SDL_main.h 3.2 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #ifndef _SDL_main_h
  19. #define _SDL_main_h
  20. #include "SDL_stdinc.h"
  21. /**
  22. * \file SDL_main.h
  23. *
  24. * Redefine main() on some platforms so that it is called by SDL.
  25. */
  26. #ifndef SDL_MAIN_HANDLED
  27. #if defined(__WIN32__)
  28. /* On Windows SDL provides WinMain(), which parses the command line and passes
  29. the arguments to your main function.
  30. If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
  31. */
  32. #define SDL_MAIN_AVAILABLE
  33. #elif defined(__IPHONEOS__)
  34. /* On iOS SDL provides a main function that creates an application delegate
  35. and starts the iOS application run loop.
  36. See src/video/uikit/SDL_uikitappdelegate.m for more details.
  37. */
  38. #define SDL_MAIN_NEEDED
  39. #elif defined(__ANDROID__)
  40. /* On Android SDL provides a Java class in SDLActivity.java that is the
  41. main activity entry point.
  42. See README-android.txt for more details on extending that class.
  43. */
  44. #define SDL_MAIN_NEEDED
  45. #endif
  46. #endif /* SDL_MAIN_HANDLED */
  47. #ifdef __cplusplus
  48. #define C_LINKAGE "C"
  49. #else
  50. #define C_LINKAGE
  51. #endif /* __cplusplus */
  52. /**
  53. * \file SDL_main.h
  54. *
  55. * The application's main() function must be called with C linkage,
  56. * and should be declared like this:
  57. * \code
  58. * #ifdef __cplusplus
  59. * extern "C"
  60. * #endif
  61. * int main(int argc, char *argv[])
  62. * {
  63. * }
  64. * \endcode
  65. */
  66. #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
  67. #define main SDL_main
  68. #endif
  69. /**
  70. * The prototype for the application's main() function
  71. */
  72. extern C_LINKAGE int SDL_main(int argc, char *argv[]);
  73. #include "begin_code.h"
  74. #ifdef __cplusplus
  75. extern "C" {
  76. #endif
  77. /*
  78. * This is called by the real SDL main function to let the rest of the
  79. * library know that initialization was done properly.
  80. *
  81. * Calling this yourself without knowing what you're doing can cause
  82. * crashes and hard to diagnose problems with your application.
  83. */
  84. extern DECLSPEC void SDL_SetMainReady(void);
  85. #ifdef __WIN32__
  86. /**
  87. * This can be called to set the application class at startup
  88. */
  89. extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
  90. void *hInst);
  91. extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
  92. #endif /* __WIN32__ */
  93. #ifdef __cplusplus
  94. }
  95. #endif
  96. #include "close_code.h"
  97. #endif /* _SDL_main_h */
  98. /* vi: set ts=4 sw=4 expandtab: */