1 /*
2   Simple DirectMedia Layer
3   Copyright (C) 1997-2018 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    See src/video/uikit/SDL_uikitappdelegate.m for more details.
59  */
60 #define SDL_MAIN_NEEDED
61 
62 #elif defined(__ANDROID__)
63 /* On Android SDL provides a Java class in SDLActivity.java that is the
64    main activity entry point.
65 
66    See docs/README-android.md for more details on extending that class.
67  */
68 #define SDL_MAIN_NEEDED
69 
70 /* We need to export SDL_main so it can be launched from Java */
71 #define SDLMAIN_DECLSPEC    DECLSPEC
72 
73 #elif defined(__NACL__)
74 /* On NACL we use ppapi_simple to set up the application helper code,
75    then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
76    starting the user main function.
77    All user code is run in a separate thread by ppapi_simple, thus
78    allowing for blocking io to take place via nacl_io
79 */
80 #define SDL_MAIN_NEEDED
81 
82 #endif
83 #endif /* SDL_MAIN_HANDLED */
84 
85 #ifdef __cplusplus
86 #define C_LINKAGE   "C"
87 #else
88 #define C_LINKAGE
89 #endif /* __cplusplus */
90 
91 #ifndef SDLMAIN_DECLSPEC
92 #define SDLMAIN_DECLSPEC
93 #endif
94 
95 /**
96  *  \file SDL_main.h
97  *
98  *  The application's main() function must be called with C linkage,
99  *  and should be declared like this:
100  *  \code
101  *  #ifdef __cplusplus
102  *  extern "C"
103  *  #endif
104  *  int main(int argc, char *argv[])
105  *  {
106  *  }
107  *  \endcode
108  */
109 
110 #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
111 #define main    SDL_main
112 #endif
113 
114 /**
115  *  The prototype for the application's main() function
116  */
117 extern C_LINKAGE SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
118 
119 
120 #include "begin_code.h"
121 #ifdef __cplusplus
122 extern "C" {
123 #endif
124 
125 /**
126  *  This is called by the real SDL main function to let the rest of the
127  *  library know that initialization was done properly.
128  *
129  *  Calling this yourself without knowing what you're doing can cause
130  *  crashes and hard to diagnose problems with your application.
131  */
132 extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
133 
134 #ifdef __WIN32__
135 
136 /**
137  *  This can be called to set the application class at startup
138  */
139 extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
140                                             void *hInst);
141 extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
142 
143 #endif /* __WIN32__ */
144 
145 
146 #ifdef __WINRT__
147 
148 /**
149  *  \brief Initializes and launches an SDL/WinRT application.
150  *
151  *  \param mainFunction The SDL app's C-style main().
152  *  \param reserved Reserved for future use; should be NULL
153  *  \return 0 on success, -1 on failure.  On failure, use SDL_GetError to retrieve more
154  *      information on the failure.
155  */
156 extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved);
157 
158 #endif /* __WINRT__ */
159 
160 
161 #ifdef __cplusplus
162 }
163 #endif
164 #include "close_code.h"
165 
166 #endif /* SDL_main_h_ */
167 
168 /* vi: set ts=4 sw=4 expandtab: */
169