1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2021 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(__IPHONEOS__) 55 /* On iOS SDL provides a main function that creates an application delegate 56 and starts the iOS application run loop. 57 58 If you link with SDL dynamically on iOS, the main function can't be in a 59 shared library, so you need to link with libSDLmain.a, which includes a 60 stub main function that calls into the shared library to start execution. 61 62 See src/video/uikit/SDL_uikitappdelegate.m for more details. 63 */ 64 #define SDL_MAIN_NEEDED 65 66 #elif defined(__ANDROID__) 67 /* On Android SDL provides a Java class in SDLActivity.java that is the 68 main activity entry point. 69 70 See docs/README-android.md for more details on extending that class. 71 */ 72 #define SDL_MAIN_NEEDED 73 74 /* We need to export SDL_main so it can be launched from Java */ 75 #define SDLMAIN_DECLSPEC DECLSPEC 76 77 #elif defined(__NACL__) 78 /* On NACL we use ppapi_simple to set up the application helper code, 79 then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before 80 starting the user main function. 81 All user code is run in a separate thread by ppapi_simple, thus 82 allowing for blocking io to take place via nacl_io 83 */ 84 #define SDL_MAIN_NEEDED 85 86 #endif 87 #endif /* SDL_MAIN_HANDLED */ 88 89 #ifndef SDLMAIN_DECLSPEC 90 #define SDLMAIN_DECLSPEC 91 #endif 92 93 /** 94 * \file SDL_main.h 95 * 96 * The application's main() function must be called with C linkage, 97 * and should be declared like this: 98 * \code 99 * #ifdef __cplusplus 100 * extern "C" 101 * #endif 102 * int main(int argc, char *argv[]) 103 * { 104 * } 105 * \endcode 106 */ 107 108 #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) 109 #define main SDL_main 110 #endif 111 112 #include "begin_code.h" 113 #ifdef __cplusplus 114 extern "C" { 115 #endif 116 117 /** 118 * The prototype for the application's main() function 119 */ 120 typedef int (*SDL_main_func)(int argc, char *argv[]); 121 extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); 122 123 124 /** 125 * Circumvent failure of SDL_Init() when not using SDL_main() as an entry 126 * point. 127 * 128 * This function is defined in SDL_main.h, along with the preprocessor rule to 129 * redefine main() as SDL_main(). Thus to ensure that your main() function 130 * will not be changed it is necessary to define SDL_MAIN_HANDLED before 131 * including SDL.h. 132 * 133 * \since This function is available since SDL 2.0.0. 134 * 135 * \sa SDL_Init 136 */ 137 extern DECLSPEC void SDLCALL SDL_SetMainReady(void); 138 139 #ifdef __WIN32__ 140 141 /** 142 * Register a win32 window class for SDL's use. 143 * 144 * This can be called to set the application window class at startup. It is 145 * safe to call this multiple times, as long as every call is eventually 146 * paired with a call to SDL_UnregisterApp, but a second registration attempt 147 * while a previous registration is still active will be ignored, other than 148 * to increment a counter. 149 * 150 * Most applications do not need to, and should not, call this directly; SDL 151 * will call it when initializing the video subsystem. 152 * 153 * \param name the window class name, in UTF-8 encoding. If NULL, SDL 154 * currently uses "SDL_app" but this isn't guaranteed. 155 * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL 156 * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of 157 * what is specified here. 158 * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL 159 * will use `GetModuleHandle(NULL)` instead. 160 * \returns 0 on success, -1 on error. SDL_GetError() may have details. 161 * 162 * \since This function is available since SDL 2.0.2. 163 */ 164 extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); 165 166 /** 167 * Deregister the win32 window class from an SDL_RegisterApp call. 168 * 169 * This can be called to undo the effects of SDL_RegisterApp. 170 * 171 * Most applications do not need to, and should not, call this directly; SDL 172 * will call it when deinitializing the video subsystem. 173 * 174 * It is safe to call this multiple times, as long as every call is eventually 175 * paired with a prior call to SDL_RegisterApp. The window class will only be 176 * deregistered when the registration counter in SDL_RegisterApp decrements to 177 * zero through calls to this function. 178 * 179 * \since This function is available since SDL 2.0.2. 180 */ 181 extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); 182 183 #endif /* __WIN32__ */ 184 185 186 #ifdef __WINRT__ 187 188 /** 189 * Initialize and launch an SDL/WinRT application. 190 * 191 * \param mainFunction the SDL app's C-style main(), an SDL_main_func 192 * \param reserved reserved for future use; should be NULL 193 * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve 194 * more information on the failure. 195 * 196 * \since This function is available since SDL 2.0.3. 197 */ 198 extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); 199 200 #endif /* __WINRT__ */ 201 202 #if defined(__IPHONEOS__) 203 204 /** 205 * Initializes and launches an SDL application. 206 * 207 * \param argc The argc parameter from the application's main() function 208 * \param argv The argv parameter from the application's main() function 209 * \param mainFunction The SDL app's C-style main(), an SDL_main_func 210 * \return the return value from mainFunction 211 * 212 * \since This function is available since SDL 2.0.10. 213 */ 214 extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); 215 216 #endif /* __IPHONEOS__ */ 217 218 219 #ifdef __cplusplus 220 } 221 #endif 222 #include "close_code.h" 223 224 #endif /* SDL_main_h_ */ 225 226 /* vi: set ts=4 sw=4 expandtab: */ 227