diff options
author | Fox Caminiti <fox@foxcam.net> | 2022-12-22 13:29:02 -0500 |
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committer | Fox Caminiti <fox@foxcam.net> | 2022-12-22 13:29:02 -0500 |
commit | 375c120d30456738897c4bd775e38aa1db7d239c (patch) | |
tree | 5b365a6233cf736db15fa52fcfac4ba80a986217 /dependencies/SDL/SDL_main.h | |
parent | 4854647d659f75ac6cf4575b61d1dcfd25865791 (diff) |
v3.1
Diffstat (limited to 'dependencies/SDL/SDL_main.h')
-rw-r--r-- | dependencies/SDL/SDL_main.h | 275 |
1 files changed, 0 insertions, 275 deletions
diff --git a/dependencies/SDL/SDL_main.h b/dependencies/SDL/SDL_main.h deleted file mode 100644 index 113d11d..0000000 --- a/dependencies/SDL/SDL_main.h +++ /dev/null @@ -1,275 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org> - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -#ifndef SDL_main_h_ -#define SDL_main_h_ - -#include "SDL_stdinc.h" - -/** - * \file SDL_main.h - * - * Redefine main() on some platforms so that it is called by SDL. - */ - -#ifndef SDL_MAIN_HANDLED -#if defined(__WIN32__) -/* On Windows SDL provides WinMain(), which parses the command line and passes - the arguments to your main function. - - If you provide your own WinMain(), you may define SDL_MAIN_HANDLED - */ -#define SDL_MAIN_AVAILABLE - -#elif defined(__WINRT__) -/* On WinRT, SDL provides a main function that initializes CoreApplication, - creating an instance of IFrameworkView in the process. - - Please note that #include'ing SDL_main.h is not enough to get a main() - function working. In non-XAML apps, the file, - src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled - into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be - called, with a pointer to the Direct3D-hosted XAML control passed in. -*/ -#define SDL_MAIN_NEEDED - -#elif defined(__GDK__) -/* On GDK, SDL provides a main function that initializes the game runtime. - - Please note that #include'ing SDL_main.h is not enough to get a main() - function working. You must either link against SDL2main or, if not possible, - call the SDL_GDKRunApp function from your entry point. -*/ -#define SDL_MAIN_NEEDED - -#elif defined(__IPHONEOS__) -/* On iOS SDL provides a main function that creates an application delegate - and starts the iOS application run loop. - - If you link with SDL dynamically on iOS, the main function can't be in a - shared library, so you need to link with libSDLmain.a, which includes a - stub main function that calls into the shared library to start execution. - - See src/video/uikit/SDL_uikitappdelegate.m for more details. - */ -#define SDL_MAIN_NEEDED - -#elif defined(__ANDROID__) -/* On Android SDL provides a Java class in SDLActivity.java that is the - main activity entry point. - - See docs/README-android.md for more details on extending that class. - */ -#define SDL_MAIN_NEEDED - -/* We need to export SDL_main so it can be launched from Java */ -#define SDLMAIN_DECLSPEC DECLSPEC - -#elif defined(__NACL__) -/* On NACL we use ppapi_simple to set up the application helper code, - then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before - starting the user main function. - All user code is run in a separate thread by ppapi_simple, thus - allowing for blocking io to take place via nacl_io -*/ -#define SDL_MAIN_NEEDED - -#elif defined(__PSP__) -/* On PSP SDL provides a main function that sets the module info, - activates the GPU and starts the thread required to be able to exit - the software. - - If you provide this yourself, you may define SDL_MAIN_HANDLED - */ -#define SDL_MAIN_AVAILABLE - -#elif defined(__PS2__) -#define SDL_MAIN_AVAILABLE - -#define SDL_PS2_SKIP_IOP_RESET() \ - void reset_IOP(); \ - void reset_IOP() {} - -#elif defined(__3DS__) -/* - On N3DS, SDL provides a main function that sets up the screens - and storage. - - If you provide this yourself, you may define SDL_MAIN_HANDLED -*/ -#define SDL_MAIN_AVAILABLE - -#endif -#endif /* SDL_MAIN_HANDLED */ - -#ifndef SDLMAIN_DECLSPEC -#define SDLMAIN_DECLSPEC -#endif - -/** - * \file SDL_main.h - * - * The application's main() function must be called with C linkage, - * and should be declared like this: - * \code - * #ifdef __cplusplus - * extern "C" - * #endif - * int main(int argc, char *argv[]) - * { - * } - * \endcode - */ - -#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) -#define main SDL_main -#endif - -#include "begin_code.h" -#ifdef __cplusplus -extern "C" { -#endif - -/** - * The prototype for the application's main() function - */ -typedef int (*SDL_main_func)(int argc, char *argv[]); -extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); - - -/** - * Circumvent failure of SDL_Init() when not using SDL_main() as an entry - * point. - * - * This function is defined in SDL_main.h, along with the preprocessor rule to - * redefine main() as SDL_main(). Thus to ensure that your main() function - * will not be changed it is necessary to define SDL_MAIN_HANDLED before - * including SDL.h. - * - * \since This function is available since SDL 2.0.0. - * - * \sa SDL_Init - */ -extern DECLSPEC void SDLCALL SDL_SetMainReady(void); - -#if defined(__WIN32__) || defined(__GDK__) - -/** - * Register a win32 window class for SDL's use. - * - * This can be called to set the application window class at startup. It is - * safe to call this multiple times, as long as every call is eventually - * paired with a call to SDL_UnregisterApp, but a second registration attempt - * while a previous registration is still active will be ignored, other than - * to increment a counter. - * - * Most applications do not need to, and should not, call this directly; SDL - * will call it when initializing the video subsystem. - * - * \param name the window class name, in UTF-8 encoding. If NULL, SDL - * currently uses "SDL_app" but this isn't guaranteed. - * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL - * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of - * what is specified here. - * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL - * will use `GetModuleHandle(NULL)` instead. - * \returns 0 on success, -1 on error. SDL_GetError() may have details. - * - * \since This function is available since SDL 2.0.2. - */ -extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); - -/** - * Deregister the win32 window class from an SDL_RegisterApp call. - * - * This can be called to undo the effects of SDL_RegisterApp. - * - * Most applications do not need to, and should not, call this directly; SDL - * will call it when deinitializing the video subsystem. - * - * It is safe to call this multiple times, as long as every call is eventually - * paired with a prior call to SDL_RegisterApp. The window class will only be - * deregistered when the registration counter in SDL_RegisterApp decrements to - * zero through calls to this function. - * - * \since This function is available since SDL 2.0.2. - */ -extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); - -#endif /* defined(__WIN32__) || defined(__GDK__) */ - - -#ifdef __WINRT__ - -/** - * Initialize and launch an SDL/WinRT application. - * - * \param mainFunction the SDL app's C-style main(), an SDL_main_func - * \param reserved reserved for future use; should be NULL - * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve - * more information on the failure. - * - * \since This function is available since SDL 2.0.3. - */ -extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); - -#endif /* __WINRT__ */ - -#if defined(__IPHONEOS__) - -/** - * Initializes and launches an SDL application. - * - * \param argc The argc parameter from the application's main() function - * \param argv The argv parameter from the application's main() function - * \param mainFunction The SDL app's C-style main(), an SDL_main_func - * \return the return value from mainFunction - * - * \since This function is available since SDL 2.0.10. - */ -extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); - -#endif /* __IPHONEOS__ */ - -#ifdef __GDK__ - -/** - * Initialize and launch an SDL GDK application. - * - * \param mainFunction the SDL app's C-style main(), an SDL_main_func - * \param reserved reserved for future use; should be NULL - * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve - * more information on the failure. - * - * \since This function is available since SDL 2.24.0. - */ -extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved); - -#endif /* __GDK__ */ - -#ifdef __cplusplus -} -#endif -#include "close_code.h" - -#endif /* SDL_main_h_ */ - -/* vi: set ts=4 sw=4 expandtab: */ |