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author | 3gg <3gg@shellblade.net> | 2024-05-04 16:51:29 -0700 |
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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 | |||
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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: */ | ||