ft2-clone

Fasttracker 2 clone
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SDL_main.h (8994B)


      1 /*
      2   Simple DirectMedia Layer
      3   Copyright (C) 1997-2025 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  * # CategoryMain
     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  *  ```c
    133  *  #ifdef __cplusplus
    134  *  extern "C"
    135  *  #endif
    136  *  int main(int argc, char *argv[])
    137  *  {
    138  *  }
    139  *  ```
    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: */