1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2020 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 * This is called by the real SDL main function to let the rest of the 126 * library know that initialization was done properly. 127 * 128 * Calling this yourself without knowing what you're doing can cause 129 * crashes and hard to diagnose problems with your application. 130 */ 131 extern DECLSPEC void SDLCALL SDL_SetMainReady(void); 132 133 #ifdef __WIN32__ 134 135 /** 136 * This can be called to set the application class at startup 137 */ 138 extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst); 139 extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); 140 141 #endif /* __WIN32__ */ 142 143 144 #ifdef __WINRT__ 145 146 /** 147 * \brief Initializes and launches an SDL/WinRT application. 148 * 149 * \param mainFunction The SDL app's C-style main(). 150 * \param reserved Reserved for future use; should be NULL 151 * \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more 152 * information on the failure. 153 */ 154 extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); 155 156 #endif /* __WINRT__ */ 157 158 #if defined(__IPHONEOS__) 159 160 /** 161 * \brief Initializes and launches an SDL application. 162 * 163 * \param argc The argc parameter from the application's main() function 164 * \param argv The argv parameter from the application's main() function 165 * \param mainFunction The SDL app's C-style main(). 166 * \return the return value from mainFunction 167 */ 168 extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); 169 170 #endif /* __IPHONEOS__ */ 171 172 173 #ifdef __cplusplus 174 } 175 #endif 176 #include "close_code.h" 177 178 #endif /* SDL_main_h_ */ 179 180 /* vi: set ts=4 sw=4 expandtab: */ 181