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SDL_main.h
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2016 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 
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.md for more details on extending that class.
67  */
68 #define SDL_MAIN_NEEDED
69 
70 #elif defined(__NACL__)
71 /* On NACL we use ppapi_simple to set up the application helper code,
72  then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
73  starting the user main function.
74  All user code is run in a separate thread by ppapi_simple, thus
75  allowing for blocking io to take place via nacl_io
76 */
77 #define SDL_MAIN_NEEDED
78 
79 #endif
80 #endif /* SDL_MAIN_HANDLED */
81 
82 #ifdef __cplusplus
83 #define C_LINKAGE "C"
84 #else
85 #define C_LINKAGE
86 #endif /* __cplusplus */
87 
103 #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
104 #define main SDL_main
105 #endif
106 
110 extern C_LINKAGE int SDL_main(int argc, char *argv[]);
111 
112 
113 #include "begin_code.h"
114 #ifdef __cplusplus
115 extern "C" {
116 #endif
117 
125 extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
126 
127 #ifdef __WIN32__
128 
132 extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
133  void *hInst);
134 extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
135 
136 #endif /* __WIN32__ */
137 
138 
139 #ifdef __WINRT__
140 
149 extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved);
150 
151 #endif /* __WINRT__ */
152 
153 
154 #ifdef __cplusplus
155 }
156 #endif
157 #include "close_code.h"
158 
159 #endif /* _SDL_main_h */
160 
161 /* vi: set ts=4 sw=4 expandtab: */
uint32_t Uint32
An unsigned 32-bit integer type.
Definition: SDL_stdinc.h:159
C_LINKAGE int SDL_main(int argc, char *argv[])
DECLSPEC void SDLCALL SDL_SetMainReady(void)