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1
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1 /*
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2 Simple DirectMedia Layer
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3 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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4
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5 This software is provided 'as-is', without any express or implied
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6 warranty. In no event will the authors be held liable for any damages
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7 arising from the use of this software.
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8
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9 Permission is granted to anyone to use this software for any purpose,
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10 including commercial applications, and to alter it and redistribute it
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11 freely, subject to the following restrictions:
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12
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13 1. The origin of this software must not be misrepresented; you must not
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14 claim that you wrote the original software. If you use this software
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15 in a product, an acknowledgment in the product documentation would be
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16 appreciated but is not required.
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17 2. Altered source versions must be plainly marked as such, and must not be
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18 misrepresented as being the original software.
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19 3. This notice may not be removed or altered from any source distribution.
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20 */
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21
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22 /**
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23 * # CategoryMain
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24 *
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25 * Redefine main() if necessary so that it is called by SDL.
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26 *
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27 * In order to make this consistent on all platforms, the application's main()
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28 * should look like this:
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29 *
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30 * ```c
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31 * #include <SDL3/SDL.h>
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32 * #include <SDL3/SDL_main.h>
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33 *
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34 * int main(int argc, char *argv[])
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35 * {
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36 * }
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37 * ```
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38 *
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39 * SDL will take care of platform specific details on how it gets called.
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40 *
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41 * This is also where an app can be configured to use the main callbacks, via
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42 * the SDL_MAIN_USE_CALLBACKS macro.
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43 *
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44 * SDL_main.h is a "single-header library," which is to say that including
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45 * this header inserts code into your program, and you should only include it
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46 * once in most cases. SDL.h does not include this header automatically.
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47 *
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48 * For more information, see:
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49 *
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50 * https://wiki.libsdl.org/SDL3/README-main-functions
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51 */
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52
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53 #ifndef SDL_main_h_
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54 #define SDL_main_h_
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55
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56 #include <SDL3/SDL_platform_defines.h>
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57 #include <SDL3/SDL_stdinc.h>
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58 #include <SDL3/SDL_error.h>
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59 #include <SDL3/SDL_events.h>
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60
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61 #ifdef SDL_WIKI_DOCUMENTATION_SECTION
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62
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63 /**
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64 * Inform SDL that the app is providing an entry point instead of SDL.
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65 *
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66 * SDL does not define this macro, but will check if it is defined when
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67 * including `SDL_main.h`. If defined, SDL will expect the app to provide the
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68 * proper entry point for the platform, and all the other magic details
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69 * needed, like manually calling SDL_SetMainReady.
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70 *
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71 * Please see [README-main-functions](README-main-functions), (or
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72 * docs/README-main-functions.md in the source tree) for a more detailed
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73 * explanation.
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74 *
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75 * \since This macro is used by the headers since SDL 3.2.0.
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76 */
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77 #define SDL_MAIN_HANDLED 1
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78
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79 /**
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80 * Inform SDL to use the main callbacks instead of main.
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81 *
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82 * SDL does not define this macro, but will check if it is defined when
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83 * including `SDL_main.h`. If defined, SDL will expect the app to provide
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84 * several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and
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85 * SDL_AppQuit. The app should not provide a `main` function in this case, and
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86 * doing so will likely cause the build to fail.
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87 *
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88 * Please see [README-main-functions](README-main-functions), (or
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89 * docs/README-main-functions.md in the source tree) for a more detailed
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90 * explanation.
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91 *
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92 * \since This macro is used by the headers since SDL 3.2.0.
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93 *
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94 * \sa SDL_AppInit
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95 * \sa SDL_AppEvent
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96 * \sa SDL_AppIterate
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97 * \sa SDL_AppQuit
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98 */
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99 #define SDL_MAIN_USE_CALLBACKS 1
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100
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101 /**
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102 * Defined if the target platform offers a special mainline through SDL.
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103 *
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104 * This won't be defined otherwise. If defined, SDL's headers will redefine
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105 * `main` to `SDL_main`.
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106 *
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107 * This macro is defined by `SDL_main.h`, which is not automatically included
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108 * by `SDL.h`.
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109 *
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110 * Even if available, an app can define SDL_MAIN_HANDLED and provide their
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111 * own, if they know what they're doing.
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112 *
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113 * This macro is used internally by SDL, and apps probably shouldn't rely on
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114 * it.
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115 *
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116 * \since This macro is available since SDL 3.2.0.
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117 */
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118 #define SDL_MAIN_AVAILABLE
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119
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120 /**
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121 * Defined if the target platform _requires_ a special mainline through SDL.
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122 *
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123 * This won't be defined otherwise. If defined, SDL's headers will redefine
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124 * `main` to `SDL_main`.
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125 *
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126 * This macro is defined by `SDL_main.h`, which is not automatically included
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127 * by `SDL.h`.
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128 *
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129 * Even if required, an app can define SDL_MAIN_HANDLED and provide their own,
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130 * if they know what they're doing.
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131 *
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132 * This macro is used internally by SDL, and apps probably shouldn't rely on
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133 * it.
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134 *
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135 * \since This macro is available since SDL 3.2.0.
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136 */
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137 #define SDL_MAIN_NEEDED
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138
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139 #endif
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140
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141 #if defined(__has_include)
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142 #if __has_include("SDL_main_private.h") && __has_include("SDL_main_impl_private.h")
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143 #define SDL_PLATFORM_PRIVATE_MAIN
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144 #endif
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145 #endif
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146
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147 #ifndef SDL_MAIN_HANDLED
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148 #if defined(SDL_PLATFORM_PRIVATE_MAIN)
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149 /* Private platforms may have their own ideas about entry points. */
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150 #include "SDL_main_private.h"
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151
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152 #elif defined(SDL_PLATFORM_WIN32)
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153 /* On Windows SDL provides WinMain(), which parses the command line and passes
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154 the arguments to your main function.
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155
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156 If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
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157 */
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158 #define SDL_MAIN_AVAILABLE
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159
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160 #elif defined(SDL_PLATFORM_GDK)
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161 /* On GDK, SDL provides a main function that initializes the game runtime.
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162
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163 If you prefer to write your own WinMain-function instead of having SDL
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164 provide one that calls your main() function,
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165 #define SDL_MAIN_HANDLED before #include'ing SDL_main.h
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166 and call the SDL_RunApp function from your entry point.
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167 */
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168 #define SDL_MAIN_NEEDED
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169
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170 #elif defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS)
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171 /* On iOS and tvOS SDL provides a main function that creates an application delegate and starts the application run loop.
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172
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173 To use it, just #include <SDL3/SDL_main.h> in the source file that contains your main() function.
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174
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175 See src/video/uikit/SDL_uikitappdelegate.m for more details.
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176 */
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177 #define SDL_MAIN_NEEDED
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178
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179 #elif defined(SDL_PLATFORM_ANDROID)
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180 /* On Android SDL provides a Java class in SDLActivity.java that is the
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181 main activity entry point.
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182
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183 See docs/README-android.md for more details on extending that class.
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184 */
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185 #define SDL_MAIN_NEEDED
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186
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187 /* As this is launched from Java, the real entry point (main() function)
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188 is outside of the the binary built from this code.
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189 This define makes sure that, unlike on other platforms, SDL_main.h
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190 and SDL_main_impl.h export an `SDL_main()` function (to be called
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191 from Java), but don't implement a native `int main(int argc, char* argv[])`
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192 or similar.
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193 */
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194 #define SDL_MAIN_EXPORTED
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195
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196 #elif defined(SDL_PLATFORM_EMSCRIPTEN)
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197 /* On Emscripten, SDL provides a main function that converts URL
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198 parameters that start with "SDL_" to environment variables, so
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199 they can be used as SDL hints, etc.
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200
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201 This is 100% optional, so if you don't want this to happen, you may
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202 define SDL_MAIN_HANDLED
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203 */
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204 #define SDL_MAIN_AVAILABLE
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205
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206 #elif defined(SDL_PLATFORM_PSP)
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207 /* On PSP SDL provides a main function that sets the module info,
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208 activates the GPU and starts the thread required to be able to exit
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209 the software.
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210
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211 If you provide this yourself, you may define SDL_MAIN_HANDLED
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212 */
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213 #define SDL_MAIN_AVAILABLE
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214
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215 #elif defined(SDL_PLATFORM_PS2)
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216 #define SDL_MAIN_AVAILABLE
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217
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218 #define SDL_PS2_SKIP_IOP_RESET() \
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219 void reset_IOP(); \
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220 void reset_IOP() {}
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221
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222 #elif defined(SDL_PLATFORM_3DS)
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223 /*
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224 On N3DS, SDL provides a main function that sets up the screens
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225 and storage.
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226
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227 If you provide this yourself, you may define SDL_MAIN_HANDLED
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228 */
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229 #define SDL_MAIN_AVAILABLE
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230
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231 #endif
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232 #endif /* SDL_MAIN_HANDLED */
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233
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234
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235 #ifdef SDL_WIKI_DOCUMENTATION_SECTION
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236
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237 /**
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238 * A macro to tag a main entry point function as exported.
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239 *
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240 * Most platforms don't need this, and the macro will be defined to nothing.
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241 * Some, like Android, keep the entry points in a shared library and need to
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242 * explicitly export the symbols.
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243 *
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244 * External code rarely needs this, and if it needs something, it's almost
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245 * always SDL_DECLSPEC instead.
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246 *
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247 * \since This macro is available since SDL 3.2.0.
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248 *
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249 * \sa SDL_DECLSPEC
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250 */
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251 #define SDLMAIN_DECLSPEC
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252
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253 #elif defined(SDL_MAIN_EXPORTED)
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254 /* We need to export SDL_main so it can be launched from external code,
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255 like SDLActivity.java on Android */
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256 #define SDLMAIN_DECLSPEC SDL_DECLSPEC
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257 #else
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258 /* usually this is empty */
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259 #define SDLMAIN_DECLSPEC
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260 #endif /* SDL_MAIN_EXPORTED */
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261
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262 #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
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263 #define main SDL_main
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264 #endif
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265
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266 #include <SDL3/SDL_init.h>
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267 #include <SDL3/SDL_begin_code.h>
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268 #ifdef __cplusplus
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269 extern "C" {
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270 #endif
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271
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272 /*
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273 * You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
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274 * SDL_main.h, and then your application will _not_ have a standard
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275 * "main" entry point. Instead, it will operate as a collection of
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276 * functions that are called as necessary by the system. On some
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277 * platforms, this is just a layer where SDL drives your program
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278 * instead of your program driving SDL, on other platforms this might
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279 * hook into the OS to manage the lifecycle. Programs on most platforms
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280 * can use whichever approach they prefer, but the decision boils down
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281 * to:
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282 *
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283 * - Using a standard "main" function: this works like it always has for
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284 * the past 50+ years in C programming, and your app is in control.
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285 * - Using the callback functions: this might clean up some code,
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286 * avoid some #ifdef blocks in your program for some platforms, be more
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287 * resource-friendly to the system, and possibly be the primary way to
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288 * access some future platforms (but none require this at the moment).
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289 *
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290 * This is up to the app; both approaches are considered valid and supported
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291 * ways to write SDL apps.
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292 *
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293 * If using the callbacks, don't define a "main" function. Instead, implement
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294 * the functions listed below in your program.
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295 */
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296 #ifdef SDL_MAIN_USE_CALLBACKS
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297
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298 /**
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299 * App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps.
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300 *
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301 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
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302 * standard "main" function, you should not supply this.
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303 *
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304 * This function is called by SDL once, at startup. The function should
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305 * initialize whatever is necessary, possibly create windows and open audio
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306 * devices, etc. The `argc` and `argv` parameters work like they would with a
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307 * standard "main" function.
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308 *
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309 * This function should not go into an infinite mainloop; it should do any
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310 * one-time setup it requires and then return.
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311 *
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312 * The app may optionally assign a pointer to `*appstate`. This pointer will
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313 * be provided on every future call to the other entry points, to allow
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314 * application state to be preserved between functions without the app needing
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315 * to use a global variable. If this isn't set, the pointer will be NULL in
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316 * future entry points.
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317 *
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318 * If this function returns SDL_APP_CONTINUE, the app will proceed to normal
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319 * operation, and will begin receiving repeated calls to SDL_AppIterate and
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320 * SDL_AppEvent for the life of the program. If this function returns
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321 * SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with
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322 * an exit code that reports an error to the platform. If it returns
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323 * SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code
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324 * that reports success to the platform.
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325 *
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326 * This function is called by SDL on the main thread.
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327 *
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328 * \param appstate a place where the app can optionally store a pointer for
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329 * future use.
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330 * \param argc the standard ANSI C main's argc; number of elements in `argv`.
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331 * \param argv the standard ANSI C main's argv; array of command line
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332 * arguments.
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333 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
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334 * terminate with success, SDL_APP_CONTINUE to continue.
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335 *
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336 * \since This function is available since SDL 3.2.0.
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337 *
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338 * \sa SDL_AppIterate
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339 * \sa SDL_AppEvent
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340 * \sa SDL_AppQuit
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341 */
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342 extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
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343
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344 /**
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345 * App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
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346 *
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347 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
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348 * standard "main" function, you should not supply this.
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349 *
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350 * This function is called repeatedly by SDL after SDL_AppInit returns
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351 * SDL_APP_CONTINUE. The function should operate as a single iteration the
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352 * program's primary loop; it should update whatever state it needs and draw a
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353 * new frame of video, usually.
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354 *
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355 * On some platforms, this function will be called at the refresh rate of the
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356 * display (which might change during the life of your app!). There are no
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357 * promises made about what frequency this function might run at. You should
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358 * use SDL's timer functions if you need to see how much time has passed since
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359 * the last iteration.
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360 *
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361 * There is no need to process the SDL event queue during this function; SDL
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362 * will send events as they arrive in SDL_AppEvent, and in most cases the
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363 * event queue will be empty when this function runs anyhow.
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364 *
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365 * This function should not go into an infinite mainloop; it should do one
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366 * iteration of whatever the program does and return.
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367 *
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368 * The `appstate` parameter is an optional pointer provided by the app during
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369 * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
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370 *
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371 * If this function returns SDL_APP_CONTINUE, the app will continue normal
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372 * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
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373 * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
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374 * call SDL_AppQuit and terminate the process with an exit code that reports
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375 * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
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376 * SDL_AppQuit and terminates with an exit code that reports success to the
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377 * platform.
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378 *
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379 * This function is called by SDL on the main thread.
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380 *
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381 * \param appstate an optional pointer, provided by the app in SDL_AppInit.
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382 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
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383 * terminate with success, SDL_APP_CONTINUE to continue.
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384 *
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385 * \threadsafety This function may get called concurrently with SDL_AppEvent()
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386 * for events not pushed on the main thread.
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387 *
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388 * \since This function is available since SDL 3.2.0.
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389 *
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390 * \sa SDL_AppInit
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391 * \sa SDL_AppEvent
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392 */
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393 extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppIterate(void *appstate);
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394
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395 /**
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396 * App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
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397 *
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398 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
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399 * standard "main" function, you should not supply this.
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400 *
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401 * This function is called as needed by SDL after SDL_AppInit returns
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402 * SDL_APP_CONTINUE. It is called once for each new event.
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403 *
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404 * There is (currently) no guarantee about what thread this will be called
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405 * from; whatever thread pushes an event onto SDL's queue will trigger this
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406 * function. SDL is responsible for pumping the event queue between each call
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407 * to SDL_AppIterate, so in normal operation one should only get events in a
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408 * serial fashion, but be careful if you have a thread that explicitly calls
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409 * SDL_PushEvent. SDL itself will push events to the queue on the main thread.
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410 *
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411 * Events sent to this function are not owned by the app; if you need to save
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412 * the data, you should copy it.
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413 *
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414 * This function should not go into an infinite mainloop; it should handle the
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415 * provided event appropriately and return.
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416 *
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417 * The `appstate` parameter is an optional pointer provided by the app during
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418 * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
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419 *
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420 * If this function returns SDL_APP_CONTINUE, the app will continue normal
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421 * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
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422 * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
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423 * call SDL_AppQuit and terminate the process with an exit code that reports
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424 * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
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425 * SDL_AppQuit and terminates with an exit code that reports success to the
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426 * platform.
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427 *
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428 * \param appstate an optional pointer, provided by the app in SDL_AppInit.
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429 * \param event the new event for the app to examine.
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430 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
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431 * terminate with success, SDL_APP_CONTINUE to continue.
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432 *
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433 * \threadsafety This function may get called concurrently with
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434 * SDL_AppIterate() or SDL_AppQuit() for events not pushed from
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435 * the main thread.
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436 *
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437 * \since This function is available since SDL 3.2.0.
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438 *
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439 * \sa SDL_AppInit
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440 * \sa SDL_AppIterate
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441 */
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442 extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event);
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443
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444 /**
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445 * App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
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446 *
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447 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
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448 * standard "main" function, you should not supply this.
|
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|
449 *
|
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450 * This function is called once by SDL before terminating the program.
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451 *
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452 * This function will be called in all cases, even if SDL_AppInit requests
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453 * termination at startup.
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454 *
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455 * This function should not go into an infinite mainloop; it should
|
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|
456 * deinitialize any resources necessary, perform whatever shutdown activities,
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457 * and return.
|
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|
458 *
|
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459 * You do not need to call SDL_Quit() in this function, as SDL will call it
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460 * after this function returns and before the process terminates, but it is
|
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|
461 * safe to do so.
|
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462 *
|
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|
463 * The `appstate` parameter is an optional pointer provided by the app during
|
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|
464 * SDL_AppInit(). If the app never provided a pointer, this will be NULL. This
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|
465 * function call is the last time this pointer will be provided, so any
|
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|
466 * resources to it should be cleaned up here.
|
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|
467 *
|
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|
468 * This function is called by SDL on the main thread.
|
|
|
469 *
|
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|
470 * \param appstate an optional pointer, provided by the app in SDL_AppInit.
|
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|
471 * \param result the result code that terminated the app (success or failure).
|
|
|
472 *
|
|
|
473 * \threadsafety SDL_AppEvent() may get called concurrently with this function
|
|
|
474 * if other threads that push events are still active.
|
|
|
475 *
|
|
|
476 * \since This function is available since SDL 3.2.0.
|
|
|
477 *
|
|
|
478 * \sa SDL_AppInit
|
|
|
479 */
|
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|
480 extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate, SDL_AppResult result);
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|
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481
|
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|
482 #endif /* SDL_MAIN_USE_CALLBACKS */
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|
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483
|
|
|
484
|
|
|
485 /**
|
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|
486 * The prototype for the application's main() function
|
|
|
487 *
|
|
|
488 * \param argc an ANSI-C style main function's argc.
|
|
|
489 * \param argv an ANSI-C style main function's argv.
|
|
|
490 * \returns an ANSI-C main return code; generally 0 is considered successful
|
|
|
491 * program completion, and small non-zero values are considered
|
|
|
492 * errors.
|
|
|
493 *
|
|
|
494 * \since This datatype is available since SDL 3.2.0.
|
|
|
495 */
|
|
|
496 typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
|
|
|
497
|
|
|
498 /**
|
|
|
499 * An app-supplied function for program entry.
|
|
|
500 *
|
|
|
501 * Apps do not directly create this function; they should create a standard
|
|
|
502 * ANSI-C `main` function instead. If SDL needs to insert some startup code
|
|
|
503 * before `main` runs, or the platform doesn't actually _use_ a function
|
|
|
504 * called "main", SDL will do some macro magic to redefine `main` to
|
|
|
505 * `SDL_main` and provide its own `main`.
|
|
|
506 *
|
|
|
507 * Apps should include `SDL_main.h` in the same file as their `main` function,
|
|
|
508 * and they should not use that symbol for anything else in that file, as it
|
|
|
509 * might get redefined.
|
|
|
510 *
|
|
|
511 * This function is only provided by the app if it isn't using
|
|
|
512 * SDL_MAIN_USE_CALLBACKS.
|
|
|
513 *
|
|
|
514 * Program startup is a surprisingly complex topic. Please see
|
|
|
515 * [README-main-functions](README-main-functions), (or
|
|
|
516 * docs/README-main-functions.md in the source tree) for a more detailed
|
|
|
517 * explanation.
|
|
|
518 *
|
|
|
519 * \param argc an ANSI-C style main function's argc.
|
|
|
520 * \param argv an ANSI-C style main function's argv.
|
|
|
521 * \returns an ANSI-C main return code; generally 0 is considered successful
|
|
|
522 * program completion, and small non-zero values are considered
|
|
|
523 * errors.
|
|
|
524 *
|
|
|
525 * \threadsafety This is the program entry point.
|
|
|
526 *
|
|
|
527 * \since This function is available since SDL 3.2.0.
|
|
|
528 */
|
|
|
529 extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]);
|
|
|
530
|
|
|
531 /**
|
|
|
532 * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
|
|
|
533 * point.
|
|
|
534 *
|
|
|
535 * This function is defined in SDL_main.h, along with the preprocessor rule to
|
|
|
536 * redefine main() as SDL_main(). Thus to ensure that your main() function
|
|
|
537 * will not be changed it is necessary to define SDL_MAIN_HANDLED before
|
|
|
538 * including SDL.h.
|
|
|
539 *
|
|
|
540 * \since This function is available since SDL 3.2.0.
|
|
|
541 *
|
|
|
542 * \sa SDL_Init
|
|
|
543 */
|
|
|
544 extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void);
|
|
|
545
|
|
|
546 /**
|
|
|
547 * Initializes and launches an SDL application, by doing platform-specific
|
|
|
548 * initialization before calling your mainFunction and cleanups after it
|
|
|
549 * returns, if that is needed for a specific platform, otherwise it just calls
|
|
|
550 * mainFunction.
|
|
|
551 *
|
|
|
552 * You can use this if you want to use your own main() implementation without
|
|
|
553 * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
|
|
|
554 * *not* need SDL_SetMainReady().
|
|
|
555 *
|
|
|
556 * If `argv` is NULL, SDL will provide command line arguments, either by
|
|
|
557 * querying the OS for them if possible, or supplying a filler array if not.
|
|
|
558 *
|
|
|
559 * \param argc the argc parameter from the application's main() function, or 0
|
|
|
560 * if the platform's main-equivalent has no argc.
|
|
|
561 * \param argv the argv parameter from the application's main() function, or
|
|
|
562 * NULL if the platform's main-equivalent has no argv.
|
|
|
563 * \param mainFunction your SDL app's C-style main(). NOT the function you're
|
|
|
564 * calling this from! Its name doesn't matter; it doesn't
|
|
|
565 * literally have to be `main`.
|
|
|
566 * \param reserved should be NULL (reserved for future use, will probably be
|
|
|
567 * platform-specific then).
|
|
|
568 * \returns the return value from mainFunction: 0 on success, otherwise
|
|
|
569 * failure; SDL_GetError() might have more information on the
|
|
|
570 * failure.
|
|
|
571 *
|
|
|
572 * \threadsafety Generally this is called once, near startup, from the
|
|
|
573 * process's initial thread.
|
|
|
574 *
|
|
|
575 * \since This function is available since SDL 3.2.0.
|
|
|
576 */
|
|
|
577 extern SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void *reserved);
|
|
|
578
|
|
|
579 /**
|
|
|
580 * An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.
|
|
|
581 *
|
|
|
582 * Generally, you should not call this function directly. This only exists to
|
|
|
583 * hand off work into SDL as soon as possible, where it has a lot more control
|
|
|
584 * and functionality available, and make the inline code in SDL_main.h as
|
|
|
585 * small as possible.
|
|
|
586 *
|
|
|
587 * Not all platforms use this, it's actual use is hidden in a magic
|
|
|
588 * header-only library, and you should not call this directly unless you
|
|
|
589 * _really_ know what you're doing.
|
|
|
590 *
|
|
|
591 * \param argc standard Unix main argc.
|
|
|
592 * \param argv standard Unix main argv.
|
|
|
593 * \param appinit the application's SDL_AppInit function.
|
|
|
594 * \param appiter the application's SDL_AppIterate function.
|
|
|
595 * \param appevent the application's SDL_AppEvent function.
|
|
|
596 * \param appquit the application's SDL_AppQuit function.
|
|
|
597 * \returns standard Unix main return value.
|
|
|
598 *
|
|
|
599 * \threadsafety It is not safe to call this anywhere except as the only
|
|
|
600 * function call in SDL_main.
|
|
|
601 *
|
|
|
602 * \since This function is available since SDL 3.2.0.
|
|
|
603 */
|
|
|
604 extern SDL_DECLSPEC int SDLCALL SDL_EnterAppMainCallbacks(int argc, char *argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit);
|
|
|
605
|
|
|
606
|
|
|
607 #if defined(SDL_PLATFORM_WINDOWS)
|
|
|
608
|
|
|
609 /**
|
|
|
610 * Register a win32 window class for SDL's use.
|
|
|
611 *
|
|
|
612 * This can be called to set the application window class at startup. It is
|
|
|
613 * safe to call this multiple times, as long as every call is eventually
|
|
|
614 * paired with a call to SDL_UnregisterApp, but a second registration attempt
|
|
|
615 * while a previous registration is still active will be ignored, other than
|
|
|
616 * to increment a counter.
|
|
|
617 *
|
|
|
618 * Most applications do not need to, and should not, call this directly; SDL
|
|
|
619 * will call it when initializing the video subsystem.
|
|
|
620 *
|
|
|
621 * If `name` is NULL, SDL currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` for
|
|
|
622 * the style, regardless of what is specified here.
|
|
|
623 *
|
|
|
624 * \param name the window class name, in UTF-8 encoding. If NULL, SDL
|
|
|
625 * currently uses "SDL_app" but this isn't guaranteed.
|
|
|
626 * \param style the value to use in WNDCLASSEX::style.
|
|
|
627 * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
|
|
|
628 * will use `GetModuleHandle(NULL)` instead.
|
|
|
629 * \returns true on success or false on failure; call SDL_GetError() for more
|
|
|
630 * information.
|
|
|
631 *
|
|
|
632 * \since This function is available since SDL 3.2.0.
|
|
|
633 */
|
|
|
634 extern SDL_DECLSPEC bool SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
|
|
|
635
|
|
|
636 /**
|
|
|
637 * Deregister the win32 window class from an SDL_RegisterApp call.
|
|
|
638 *
|
|
|
639 * This can be called to undo the effects of SDL_RegisterApp.
|
|
|
640 *
|
|
|
641 * Most applications do not need to, and should not, call this directly; SDL
|
|
|
642 * will call it when deinitializing the video subsystem.
|
|
|
643 *
|
|
|
644 * It is safe to call this multiple times, as long as every call is eventually
|
|
|
645 * paired with a prior call to SDL_RegisterApp. The window class will only be
|
|
|
646 * deregistered when the registration counter in SDL_RegisterApp decrements to
|
|
|
647 * zero through calls to this function.
|
|
|
648 *
|
|
|
649 * \since This function is available since SDL 3.2.0.
|
|
|
650 */
|
|
|
651 extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
|
|
|
652
|
|
|
653 #endif /* defined(SDL_PLATFORM_WINDOWS) */
|
|
|
654
|
|
|
655 /**
|
|
|
656 * Callback from the application to let the suspend continue.
|
|
|
657 *
|
|
|
658 * This function is only needed for Xbox GDK support; all other platforms will
|
|
|
659 * do nothing and set an "unsupported" error message.
|
|
|
660 *
|
|
|
661 * \since This function is available since SDL 3.2.0.
|
|
|
662 */
|
|
|
663 extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
|
|
|
664
|
|
|
665 #ifdef __cplusplus
|
|
|
666 }
|
|
|
667 #endif
|
|
|
668
|
|
|
669 #include <SDL3/SDL_close_code.h>
|
|
|
670
|
|
|
671 #if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
|
|
|
672 /* include header-only SDL_main implementations */
|
|
|
673 #if defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
|
|
|
674 /* platforms which main (-equivalent) can be implemented in plain C */
|
|
|
675 #include <SDL3/SDL_main_impl.h>
|
|
|
676 #endif
|
|
|
677 #endif
|
|
|
678
|
|
|
679 #endif /* SDL_main_h_ */
|