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      1 /*
      2   Simple DirectMedia Layer
      3   Copyright (C) 1997-2014 Sam Lantinga <slouken (at) 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(__IPHONEOS__)
     55 /* On iOS SDL provides a main function that creates an application delegate
     56    and starts the iOS application run loop.
     57 
     58    See src/video/uikit/SDL_uikitappdelegate.m for more details.
     59  */
     60 #define SDL_MAIN_NEEDED
     61 
     62 #elif defined(__ANDROID__)
     63 /* On Android SDL provides a Java class in SDLActivity.java that is the
     64    main activity entry point.
     65 
     66    See README-android.txt for more details on extending that class.
     67  */
     68 #define SDL_MAIN_NEEDED
     69 
     70 #endif
     71 #endif /* SDL_MAIN_HANDLED */
     72 
     73 #ifdef __cplusplus
     74 #define C_LINKAGE   "C"
     75 #else
     76 #define C_LINKAGE
     77 #endif /* __cplusplus */
     78 
     79 /**
     80  *  \file SDL_main.h
     81  *
     82  *  The application's main() function must be called with C linkage,
     83  *  and should be declared like this:
     84  *  \code
     85  *  #ifdef __cplusplus
     86  *  extern "C"
     87  *  #endif
     88  *  int main(int argc, char *argv[])
     89  *  {
     90  *  }
     91  *  \endcode
     92  */
     93 
     94 #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
     95 #define main    SDL_main
     96 #endif
     97 
     98 /**
     99  *  The prototype for the application's main() function
    100  */
    101 extern C_LINKAGE int SDL_main(int argc, char *argv[]);
    102 
    103 
    104 #include "begin_code.h"
    105 #ifdef __cplusplus
    106 extern "C" {
    107 #endif
    108 
    109 /**
    110  *  This is called by the real SDL main function to let the rest of the
    111  *  library know that initialization was done properly.
    112  *
    113  *  Calling this yourself without knowing what you're doing can cause
    114  *  crashes and hard to diagnose problems with your application.
    115  */
    116 extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
    117 
    118 #ifdef __WIN32__
    119 
    120 /**
    121  *  This can be called to set the application class at startup
    122  */
    123 extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
    124                                             void *hInst);
    125 extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
    126 
    127 #endif /* __WIN32__ */
    128 
    129 
    130 #ifdef __WINRT__
    131 
    132 /**
    133  *  \brief Initializes and launches an SDL/WinRT application.
    134  *
    135  *  \param mainFunction The SDL app's C-style main().
    136  *  \param xamlBackgroundPanel An optional, XAML-based, background panel.
    137  *     For Non-XAML apps, this value must be set to NULL.  For XAML apps,
    138  *     pass in a pointer to a SwapChainBackgroundPanel, casted to an
    139  *     IInspectable (via reinterpret_cast).
    140  *  \ret 0 on success, -1 on failure.  On failure, use SDL_GetError to retrieve more
    141  *      information on the failure.
    142  */
    143 extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * xamlBackgroundPanel);
    144 
    145 #endif /* __WINRT__ */
    146 
    147 
    148 #ifdef __cplusplus
    149 }
    150 #endif
    151 #include "close_code.h"
    152 
    153 #endif /* _SDL_main_h */
    154 
    155 /* vi: set ts=4 sw=4 expandtab: */
    156