mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-12-04 19:45:41 +00:00
162 lines
4.5 KiB
C
162 lines
4.5 KiB
C
|
/*
|
||
|
Simple DirectMedia Layer
|
||
|
Copyright (C) 1997-2016 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.
|
||
|
*/
|
||
|
|
||
|
#ifndef _SDL_main_h
|
||
|
#define _SDL_main_h
|
||
|
|
||
|
#include "SDL_stdinc.h"
|
||
|
|
||
|
/**
|
||
|
* \file SDL_main.h
|
||
|
*
|
||
|
* Redefine main() on some platforms so that it is called by SDL.
|
||
|
*/
|
||
|
|
||
|
#ifndef SDL_MAIN_HANDLED
|
||
|
#if defined(__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(__WINRT__)
|
||
|
/* On WinRT, SDL provides a main function that initializes CoreApplication,
|
||
|
creating an instance of IFrameworkView in the process.
|
||
|
|
||
|
Please note that #include'ing SDL_main.h is not enough to get a main()
|
||
|
function working. In non-XAML apps, the file,
|
||
|
src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
|
||
|
into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
|
||
|
called, with a pointer to the Direct3D-hosted XAML control passed in.
|
||
|
*/
|
||
|
#define SDL_MAIN_NEEDED
|
||
|
|
||
|
#elif defined(__IPHONEOS__)
|
||
|
/* On iOS SDL provides a main function that creates an application delegate
|
||
|
and starts the iOS application run loop.
|
||
|
|
||
|
See src/video/uikit/SDL_uikitappdelegate.m for more details.
|
||
|
*/
|
||
|
#define SDL_MAIN_NEEDED
|
||
|
|
||
|
#elif defined(__ANDROID__)
|
||
|
/* On Android SDL provides a Java class in SDLActivity.java that is the
|
||
|
main activity entry point.
|
||
|
|
||
|
See README-android.txt for more details on extending that class.
|
||
|
*/
|
||
|
#define SDL_MAIN_NEEDED
|
||
|
|
||
|
#elif defined(__NACL__)
|
||
|
/* On NACL we use ppapi_simple to set up the application helper code,
|
||
|
then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
|
||
|
starting the user main function.
|
||
|
All user code is run in a separate thread by ppapi_simple, thus
|
||
|
allowing for blocking io to take place via nacl_io
|
||
|
*/
|
||
|
#define SDL_MAIN_NEEDED
|
||
|
|
||
|
#endif
|
||
|
#endif /* SDL_MAIN_HANDLED */
|
||
|
|
||
|
#ifdef __cplusplus
|
||
|
#define C_LINKAGE "C"
|
||
|
#else
|
||
|
#define C_LINKAGE
|
||
|
#endif /* __cplusplus */
|
||
|
|
||
|
/**
|
||
|
* \file SDL_main.h
|
||
|
*
|
||
|
* The application's main() function must be called with C linkage,
|
||
|
* and should be declared like this:
|
||
|
* \code
|
||
|
* #ifdef __cplusplus
|
||
|
* extern "C"
|
||
|
* #endif
|
||
|
* int main(int argc, char *argv[])
|
||
|
* {
|
||
|
* }
|
||
|
* \endcode
|
||
|
*/
|
||
|
|
||
|
#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
|
||
|
#define main SDL_main
|
||
|
#endif
|
||
|
|
||
|
/**
|
||
|
* The prototype for the application's main() function
|
||
|
*/
|
||
|
extern C_LINKAGE int SDL_main(int argc, char *argv[]);
|
||
|
|
||
|
|
||
|
#include "begin_code.h"
|
||
|
#ifdef __cplusplus
|
||
|
extern "C" {
|
||
|
#endif
|
||
|
|
||
|
/**
|
||
|
* This is called by the real SDL main function to let the rest of the
|
||
|
* library know that initialization was done properly.
|
||
|
*
|
||
|
* Calling this yourself without knowing what you're doing can cause
|
||
|
* crashes and hard to diagnose problems with your application.
|
||
|
*/
|
||
|
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
|
||
|
|
||
|
#ifdef __WIN32__
|
||
|
|
||
|
/**
|
||
|
* This can be called to set the application class at startup
|
||
|
*/
|
||
|
extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
|
||
|
void *hInst);
|
||
|
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
|
||
|
|
||
|
#endif /* __WIN32__ */
|
||
|
|
||
|
|
||
|
#ifdef __WINRT__
|
||
|
|
||
|
/**
|
||
|
* \brief Initializes and launches an SDL/WinRT application.
|
||
|
*
|
||
|
* \param mainFunction The SDL app's C-style main().
|
||
|
* \param reserved Reserved for future use; should be NULL
|
||
|
* \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
|
||
|
* information on the failure.
|
||
|
*/
|
||
|
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved);
|
||
|
|
||
|
#endif /* __WINRT__ */
|
||
|
|
||
|
|
||
|
#ifdef __cplusplus
|
||
|
}
|
||
|
#endif
|
||
|
#include "close_code.h"
|
||
|
|
||
|
#endif /* _SDL_main_h */
|
||
|
|
||
|
/* vi: set ts=4 sw=4 expandtab: */
|