mirror of
https://github.com/libsdl-org/SDL.git
synced 2024-12-15 23:43:24 +08:00
633 lines
25 KiB
C
633 lines
25 KiB
C
/*
|
|
Simple DirectMedia Layer
|
|
Copyright (C) 1997-2024 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.
|
|
*/
|
|
|
|
/**
|
|
* # CategoryMain
|
|
*
|
|
* Redefine main() on some platforms so that it is called by SDL.
|
|
*
|
|
* For details on how SDL_main works, and how to use it, please refer to:
|
|
*
|
|
* https://wiki.libsdl.org/SDL3/README/main-functions
|
|
*
|
|
* (or docs/README-main-functions.md in the SDL source tree)
|
|
*/
|
|
|
|
#ifndef SDL_main_h_
|
|
#define SDL_main_h_
|
|
|
|
#include <SDL3/SDL_platform_defines.h>
|
|
#include <SDL3/SDL_stdinc.h>
|
|
#include <SDL3/SDL_error.h>
|
|
#include <SDL3/SDL_events.h>
|
|
|
|
#ifndef SDL_MAIN_HANDLED
|
|
#ifdef SDL_PLATFORM_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(SDL_PLATFORM_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(SDL_PLATFORM_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(SDL_PLATFORM_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(SDL_PLATFORM_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 SDL_DECLSPEC
|
|
|
|
#elif defined(SDL_PLATFORM_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(SDL_PLATFORM_PS2)
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#define SDL_PS2_SKIP_IOP_RESET() \
|
|
void reset_IOP(); \
|
|
void reset_IOP() {}
|
|
|
|
#elif defined(SDL_PLATFORM_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(SDL_PLATFORM_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:
|
|
*
|
|
* ```c
|
|
* #ifdef __cplusplus
|
|
* extern "C"
|
|
* #endif
|
|
* int main(int argc, char *argv[])
|
|
* {
|
|
* }
|
|
* ```
|
|
*/
|
|
|
|
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
|
|
|
/**
|
|
* Inform SDL to use the main callbacks instead of main.
|
|
*
|
|
* SDL does not define this macro, but will check if it is defined when
|
|
* including `SDL_main.h`. If defined, SDL will expect the app to provide
|
|
* several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and
|
|
* SDL_AppQuit. The app should not provide a `main` function in this case, and
|
|
* doing so will likely cause the build to fail.
|
|
*
|
|
* Please see [README/main-functions](README/main-functions), (or
|
|
* docs/README-main-functions.md in the source tree) for a more detailed
|
|
* explanation.
|
|
*
|
|
* \since This macro is used by the headers since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AppInit
|
|
* \sa SDL_AppEvent
|
|
* \sa SDL_AppIterate
|
|
* \sa SDL_AppQuit
|
|
*/
|
|
#define SDL_MAIN_USE_CALLBACKS 1
|
|
#endif
|
|
|
|
#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
|
|
#define main SDL_main
|
|
#endif
|
|
|
|
#include <SDL3/SDL_begin_code.h>
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
typedef int (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
|
|
typedef int (SDLCALL *SDL_AppIterate_func)(void *appstate);
|
|
typedef int (SDLCALL *SDL_AppEvent_func)(void *appstate, const SDL_Event *event);
|
|
typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate);
|
|
|
|
/*
|
|
* You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
|
|
* SDL_main.h, and then your application will _not_ have a standard
|
|
* "main" entry point. Instead, it will operate as a collection of
|
|
* functions that are called as necessary by the system. On some
|
|
* platforms, this is just a layer where SDL drives your program
|
|
* instead of your program driving SDL, on other platforms this might
|
|
* hook into the OS to manage the lifecycle. Programs on most platforms
|
|
* can use whichever approach they prefer, but the decision boils down
|
|
* to:
|
|
*
|
|
* - Using a standard "main" function: this works like it always has for
|
|
* the past 50+ years in C programming, and your app is in control.
|
|
* - Using the callback functions: this might clean up some code,
|
|
* avoid some #ifdef blocks in your program for some platforms, be more
|
|
* resource-friendly to the system, and possibly be the primary way to
|
|
* access some future platforms (but none require this at the moment).
|
|
*
|
|
* This is up to the app; both approaches are considered valid and supported
|
|
* ways to write SDL apps.
|
|
*
|
|
* If using the callbacks, don't define a "main" function. Instead, implement
|
|
* the functions listed below in your program.
|
|
*/
|
|
#ifdef SDL_MAIN_USE_CALLBACKS
|
|
|
|
/**
|
|
* Value that requests that the app continue from the main callbacks.
|
|
*
|
|
* If SDL_AppInit, SDL_AppEvent, or SDL_AppIterate returns this value, the
|
|
* program will continue to run. This is the normal return value case.
|
|
*
|
|
* This is always 0; using this macro may be clearer, but is not required.
|
|
*
|
|
* \since This macro is available since SDL 3.0.0.
|
|
*/
|
|
#define SDL_APP_CONTINUE 0
|
|
|
|
/**
|
|
* Value that requests termination with error from the main callbacks.
|
|
*
|
|
* If SDL_AppInit, SDL_AppEvent, or SDL_AppIterate returns this value, the
|
|
* program will terminate and report failure to the operating system.
|
|
*
|
|
* What that failure looks like is platform-dependent. On Unix, for example,
|
|
* the process error code will be non-zero.
|
|
*
|
|
* This is always -1; using this macro may be clearer, but is not required.
|
|
*
|
|
* \since This macro is available since SDL 3.0.0.
|
|
*/
|
|
#define SDL_APP_FAILURE -1
|
|
|
|
/**
|
|
* Value that requests termination with success from the main callbacks.
|
|
*
|
|
* If SDL_AppInit, SDL_AppEvent, or SDL_AppIterate returns this value, the
|
|
* program will terminate and report success to the operating system.
|
|
*
|
|
* What that success looks like is platform-dependent. On Unix, for example,
|
|
* the process error code will be zero.
|
|
*
|
|
* This is always 1; using this macro may be clearer, but is not required.
|
|
*
|
|
* \since This macro is available since SDL 3.0.0.
|
|
*/
|
|
#define SDL_APP_SUCCESS 1
|
|
|
|
|
|
/**
|
|
* App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps.
|
|
*
|
|
* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
|
|
* standard "main" function, you should not supply this.
|
|
*
|
|
* This function is called by SDL once, at startup. The function should
|
|
* initialize whatever is necessary, possibly create windows and open audio
|
|
* devices, etc. The `argc` and `argv` parameters work like they would with a
|
|
* standard "main" function.
|
|
*
|
|
* This function should not go into an infinite mainloop; it should do any
|
|
* one-time setup it requires and then return.
|
|
*
|
|
* The app may optionally assign a pointer to `*appstate`. This pointer will
|
|
* be provided on every future call to the other entry points, to allow
|
|
* application state to be preserved between functions without the app needing
|
|
* to use a global variable. If this isn't set, the pointer will be NULL in
|
|
* future entry points.
|
|
*
|
|
* If this function returns SDL_APP_CONTINUE, the app will proceed to normal
|
|
* operation, and will begin receiving repeated calls to SDL_AppIterate and
|
|
* SDL_AppEvent for the life of the program. If this function returns
|
|
* SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with
|
|
* an exit code that reports an error to the platform. If it returns
|
|
* SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code
|
|
* that reports success to the platform.
|
|
*
|
|
* \param appstate a place where the app can optionally store a pointer for
|
|
* future use.
|
|
* \param argc The standard ANSI C main's argc; number of elements in `argv`
|
|
* \param argv The standard ANSI C main's argv; array of command line
|
|
* arguments.
|
|
* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
|
|
* terminate with success, SDL_APP_CONTINUE to continue.
|
|
*
|
|
* \threadsafety This function is not thread safe.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AppIterate
|
|
* \sa SDL_AppEvent
|
|
* \sa SDL_AppQuit
|
|
*/
|
|
extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
|
|
|
|
/**
|
|
* App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
|
|
*
|
|
* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
|
|
* standard "main" function, you should not supply this.
|
|
*
|
|
* This function is called repeatedly by SDL after SDL_AppInit returns 0. The
|
|
* function should operate as a single iteration the program's primary loop;
|
|
* it should update whatever state it needs and draw a new frame of video,
|
|
* usually.
|
|
*
|
|
* On some platforms, this function will be called at the refresh rate of the
|
|
* display (which might change during the life of your app!). There are no
|
|
* promises made about what frequency this function might run at. You should
|
|
* use SDL's timer functions if you need to see how much time has passed since
|
|
* the last iteration.
|
|
*
|
|
* There is no need to process the SDL event queue during this function; SDL
|
|
* will send events as they arrive in SDL_AppEvent, and in most cases the
|
|
* event queue will be empty when this function runs anyhow.
|
|
*
|
|
* This function should not go into an infinite mainloop; it should do one
|
|
* iteration of whatever the program does and return.
|
|
*
|
|
* The `appstate` parameter is an optional pointer provided by the app during
|
|
* SDL_AppInit(). If the app never provided a pointer, this will be NULL.
|
|
*
|
|
* If this function returns SDL_APP_CONTINUE, the app will continue normal
|
|
* operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
|
|
* the life of the program. If this function returns SDL_APP_FAILURE, SDL will
|
|
* call SDL_AppQuit and terminate the process with an exit code that reports
|
|
* an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
|
|
* SDL_AppQuit and terminates with an exit code that reports success to the
|
|
* platform.
|
|
*
|
|
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
|
|
* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
|
|
* terminate with success, SDL_APP_CONTINUE to continue.
|
|
*
|
|
* \threadsafety This function is not thread safe.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AppInit
|
|
* \sa SDL_AppEvent
|
|
*/
|
|
extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void *appstate);
|
|
|
|
/**
|
|
* App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
|
|
*
|
|
* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
|
|
* standard "main" function, you should not supply this.
|
|
*
|
|
* This function is called as needed by SDL after SDL_AppInit returns 0; It is
|
|
* called once for each new event.
|
|
*
|
|
* There is (currently) no guarantee about what thread this will be called
|
|
* from; whatever thread pushes an event onto SDL's queue will trigger this
|
|
* function. SDL is responsible for pumping the event queue between each call
|
|
* to SDL_AppIterate, so in normal operation one should only get events in a
|
|
* serial fashion, but be careful if you have a thread that explicitly calls
|
|
* SDL_PushEvent.
|
|
*
|
|
* Events sent to this function are not owned by the app; if you need to save
|
|
* the data, you should copy it.
|
|
*
|
|
* This function should not go into an infinite mainloop; it should handle the
|
|
* provided event appropriately and return.
|
|
*
|
|
* The `appstate` parameter is an optional pointer provided by the app during
|
|
* SDL_AppInit(). If the app never provided a pointer, this will be NULL.
|
|
*
|
|
* If this function returns SDL_APP_CONTINUE, the app will continue normal
|
|
* operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
|
|
* the life of the program. If this function returns SDL_APP_FAILURE, SDL will
|
|
* call SDL_AppQuit and terminate the process with an exit code that reports
|
|
* an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
|
|
* SDL_AppQuit and terminates with an exit code that reports success to the
|
|
* platform.
|
|
*
|
|
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
|
|
* \param event the new event for the app to examine.
|
|
* \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
|
|
* terminate with success, SDL_APP_CONTINUE to continue.
|
|
*
|
|
* \threadsafety This function is not thread safe.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AppInit
|
|
* \sa SDL_AppIterate
|
|
*/
|
|
extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppEvent(void *appstate, const SDL_Event *event);
|
|
|
|
/**
|
|
* App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
|
|
*
|
|
* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
|
|
* standard "main" function, you should not supply this.
|
|
*
|
|
* This function is called once by SDL before terminating the program.
|
|
*
|
|
* This function will be called no matter what, even if SDL_AppInit requests
|
|
* termination.
|
|
*
|
|
* This function should not go into an infinite mainloop; it should
|
|
* deinitialize any resources necessary, perform whatever shutdown activities,
|
|
* and return.
|
|
*
|
|
* You do not need to call SDL_Quit() in this function, as SDL will call it
|
|
* after this function returns and before the process terminates, but it is
|
|
* safe to do so.
|
|
*
|
|
* The `appstate` parameter is an optional pointer provided by the app during
|
|
* SDL_AppInit(). If the app never provided a pointer, this will be NULL. This
|
|
* function call is the last time this pointer will be provided, so any
|
|
* resources to it should be cleaned up here.
|
|
*
|
|
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
|
|
*
|
|
* \threadsafety This function is not thread safe.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AppInit
|
|
*/
|
|
extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate);
|
|
|
|
#endif /* SDL_MAIN_USE_CALLBACKS */
|
|
|
|
|
|
/**
|
|
* The prototype for the application's main() function
|
|
*
|
|
* \since This datatype is available since SDL 3.0.0.
|
|
*/
|
|
typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
|
|
|
|
/**
|
|
* An app-supplied function for program entry.
|
|
*
|
|
* Apps do not directly create this function; they should create a standard
|
|
* ANSI-C `main` function instead. If SDL needs to insert some startup code
|
|
* before `main` runs, or the platform doesn't actually _use_ a function
|
|
* called "main", SDL will do some macro magic to redefine `main` to
|
|
* `SDL_main` and provide its own `main`.
|
|
*
|
|
* Apps should include `SDL_main.h` in the same file as their `main` function,
|
|
* and they should not use that symbol for anything else in that file, as it
|
|
* might get redefined.
|
|
*
|
|
* This function is only provided by the app if it isn't using
|
|
* SDL_MAIN_USE_CALLBACKS.
|
|
*
|
|
* Program startup is a surprisingly complex topic. Please see
|
|
* [README/main-functions](README/main-functions), (or
|
|
* docs/README-main-functions.md in the source tree) for a more detailed
|
|
* explanation.
|
|
*
|
|
* \threadsafety This is the program entry point.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDLMAIN_DECLSPEC int SDLCALL 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 SDL_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 SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved);
|
|
|
|
/**
|
|
* An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.
|
|
*
|
|
* Generally, you should not call this function directly. This only exists to
|
|
* hand off work into SDL as soon as possible, where it has a lot more control
|
|
* and functionality available, and make the inline code in SDL_main.h as
|
|
* small as possible.
|
|
*
|
|
* Not all platforms use this, it's actual use is hidden in a magic
|
|
* header-only library, and you should not call this directly unless you
|
|
* _really_ know what you're doing.
|
|
*
|
|
* \param argc standard Unix main argc
|
|
* \param argv standard Unix main argv
|
|
* \param appinit The application's SDL_AppInit function
|
|
* \param appiter The application's SDL_AppIterate function
|
|
* \param appevent The application's SDL_AppEvent function
|
|
* \param appquit The application's SDL_AppQuit function
|
|
* \returns standard Unix main return value
|
|
*
|
|
* \threadsafety It is not safe to call this anywhere except as the only
|
|
* function call in SDL_main.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit);
|
|
|
|
|
|
#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_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 SDL_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 SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
|
|
|
|
#endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) */
|
|
|
|
#ifdef SDL_PLATFORM_GDK
|
|
|
|
/**
|
|
* Callback from the application to let the suspend continue.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
|
|
|
|
#endif /* SDL_PLATFORM_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(SDL_MAIN_USE_CALLBACKS) \
|
|
|| defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) || defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS) \
|
|
|| defined(SDL_PLATFORM_3DS) || defined(SDL_PLATFORM_NGAGE) || defined(SDL_PLATFORM_PS2) || defined(SDL_PLATFORM_PSP)
|
|
|
|
/* platforms which main (-equivalent) can be implemented in plain C */
|
|
#include <SDL3/SDL_main_impl.h>
|
|
|
|
#elif defined(SDL_PLATFORM_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 SDL_PLATFORM_WINRT etc */
|
|
#endif
|
|
|
|
#endif /* SDL_main_h_ */
|