1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2025 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 * # CategoryMain 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 {} 111 112 #elif defined(__3DS__) 113 /* 114 On N3DS, SDL provides a main function that sets up the screens 115 and storage. 116 117 If you provide this yourself, you may define SDL_MAIN_HANDLED 118 */ 119 #define SDL_MAIN_AVAILABLE 120 121 #endif 122 #endif /* SDL_MAIN_HANDLED */ 123 124 #ifndef SDLMAIN_DECLSPEC 125 #define SDLMAIN_DECLSPEC 126 #endif 127 128 /** 129 * \file SDL_main.h 130 * 131 * The application's main() function must be called with C linkage, 132 * and should be declared like this: 133 * ```c 134 * #ifdef __cplusplus 135 * extern "C" 136 * #endif 137 * int main(int argc, char *argv[]) 138 * { 139 * } 140 * ``` 141 */ 142 143 #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) 144 #define main SDL_main 145 #endif 146 147 #include "begin_code.h" 148 #ifdef __cplusplus 149 extern "C" { 150 #endif 151 152 /** 153 * The prototype for the application's main() function 154 */ 155 typedef int (*SDL_main_func)(int argc, char *argv[]); 156 extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); 157 158 159 /** 160 * Circumvent failure of SDL_Init() when not using SDL_main() as an entry 161 * point. 162 * 163 * This function is defined in SDL_main.h, along with the preprocessor rule to 164 * redefine main() as SDL_main(). Thus to ensure that your main() function 165 * will not be changed it is necessary to define SDL_MAIN_HANDLED before 166 * including SDL.h. 167 * 168 * \since This function is available since SDL 2.0.0. 169 * 170 * \sa SDL_Init 171 */ 172 extern DECLSPEC void SDLCALL SDL_SetMainReady(void); 173 174 #if defined(__WIN32__) || defined(__GDK__) 175 176 /** 177 * Register a win32 window class for SDL's use. 178 * 179 * This can be called to set the application window class at startup. It is 180 * safe to call this multiple times, as long as every call is eventually 181 * paired with a call to SDL_UnregisterApp, but a second registration attempt 182 * while a previous registration is still active will be ignored, other than 183 * to increment a counter. 184 * 185 * Most applications do not need to, and should not, call this directly; SDL 186 * will call it when initializing the video subsystem. 187 * 188 * \param name the window class name, in UTF-8 encoding. If NULL, SDL 189 * currently uses "SDL_app" but this isn't guaranteed. 190 * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL 191 * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of 192 * what is specified here. 193 * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL 194 * will use `GetModuleHandle(NULL)` instead. 195 * \returns 0 on success, -1 on error. SDL_GetError() may have details. 196 * 197 * \since This function is available since SDL 2.0.2. 198 */ 199 extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); 200 201 /** 202 * Deregister the win32 window class from an SDL_RegisterApp call. 203 * 204 * This can be called to undo the effects of SDL_RegisterApp. 205 * 206 * Most applications do not need to, and should not, call this directly; SDL 207 * will call it when deinitializing the video subsystem. 208 * 209 * It is safe to call this multiple times, as long as every call is eventually 210 * paired with a prior call to SDL_RegisterApp. The window class will only be 211 * deregistered when the registration counter in SDL_RegisterApp decrements to 212 * zero through calls to this function. 213 * 214 * \since This function is available since SDL 2.0.2. 215 */ 216 extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); 217 218 #endif /* defined(__WIN32__) || defined(__GDK__) */ 219 220 221 #ifdef __WINRT__ 222 223 /** 224 * Initialize and launch an SDL/WinRT application. 225 * 226 * \param mainFunction the SDL app's C-style main(), an SDL_main_func. 227 * \param reserved reserved for future use; should be NULL. 228 * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve 229 * more information on the failure. 230 * 231 * \since This function is available since SDL 2.0.3. 232 */ 233 extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); 234 235 #endif /* __WINRT__ */ 236 237 #if defined(__IPHONEOS__) 238 239 /** 240 * Initializes and launches an SDL application. 241 * 242 * \param argc The argc parameter from the application's main() function. 243 * \param argv The argv parameter from the application's main() function. 244 * \param mainFunction The SDL app's C-style main(), an SDL_main_func. 245 * \return the return value from mainFunction. 246 * 247 * \since This function is available since SDL 2.0.10. 248 */ 249 extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); 250 251 #endif /* __IPHONEOS__ */ 252 253 #ifdef __GDK__ 254 255 /** 256 * Initialize and launch an SDL GDK application. 257 * 258 * \param mainFunction the SDL app's C-style main(), an SDL_main_func. 259 * \param reserved reserved for future use; should be NULL. 260 * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve 261 * more information on the failure. 262 * 263 * \since This function is available since SDL 2.24.0. 264 */ 265 extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved); 266 267 /** 268 * Callback from the application to let the suspend continue. 269 * 270 * \since This function is available since SDL 2.28.0. 271 */ 272 extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void); 273 274 #endif /* __GDK__ */ 275 276 #ifdef __cplusplus 277 } 278 #endif 279 #include "close_code.h" 280 281 #endif /* SDL_main_h_ */ 282 283 /* vi: set ts=4 sw=4 expandtab: */