diff options
| author | 3gg <3gg@shellblade.net> | 2024-05-04 16:51:29 -0700 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2024-05-04 16:51:29 -0700 |
| commit | 8222bfe56d4dabe8d92fc4b25ea1b0163b16f3e1 (patch) | |
| tree | 763389e42276035ac134d94eb1dc32293b88d807 /src/contrib/SDL-2.30.2/include/SDL_main.h | |
Initial commit.
Diffstat (limited to 'src/contrib/SDL-2.30.2/include/SDL_main.h')
| -rw-r--r-- | src/contrib/SDL-2.30.2/include/SDL_main.h | 282 |
1 files changed, 282 insertions, 0 deletions
diff --git a/src/contrib/SDL-2.30.2/include/SDL_main.h b/src/contrib/SDL-2.30.2/include/SDL_main.h new file mode 100644 index 0000000..a66c84b --- /dev/null +++ b/src/contrib/SDL-2.30.2/include/SDL_main.h | |||
| @@ -0,0 +1,282 @@ | |||
| 1 | /* | ||
| 2 | Simple DirectMedia Layer | ||
| 3 | Copyright (C) 1997-2024 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(__GDK__) | ||
| 55 | /* On GDK, SDL provides a main function that initializes the game runtime. | ||
| 56 | |||
| 57 | Please note that #include'ing SDL_main.h is not enough to get a main() | ||
| 58 | function working. You must either link against SDL2main or, if not possible, | ||
| 59 | call the SDL_GDKRunApp function from your entry point. | ||
| 60 | */ | ||
| 61 | #define SDL_MAIN_NEEDED | ||
| 62 | |||
| 63 | #elif defined(__IPHONEOS__) | ||
| 64 | /* On iOS SDL provides a main function that creates an application delegate | ||
| 65 | and starts the iOS application run loop. | ||
| 66 | |||
| 67 | If you link with SDL dynamically on iOS, the main function can't be in a | ||
| 68 | shared library, so you need to link with libSDLmain.a, which includes a | ||
| 69 | stub main function that calls into the shared library to start execution. | ||
| 70 | |||
| 71 | See src/video/uikit/SDL_uikitappdelegate.m for more details. | ||
| 72 | */ | ||
| 73 | #define SDL_MAIN_NEEDED | ||
| 74 | |||
| 75 | #elif defined(__ANDROID__) | ||
| 76 | /* On Android SDL provides a Java class in SDLActivity.java that is the | ||
| 77 | main activity entry point. | ||
| 78 | |||
| 79 | See docs/README-android.md for more details on extending that class. | ||
| 80 | */ | ||
| 81 | #define SDL_MAIN_NEEDED | ||
| 82 | |||
| 83 | /* We need to export SDL_main so it can be launched from Java */ | ||
| 84 | #define SDLMAIN_DECLSPEC DECLSPEC | ||
| 85 | |||
| 86 | #elif defined(__NACL__) | ||
| 87 | /* On NACL we use ppapi_simple to set up the application helper code, | ||
| 88 | then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before | ||
| 89 | starting the user main function. | ||
| 90 | All user code is run in a separate thread by ppapi_simple, thus | ||
| 91 | allowing for blocking io to take place via nacl_io | ||
| 92 | */ | ||
| 93 | #define SDL_MAIN_NEEDED | ||
| 94 | |||
| 95 | #elif defined(__PSP__) | ||
| 96 | /* On PSP SDL provides a main function that sets the module info, | ||
| 97 | activates the GPU and starts the thread required to be able to exit | ||
| 98 | the software. | ||
| 99 | |||
| 100 | If you provide this yourself, you may define SDL_MAIN_HANDLED | ||
| 101 | */ | ||
| 102 | #define SDL_MAIN_AVAILABLE | ||
| 103 | |||
| 104 | #elif defined(__PS2__) | ||
| 105 | #define SDL_MAIN_AVAILABLE | ||
| 106 | |||
| 107 | #define SDL_PS2_SKIP_IOP_RESET() \ | ||
| 108 | void reset_IOP(); \ | ||
| 109 | void reset_IOP() {} | ||
| 110 | |||
| 111 | #elif defined(__3DS__) | ||
| 112 | /* | ||
| 113 | On N3DS, SDL provides a main function that sets up the screens | ||
| 114 | and storage. | ||
| 115 | |||
| 116 | If you provide this yourself, you may define SDL_MAIN_HANDLED | ||
| 117 | */ | ||
| 118 | #define SDL_MAIN_AVAILABLE | ||
| 119 | |||
| 120 | #endif | ||
| 121 | #endif /* SDL_MAIN_HANDLED */ | ||
| 122 | |||
| 123 | #ifndef SDLMAIN_DECLSPEC | ||
| 124 | #define SDLMAIN_DECLSPEC | ||
| 125 | #endif | ||
| 126 | |||
| 127 | /** | ||
| 128 | * \file SDL_main.h | ||
| 129 | * | ||
| 130 | * The application's main() function must be called with C linkage, | ||
| 131 | * and should be declared like this: | ||
| 132 | * \code | ||
| 133 | * #ifdef __cplusplus | ||
| 134 | * extern "C" | ||
| 135 | * #endif | ||
| 136 | * int main(int argc, char *argv[]) | ||
| 137 | * { | ||
| 138 | * } | ||
| 139 | * \endcode | ||
| 140 | */ | ||
| 141 | |||
| 142 | #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) | ||
| 143 | #define main SDL_main | ||
| 144 | #endif | ||
| 145 | |||
| 146 | #include "begin_code.h" | ||
| 147 | #ifdef __cplusplus | ||
| 148 | extern "C" { | ||
| 149 | #endif | ||
| 150 | |||
| 151 | /** | ||
| 152 | * The prototype for the application's main() function | ||
| 153 | */ | ||
| 154 | typedef int (*SDL_main_func)(int argc, char *argv[]); | ||
| 155 | extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); | ||
| 156 | |||
| 157 | |||
| 158 | /** | ||
| 159 | * Circumvent failure of SDL_Init() when not using SDL_main() as an entry | ||
| 160 | * point. | ||
| 161 | * | ||
| 162 | * This function is defined in SDL_main.h, along with the preprocessor rule to | ||
| 163 | * redefine main() as SDL_main(). Thus to ensure that your main() function | ||
| 164 | * will not be changed it is necessary to define SDL_MAIN_HANDLED before | ||
| 165 | * including SDL.h. | ||
| 166 | * | ||
| 167 | * \since This function is available since SDL 2.0.0. | ||
| 168 | * | ||
| 169 | * \sa SDL_Init | ||
| 170 | */ | ||
| 171 | extern DECLSPEC void SDLCALL SDL_SetMainReady(void); | ||
| 172 | |||
| 173 | #if defined(__WIN32__) || defined(__GDK__) | ||
| 174 | |||
| 175 | /** | ||
| 176 | * Register a win32 window class for SDL's use. | ||
| 177 | * | ||
| 178 | * This can be called to set the application window class at startup. It is | ||
| 179 | * safe to call this multiple times, as long as every call is eventually | ||
| 180 | * paired with a call to SDL_UnregisterApp, but a second registration attempt | ||
| 181 | * while a previous registration is still active will be ignored, other than | ||
| 182 | * to increment a counter. | ||
| 183 | * | ||
| 184 | * Most applications do not need to, and should not, call this directly; SDL | ||
| 185 | * will call it when initializing the video subsystem. | ||
| 186 | * | ||
| 187 | * \param name the window class name, in UTF-8 encoding. If NULL, SDL | ||
| 188 | * currently uses "SDL_app" but this isn't guaranteed. | ||
| 189 | * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL | ||
| 190 | * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of | ||
| 191 | * what is specified here. | ||
| 192 | * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL | ||
| 193 | * will use `GetModuleHandle(NULL)` instead. | ||
| 194 | * \returns 0 on success, -1 on error. SDL_GetError() may have details. | ||
| 195 | * | ||
| 196 | * \since This function is available since SDL 2.0.2. | ||
| 197 | */ | ||
| 198 | extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); | ||
| 199 | |||
| 200 | /** | ||
| 201 | * Deregister the win32 window class from an SDL_RegisterApp call. | ||
| 202 | * | ||
| 203 | * This can be called to undo the effects of SDL_RegisterApp. | ||
| 204 | * | ||
| 205 | * Most applications do not need to, and should not, call this directly; SDL | ||
| 206 | * will call it when deinitializing the video subsystem. | ||
| 207 | * | ||
| 208 | * It is safe to call this multiple times, as long as every call is eventually | ||
| 209 | * paired with a prior call to SDL_RegisterApp. The window class will only be | ||
| 210 | * deregistered when the registration counter in SDL_RegisterApp decrements to | ||
| 211 | * zero through calls to this function. | ||
| 212 | * | ||
| 213 | * \since This function is available since SDL 2.0.2. | ||
| 214 | */ | ||
| 215 | extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); | ||
| 216 | |||
| 217 | #endif /* defined(__WIN32__) || defined(__GDK__) */ | ||
| 218 | |||
| 219 | |||
| 220 | #ifdef __WINRT__ | ||
| 221 | |||
| 222 | /** | ||
| 223 | * Initialize and launch an SDL/WinRT application. | ||
| 224 | * | ||
| 225 | * \param mainFunction the SDL app's C-style main(), an SDL_main_func | ||
| 226 | * \param reserved reserved for future use; should be NULL | ||
| 227 | * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve | ||
| 228 | * more information on the failure. | ||
| 229 | * | ||
| 230 | * \since This function is available since SDL 2.0.3. | ||
| 231 | */ | ||
| 232 | extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); | ||
| 233 | |||
| 234 | #endif /* __WINRT__ */ | ||
| 235 | |||
| 236 | #if defined(__IPHONEOS__) | ||
| 237 | |||
| 238 | /** | ||
| 239 | * Initializes and launches an SDL application. | ||
| 240 | * | ||
| 241 | * \param argc The argc parameter from the application's main() function | ||
| 242 | * \param argv The argv parameter from the application's main() function | ||
| 243 | * \param mainFunction The SDL app's C-style main(), an SDL_main_func | ||
| 244 | * \return the return value from mainFunction | ||
| 245 | * | ||
| 246 | * \since This function is available since SDL 2.0.10. | ||
| 247 | */ | ||
| 248 | extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); | ||
| 249 | |||
| 250 | #endif /* __IPHONEOS__ */ | ||
| 251 | |||
| 252 | #ifdef __GDK__ | ||
| 253 | |||
| 254 | /** | ||
| 255 | * Initialize and launch an SDL GDK application. | ||
| 256 | * | ||
| 257 | * \param mainFunction the SDL app's C-style main(), an SDL_main_func | ||
| 258 | * \param reserved reserved for future use; should be NULL | ||
| 259 | * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve | ||
| 260 | * more information on the failure. | ||
| 261 | * | ||
| 262 | * \since This function is available since SDL 2.24.0. | ||
| 263 | */ | ||
| 264 | extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved); | ||
| 265 | |||
| 266 | /** | ||
| 267 | * Callback from the application to let the suspend continue. | ||
| 268 | * | ||
| 269 | * \since This function is available since SDL 2.28.0. | ||
| 270 | */ | ||
| 271 | extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void); | ||
| 272 | |||
| 273 | #endif /* __GDK__ */ | ||
| 274 | |||
| 275 | #ifdef __cplusplus | ||
| 276 | } | ||
| 277 | #endif | ||
| 278 | #include "close_code.h" | ||
| 279 | |||
| 280 | #endif /* SDL_main_h_ */ | ||
| 281 | |||
| 282 | /* vi: set ts=4 sw=4 expandtab: */ | ||
