mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-27 08:05:41 +00:00
267 lines
8.4 KiB
C
267 lines
8.4 KiB
C
/*
|
|
Simple DirectMedia Layer
|
|
Copyright (C) 1997-2022 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(__GDK__)
|
|
/* On GDK, SDL provides a main function that initializes the game runtime.
|
|
|
|
Please note that #include'ing SDL_main.h is not enough to get a main()
|
|
function working. You must either link against SDL2main or, if not possible,
|
|
call the SDL_GDKRunApp function from your entry point.
|
|
*/
|
|
#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.
|
|
|
|
If you link with SDL dynamically on iOS, the main function can't be in a
|
|
shared library, so you need to link with libSDLmain.a, which includes a
|
|
stub main function that calls into the shared library to start execution.
|
|
|
|
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 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 DECLSPEC
|
|
|
|
#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
|
|
|
|
#elif defined(__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(__PS2__)
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#define SDL_PS2_SKIP_IOP_RESET() \
|
|
void reset_IOP(); \
|
|
void reset_IOP() {}
|
|
|
|
#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:
|
|
* \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
|
|
|
|
#include "begin_code.h"
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
/**
|
|
* The prototype for the application's main() function
|
|
*/
|
|
typedef int (*SDL_main_func)(int argc, char *argv[]);
|
|
extern SDLMAIN_DECLSPEC int 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 2.0.0.
|
|
*
|
|
* \sa SDL_Init
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
|
|
|
|
#if defined(__WIN32__) || defined(__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, -1 on error. SDL_GetError() may have details.
|
|
*
|
|
* \since This function is available since SDL 2.0.2.
|
|
*/
|
|
extern 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 2.0.2.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
|
|
|
|
#endif /* defined(__WIN32__) || defined(__GDK__) */
|
|
|
|
|
|
#ifdef __WINRT__
|
|
|
|
/**
|
|
* Initialize and launch an SDL/WinRT application.
|
|
*
|
|
* \param mainFunction the SDL app's C-style main(), an SDL_main_func
|
|
* \param reserved reserved for future use; should be NULL
|
|
* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
|
|
* more information on the failure.
|
|
*
|
|
* \since This function is available since SDL 2.0.3.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
|
|
|
|
#endif /* __WINRT__ */
|
|
|
|
#if defined(__IPHONEOS__)
|
|
|
|
/**
|
|
* Initializes and launches an SDL application.
|
|
*
|
|
* \param argc The argc parameter from the application's main() function
|
|
* \param argv The argv parameter from the application's main() function
|
|
* \param mainFunction The SDL app's C-style main(), an SDL_main_func
|
|
* \return the return value from mainFunction
|
|
*
|
|
* \since This function is available since SDL 2.0.10.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
|
|
|
|
#endif /* __IPHONEOS__ */
|
|
|
|
#ifdef __GDK__
|
|
|
|
/**
|
|
* Initialize and launch an SDL GDK application.
|
|
*
|
|
* \param mainFunction the SDL app's C-style main(), an SDL_main_func
|
|
* \param reserved reserved for future use; should be NULL
|
|
* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
|
|
* more information on the failure.
|
|
*
|
|
* \since This function is available since SDL 2.24.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved);
|
|
|
|
#endif /* __GDK__ */
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include "close_code.h"
|
|
|
|
#endif /* SDL_main_h_ */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|