.h, along with the preprocessor rule to
|
|
* redefine main() as SDL_main(). Thus to ensure that your main() function
|
|
* will not be changed it is necessary to define SDL_MAIN_HANDLED before
|
|
* including SDL.h.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_Init
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
|
|
|
|
/**
|
|
* Initializes and launches an SDL application, by doing platform-specific
|
|
* initialization before calling your mainFunction and cleanups after it
|
|
* returns, if that is needed for a specific platform, otherwise it just calls
|
|
* mainFunction.
|
|
*
|
|
* You can use this if you want to use your own main() implementation without
|
|
* using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
|
|
* *not* need SDL_SetMainReady().
|
|
*
|
|
* \param argc The argc parameter from the application's main() function, or 0
|
|
* if the platform's main-equivalent has no argc
|
|
* \param argv The argv parameter from the application's main() function, or
|
|
* NULL if the platform's main-equivalent has no argv
|
|
* \param mainFunction Your SDL app's C-style main(), an SDL_main_func. NOT
|
|
* the function you're calling this from! Its name doesn't
|
|
* matter, but its signature must be like int my_main(int
|
|
* argc, char* argv[])
|
|
* \param reserved should be NULL (reserved for future use, will probably be
|
|
* platform-specific then)
|
|
* \returns the return value from mainFunction: 0 on success, -1 on failure;
|
|
* SDL_GetError() might have more information on the failure
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved);
|
|
|
|
#if defined(__WIN32__) || defined(__GDK__)
|
|
|
|
/**
|
|
* Register a win32 window class for SDL's use.
|
|
*
|
|
* This can be called to set the application window class at startup. It is
|
|
* safe to call this multiple times, as long as every call is eventually
|
|
* paired with a call to SDL_UnregisterApp, but a second registration attempt
|
|
* while a previous registration is still active will be ignored, other than
|
|
* to increment a counter.
|
|
*
|
|
* Most applications do not need to, and should not, call this directly; SDL
|
|
* will call it when initializing the video subsystem.
|
|
*
|
|
* \param name the window class name, in UTF-8 encoding. If NULL, SDL
|
|
* currently uses "SDL_app" but this isn't guaranteed.
|
|
* \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
|
|
* currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
|
|
* what is specified here.
|
|
* \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
|
|
* will use `GetModuleHandle(NULL)` instead.
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
|
|
|
|
/**
|
|
* Deregister the win32 window class from an SDL_RegisterApp call.
|
|
*
|
|
* This can be called to undo the effects of SDL_RegisterApp.
|
|
*
|
|
* Most applications do not need to, and should not, call this directly; SDL
|
|
* will call it when deinitializing the video subsystem.
|
|
*
|
|
* It is safe to call this multiple times, as long as every call is eventually
|
|
* paired with a prior call to SDL_RegisterApp. The window class will only be
|
|
* deregistered when the registration counter in SDL_RegisterApp decrements to
|
|
* zero through calls to this function.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
|
|
|
|
#endif /* defined(__WIN32__) || defined(__GDK__) */
|
|
|
|
|
|
#ifdef __WINRT__
|
|
|
|
/* for compatibility with SDL2's function of this name */
|
|
#define SDL_WinRTRunApp(MAIN_FUNC, RESERVED) SDL_RunApp(0, NULL, MAIN_FUNC, RESERVED)
|
|
|
|
#endif /* __WINRT__ */
|
|
|
|
#ifdef __IOS__
|
|
|
|
/* for compatibility with SDL2's function of this name */
|
|
#define SDL_UIKitRunApp(ARGC, ARGV, MAIN_FUNC) SDL_RunApp(ARGC, ARGV, MAIN_FUNC, NULL)
|
|
|
|
#endif /* __IOS__ */
|
|
|
|
#ifdef __GDK__
|
|
|
|
/* for compatibility with SDL2's function of this name */
|
|
#define SDL_GDKRunApp(MAIN_FUNC, RESERVED) SDL_RunApp(0, NULL, MAIN_FUNC, RESERVED)
|
|
|
|
/**
|
|
* Callback from the application to let the suspend continue.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
|
|
|
|
#endif /* __GDK__ */
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
|
|
/* include header-only SDL_main implementations */
|
|
#if 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_ */
|