2 Simple DirectMedia Layer
3 Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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.
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:
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.
25 #include "SDL_stdinc.h"
30 * Redefine main() on some platforms so that it is called by SDL.
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.
38 If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
40 #define SDL_MAIN_AVAILABLE
42 #elif defined(__WINRT__)
43 /* On WinRT, SDL provides a main function that initializes CoreApplication,
44 creating an instance of IFrameworkView in the process.
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.
52 #define SDL_MAIN_NEEDED
54 #elif defined(__IPHONEOS__)
55 /* On iOS SDL provides a main function that creates an application delegate
56 and starts the iOS application run loop.
58 If you link with SDL dynamically on iOS, the main function can't be in a
59 shared library, so you need to link with libSDLmain.a, which includes a
60 stub main function that calls into the shared library to start execution.
62 See src/video/uikit/SDL_uikitappdelegate.m for more details.
64 #define SDL_MAIN_NEEDED
66 #elif defined(__ANDROID__)
67 /* On Android SDL provides a Java class in SDLActivity.java that is the
68 main activity entry point.
70 See docs/README-android.md for more details on extending that class.
72 #define SDL_MAIN_NEEDED
74 /* We need to export SDL_main so it can be launched from Java */
75 #define SDLMAIN_DECLSPEC DECLSPEC
77 #elif defined(__NACL__)
78 /* On NACL we use ppapi_simple to set up the application helper code,
79 then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
80 starting the user main function.
81 All user code is run in a separate thread by ppapi_simple, thus
82 allowing for blocking io to take place via nacl_io
84 #define SDL_MAIN_NEEDED
87 #endif /* SDL_MAIN_HANDLED */
89 #ifndef SDLMAIN_DECLSPEC
90 #define SDLMAIN_DECLSPEC
96 * The application's main() function must be called with C linkage,
97 * and should be declared like this:
102 * int main(int argc, char *argv[])
108 #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
109 #define main SDL_main
112 #include "begin_code.h"
118 * The prototype for the application's main() function
120 typedef int (*SDL_main_func)(int argc, char *argv[]);
121 extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
125 * This is called by the real SDL main function to let the rest of the
126 * library know that initialization was done properly.
128 * Calling this yourself without knowing what you're doing can cause
129 * crashes and hard to diagnose problems with your application.
131 extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
136 * This can be called to set the application class at startup
138 extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst);
139 extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
141 #endif /* __WIN32__ */
147 * \brief Initializes and launches an SDL/WinRT application.
149 * \param mainFunction The SDL app's C-style main().
150 * \param reserved Reserved for future use; should be NULL
151 * \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
152 * information on the failure.
154 extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
156 #endif /* __WINRT__ */
158 #if defined(__IPHONEOS__)
161 * \brief Initializes and launches an SDL application.
163 * \param argc The argc parameter from the application's main() function
164 * \param argv The argv parameter from the application's main() function
165 * \param mainFunction The SDL app's C-style main().
166 * \return the return value from mainFunction
168 extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
170 #endif /* __IPHONEOS__ */
176 #include "close_code.h"
178 #endif /* SDL_main_h_ */
180 /* vi: set ts=4 sw=4 expandtab: */