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SDL_main.h
Go to the documentation of this file.
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SDL_main_h_
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#define SDL_main_h_
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#include "
SDL_stdinc.h
"
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#ifndef SDL_MAIN_HANDLED
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#if defined(__WIN32__)
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/* On Windows SDL provides WinMain(), which parses the command line and passes
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the arguments to your main function.
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If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(__WINRT__)
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/* On WinRT, SDL provides a main function that initializes CoreApplication,
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creating an instance of IFrameworkView in the process.
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Please note that #include'ing SDL_main.h is not enough to get a main()
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function working. In non-XAML apps, the file,
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src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
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into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
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called, with a pointer to the Direct3D-hosted XAML control passed in.
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__GDK__)
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/* On GDK, SDL provides a main function that initializes the game runtime.
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Please note that #include'ing SDL_main.h is not enough to get a main()
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function working. You must either link against SDL2main or, if not possible,
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call the SDL_GDKRunApp function from your entry point.
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__IPHONEOS__)
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/* On iOS SDL provides a main function that creates an application delegate
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and starts the iOS application run loop.
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If you link with SDL dynamically on iOS, the main function can't be in a
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shared library, so you need to link with libSDLmain.a, which includes a
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stub main function that calls into the shared library to start execution.
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See src/video/uikit/SDL_uikitappdelegate.m for more details.
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__ANDROID__)
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/* On Android SDL provides a Java class in SDLActivity.java that is the
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main activity entry point.
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See docs/README-android.md for more details on extending that class.
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*/
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#define SDL_MAIN_NEEDED
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/* We need to export SDL_main so it can be launched from Java */
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#define SDLMAIN_DECLSPEC DECLSPEC
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#elif defined(__NACL__)
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/* On NACL we use ppapi_simple to set up the application helper code,
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then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
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starting the user main function.
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All user code is run in a separate thread by ppapi_simple, thus
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allowing for blocking io to take place via nacl_io
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__PSP__)
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/* On PSP SDL provides a main function that sets the module info,
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activates the GPU and starts the thread required to be able to exit
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the software.
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If you provide this yourself, you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(__PS2__)
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#define SDL_MAIN_AVAILABLE
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#define SDL_PS2_SKIP_IOP_RESET() \
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void reset_IOP(); \
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void reset_IOP() {}
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#elif defined(__3DS__)
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/*
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On N3DS, SDL provides a main function that sets up the screens
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and storage.
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If you provide this yourself, you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#endif
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#endif
/* SDL_MAIN_HANDLED */
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#ifndef SDLMAIN_DECLSPEC
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#define SDLMAIN_DECLSPEC
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#endif
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#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
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#define main SDL_main
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#endif
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#include "
begin_code.h
"
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#ifdef __cplusplus
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extern
"C"
{
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#endif
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typedef
int (*
SDL_main_func
)(
int
argc,
char
*argv[]);
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extern
SDLMAIN_DECLSPEC
int
SDL_main(
int
argc,
char
*argv[]);
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extern
DECLSPEC
void
SDLCALL
SDL_SetMainReady
(
void
);
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#if defined(__WIN32__) || defined(__GDK__)
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extern
DECLSPEC
int
SDLCALL SDL_RegisterApp(
const
char
*name, Uint32 style,
void
*hInst);
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extern
DECLSPEC
void
SDLCALL SDL_UnregisterApp(
void
);
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#endif
/* defined(__WIN32__) || defined(__GDK__) */
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#ifdef __WINRT__
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extern
DECLSPEC
int
SDLCALL SDL_WinRTRunApp(
SDL_main_func
mainFunction,
void
* reserved);
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#endif
/* __WINRT__ */
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#if defined(__IPHONEOS__)
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extern
DECLSPEC
int
SDLCALL SDL_UIKitRunApp(
int
argc,
char
*argv[],
SDL_main_func
mainFunction);
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#endif
/* __IPHONEOS__ */
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#ifdef __GDK__
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extern
DECLSPEC
int
SDLCALL SDL_GDKRunApp(
SDL_main_func
mainFunction,
void
*reserved);
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#endif
/* __GDK__ */
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#ifdef __cplusplus
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}
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#endif
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#include "
close_code.h
"
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#endif
/* SDL_main_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
SDL_SetMainReady
DECLSPEC void SDLCALL SDL_SetMainReady(void)
SDL_main_func
int(* SDL_main_func)(int argc, char *argv[])
Definition:
SDL_main.h:154
SDL_stdinc.h
begin_code.h
close_code.h
S2
Mathodo2
src
include
SDL2
SDL_main.h
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