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			676 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			676 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely, subject to the following restrictions:
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| 
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|   1. The origin of this software must not be misrepresented; you must not
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|      claim that you wrote the original software. If you use this software
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|      in a product, an acknowledgment in the product documentation would be
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|      appreciated but is not required.
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|   2. Altered source versions must be plainly marked as such, and must not be
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|      misrepresented as being the original software.
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|   3. This notice may not be removed or altered from any source distribution.
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| */
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| 
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| /**
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|  * # CategoryMain
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|  *
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|  * Redefine main() if necessary so that it is called by SDL.
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|  *
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|  * In order to make this consistent on all platforms, the application's main()
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|  * should look like this:
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|  *
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|  * ```c
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|  * #include <SDL3/SDL.h>
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|  * #include <SDL3/SDL_main.h>
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|  *
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|  * int main(int argc, char *argv[])
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|  * {
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|  * }
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|  * ```
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|  *
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|  * SDL will take care of platform specific details on how it gets called.
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|  *
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|  * This is also where an app can be configured to use the main callbacks, via
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|  * the SDL_MAIN_USE_CALLBACKS macro.
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|  *
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|  * SDL_main.h is a "single-header library," which is to say that including
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|  * this header inserts code into your program, and you should only include it
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|  * once in most cases. SDL.h does not include this header automatically.
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|  *
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|  * For more information, see:
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|  *
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|  * https://wiki.libsdl.org/SDL3/README/main-functions
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|  */
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| 
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| #ifndef SDL_main_h_
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| #define SDL_main_h_
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| 
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| #include <SDL3/SDL_platform_defines.h>
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| #include <SDL3/SDL_stdinc.h>
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| #include <SDL3/SDL_error.h>
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| #include <SDL3/SDL_events.h>
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| 
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| #ifdef SDL_WIKI_DOCUMENTATION_SECTION
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| 
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| /**
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|  * Inform SDL that the app is providing an entry point instead of SDL.
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|  *
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|  * SDL does not define this macro, but will check if it is defined when
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|  * including `SDL_main.h`. If defined, SDL will expect the app to provide the
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|  * proper entry point for the platform, and all the other magic details
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|  * needed, like manually calling SDL_SetMainReady.
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|  *
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|  * Please see [README/main-functions](README/main-functions), (or
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|  * docs/README-main-functions.md in the source tree) for a more detailed
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|  * explanation.
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|  *
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|  * \since This macro is used by the headers since SDL 3.2.0.
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|  */
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| #define SDL_MAIN_HANDLED 1
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| 
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| /**
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|  * Inform SDL to use the main callbacks instead of main.
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|  *
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|  * SDL does not define this macro, but will check if it is defined when
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|  * including `SDL_main.h`. If defined, SDL will expect the app to provide
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|  * several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and
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|  * SDL_AppQuit. The app should not provide a `main` function in this case, and
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|  * doing so will likely cause the build to fail.
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|  *
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|  * Please see [README/main-functions](README/main-functions), (or
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|  * docs/README-main-functions.md in the source tree) for a more detailed
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|  * explanation.
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|  *
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|  * \since This macro is used by the headers since SDL 3.2.0.
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|  *
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|  * \sa SDL_AppInit
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|  * \sa SDL_AppEvent
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|  * \sa SDL_AppIterate
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|  * \sa SDL_AppQuit
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|  */
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| #define SDL_MAIN_USE_CALLBACKS 1
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| 
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| /**
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|  * Defined if the target platform offers a special mainline through SDL.
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|  *
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|  * This won't be defined otherwise. If defined, SDL's headers will redefine
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|  * `main` to `SDL_main`.
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|  *
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|  * This macro is defined by `SDL_main.h`, which is not automatically included
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|  * by `SDL.h`.
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|  *
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|  * Even if available, an app can define SDL_MAIN_HANDLED and provide their
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|  * own, if they know what they're doing.
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|  *
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|  * This macro is used internally by SDL, and apps probably shouldn't rely on it.
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|  *
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|  * \since This macro is available since SDL 3.2.0.
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|  */
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| #define SDL_MAIN_AVAILABLE
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| 
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| /**
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|  * Defined if the target platform _requires_ a special mainline through SDL.
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|  *
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|  * This won't be defined otherwise. If defined, SDL's headers will redefine
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|  * `main` to `SDL_main`.
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|  *
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|  * This macro is defined by `SDL_main.h`, which is not automatically included
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|  * by `SDL.h`.
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|  *
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|  * Even if required, an app can define SDL_MAIN_HANDLED and provide their
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|  * own, if they know what they're doing.
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|  *
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|  * This macro is used internally by SDL, and apps probably shouldn't rely on it.
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|  *
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|  * \since This macro is available since SDL 3.2.0.
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|  */
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| #define SDL_MAIN_NEEDED
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| 
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| #endif
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| 
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| #if defined(__has_include)
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|     #if __has_include("SDL_main_private.h") && __has_include("SDL_main_impl_private.h")
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|         #define SDL_PLATFORM_PRIVATE_MAIN
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|     #endif
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| #endif
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| 
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| #ifndef SDL_MAIN_HANDLED
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|     #if defined(SDL_PLATFORM_PRIVATE_MAIN)
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|         /* Private platforms may have their own ideas about entry points. */
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|         #include "SDL_main_private.h"
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| 
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|     #elif defined(SDL_PLATFORM_WIN32)
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|         /* On Windows SDL provides WinMain(), which parses the command line and passes
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|            the arguments to your main function.
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| 
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|            If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
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|          */
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|         #define SDL_MAIN_AVAILABLE
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| 
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|     #elif defined(SDL_PLATFORM_GDK)
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|         /* On GDK, SDL provides a main function that initializes the game runtime.
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| 
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|            If you prefer to write your own WinMain-function instead of having SDL
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|            provide one that calls your main() function,
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|            #define SDL_MAIN_HANDLED before #include'ing SDL_main.h
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|            and call the SDL_RunApp function from your entry point.
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|         */
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|         #define SDL_MAIN_NEEDED
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| 
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|     #elif defined(SDL_PLATFORM_IOS)
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|         /* On iOS SDL provides a main function that creates an application delegate
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|            and starts the iOS application run loop.
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| 
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|            To use it, just #include SDL_main.h in the source file that contains your
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|            main() function.
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| 
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|            See src/video/uikit/SDL_uikitappdelegate.m for more details.
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|          */
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|         #define SDL_MAIN_NEEDED
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| 
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|     #elif defined(SDL_PLATFORM_ANDROID)
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|         /* On Android SDL provides a Java class in SDLActivity.java that is the
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|            main activity entry point.
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| 
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|            See docs/README-android.md for more details on extending that class.
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|          */
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|         #define SDL_MAIN_NEEDED
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| 
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|         /* As this is launched from Java, the real entry point (main() function)
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|            is outside of the the binary built from this code.
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|            This define makes sure that, unlike on other platforms, SDL_main.h
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|            and SDL_main_impl.h export an `SDL_main()` function (to be called
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|            from Java), but don't implement a native `int main(int argc, char* argv[])`
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|            or similar.
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|          */
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|         #define SDL_MAIN_EXPORTED
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| 
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|     #elif defined(SDL_PLATFORM_EMSCRIPTEN)
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|         /* On Emscripten, SDL provides a main function that converts URL
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|            parameters that start with "SDL_" to environment variables, so
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|            they can be used as SDL hints, etc.
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| 
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|            This is 100% optional, so if you don't want this to happen, you may
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|            define SDL_MAIN_HANDLED
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|          */
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|         #define SDL_MAIN_AVAILABLE
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| 
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|     #elif defined(SDL_PLATFORM_PSP)
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|         /* On PSP SDL provides a main function that sets the module info,
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|            activates the GPU and starts the thread required to be able to exit
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|            the software.
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| 
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|            If you provide this yourself, you may define SDL_MAIN_HANDLED
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|          */
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|         #define SDL_MAIN_AVAILABLE
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| 
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|     #elif defined(SDL_PLATFORM_PS2)
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|         #define SDL_MAIN_AVAILABLE
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| 
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|         #define SDL_PS2_SKIP_IOP_RESET() \
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|            void reset_IOP(); \
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|            void reset_IOP() {}
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| 
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|     #elif defined(SDL_PLATFORM_3DS)
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|         /*
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|           On N3DS, SDL provides a main function that sets up the screens
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|           and storage.
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| 
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|           If you provide this yourself, you may define SDL_MAIN_HANDLED
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|         */
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|         #define SDL_MAIN_AVAILABLE
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| 
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|     #endif
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| #endif /* SDL_MAIN_HANDLED */
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| 
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| 
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| #ifdef SDL_WIKI_DOCUMENTATION_SECTION
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| 
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| /**
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|  * A macro to tag a main entry point function as exported.
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|  *
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|  * Most platforms don't need this, and the macro will be defined to nothing.
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|  * Some, like Android, keep the entry points in a shared library and need to
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|  * explicitly export the symbols.
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|  *
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|  * External code rarely needs this, and if it needs something, it's almost
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|  * always SDL_DECLSPEC instead.
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|  *
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|  * \since This macro is available since SDL 3.2.0.
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|  *
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|  * \sa SDL_DECLSPEC
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|  */
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| #define SDLMAIN_DECLSPEC
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| 
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| #elif defined(SDL_MAIN_EXPORTED)
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| /* We need to export SDL_main so it can be launched from external code,
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|    like SDLActivity.java on Android */
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| #define SDLMAIN_DECLSPEC    SDL_DECLSPEC
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| #else
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| /* usually this is empty */
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| #define SDLMAIN_DECLSPEC
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| #endif /* SDL_MAIN_EXPORTED */
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| 
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| #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
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| #define main SDL_main
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| #endif
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| 
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| #include <SDL3/SDL_init.h>
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| #include <SDL3/SDL_begin_code.h>
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| #ifdef __cplusplus
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| extern "C" {
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| #endif
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| 
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| /*
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|  * You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
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|  * SDL_main.h, and then your application will _not_ have a standard
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|  * "main" entry point. Instead, it will operate as a collection of
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|  * functions that are called as necessary by the system. On some
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|  * platforms, this is just a layer where SDL drives your program
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|  * instead of your program driving SDL, on other platforms this might
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|  * hook into the OS to manage the lifecycle. Programs on most platforms
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|  * can use whichever approach they prefer, but the decision boils down
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|  * to:
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|  *
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|  * - Using a standard "main" function: this works like it always has for
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|  *   the past 50+ years in C programming, and your app is in control.
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|  * - Using the callback functions: this might clean up some code,
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|  *   avoid some #ifdef blocks in your program for some platforms, be more
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|  *   resource-friendly to the system, and possibly be the primary way to
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|  *   access some future platforms (but none require this at the moment).
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|  *
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|  * This is up to the app; both approaches are considered valid and supported
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|  * ways to write SDL apps.
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|  *
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|  * If using the callbacks, don't define a "main" function. Instead, implement
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|  * the functions listed below in your program.
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|  */
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| #ifdef SDL_MAIN_USE_CALLBACKS
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| 
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| /**
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|  * App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps.
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|  *
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|  * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
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|  * standard "main" function, you should not supply this.
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|  *
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|  * This function is called by SDL once, at startup. The function should
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|  * initialize whatever is necessary, possibly create windows and open audio
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|  * devices, etc. The `argc` and `argv` parameters work like they would with a
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|  * standard "main" function.
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|  *
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|  * This function should not go into an infinite mainloop; it should do any
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|  * one-time setup it requires and then return.
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|  *
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|  * The app may optionally assign a pointer to `*appstate`. This pointer will
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|  * be provided on every future call to the other entry points, to allow
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|  * application state to be preserved between functions without the app needing
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|  * to use a global variable. If this isn't set, the pointer will be NULL in
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|  * future entry points.
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|  *
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|  * If this function returns SDL_APP_CONTINUE, the app will proceed to normal
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|  * operation, and will begin receiving repeated calls to SDL_AppIterate and
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|  * SDL_AppEvent for the life of the program. If this function returns
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|  * SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with
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|  * an exit code that reports an error to the platform. If it returns
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|  * SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code
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|  * that reports success to the platform.
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|  *
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|  * This function is called by SDL on the main thread.
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|  *
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|  * \param appstate a place where the app can optionally store a pointer for
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|  *                 future use.
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|  * \param argc the standard ANSI C main's argc; number of elements in `argv`.
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|  * \param argv the standard ANSI C main's argv; array of command line
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|  *             arguments.
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|  * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
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|  *          terminate with success, SDL_APP_CONTINUE to continue.
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|  *
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|  * \since This function is available since SDL 3.2.0.
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|  *
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|  * \sa SDL_AppIterate
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|  * \sa SDL_AppEvent
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|  * \sa SDL_AppQuit
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|  */
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| extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
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| 
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| /**
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|  * App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
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|  *
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|  * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
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|  * standard "main" function, you should not supply this.
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|  *
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|  * This function is called repeatedly by SDL after SDL_AppInit returns 0. The
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|  * function should operate as a single iteration the program's primary loop;
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|  * it should update whatever state it needs and draw a new frame of video,
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|  * usually.
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|  *
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|  * On some platforms, this function will be called at the refresh rate of the
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|  * display (which might change during the life of your app!). There are no
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|  * promises made about what frequency this function might run at. You should
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|  * use SDL's timer functions if you need to see how much time has passed since
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|  * the last iteration.
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|  *
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|  * There is no need to process the SDL event queue during this function; SDL
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|  * will send events as they arrive in SDL_AppEvent, and in most cases the
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|  * event queue will be empty when this function runs anyhow.
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|  *
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|  * This function should not go into an infinite mainloop; it should do one
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|  * iteration of whatever the program does and return.
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|  *
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|  * The `appstate` parameter is an optional pointer provided by the app during
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|  * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
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|  *
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|  * If this function returns SDL_APP_CONTINUE, the app will continue normal
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|  * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
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|  * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
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|  * call SDL_AppQuit and terminate the process with an exit code that reports
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|  * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
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|  * SDL_AppQuit and terminates with an exit code that reports success to the
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|  * platform.
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|  *
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|  * This function is called by SDL on the main thread.
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|  *
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|  * \param appstate an optional pointer, provided by the app in SDL_AppInit.
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|  * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
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|  *          terminate with success, SDL_APP_CONTINUE to continue.
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|  *
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|  * \threadsafety This function may get called concurrently with SDL_AppEvent()
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|  *               for events not pushed on the main thread.
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|  *
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|  * \since This function is available since SDL 3.2.0.
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|  *
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|  * \sa SDL_AppInit
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|  * \sa SDL_AppEvent
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|  */
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| extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppIterate(void *appstate);
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| 
 | |
| /**
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|  * App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
 | |
|  *
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|  * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
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|  * standard "main" function, you should not supply this.
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|  *
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|  * This function is called as needed by SDL after SDL_AppInit returns
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|  * SDL_APP_CONTINUE. It is called once for each new event.
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|  *
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|  * There is (currently) no guarantee about what thread this will be called
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|  * from; whatever thread pushes an event onto SDL's queue will trigger this
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|  * function. SDL is responsible for pumping the event queue between each call
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|  * to SDL_AppIterate, so in normal operation one should only get events in a
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|  * serial fashion, but be careful if you have a thread that explicitly calls
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|  * SDL_PushEvent. SDL itself will push events to the queue on the main thread.
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|  *
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|  * Events sent to this function are not owned by the app; if you need to save
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|  * the data, you should copy it.
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|  *
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|  * This function should not go into an infinite mainloop; it should handle the
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|  * provided event appropriately and return.
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|  *
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|  * The `appstate` parameter is an optional pointer provided by the app during
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|  * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
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|  *
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|  * If this function returns SDL_APP_CONTINUE, the app will continue normal
 | |
|  * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
 | |
|  * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
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|  * call SDL_AppQuit and terminate the process with an exit code that reports
 | |
|  * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
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|  * SDL_AppQuit and terminates with an exit code that reports success to the
 | |
|  * platform.
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|  *
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|  * \param appstate an optional pointer, provided by the app in SDL_AppInit.
 | |
|  * \param event the new event for the app to examine.
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|  * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
 | |
|  *          terminate with success, SDL_APP_CONTINUE to continue.
 | |
|  *
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|  * \threadsafety This function may get called concurrently with
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|  *               SDL_AppIterate() or SDL_AppQuit() for events not pushed from
 | |
|  *               the main thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
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|  * \sa SDL_AppInit
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|  * \sa SDL_AppIterate
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|  */
 | |
| extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event);
 | |
| 
 | |
| /**
 | |
|  * App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
 | |
|  *
 | |
|  * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
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|  * standard "main" function, you should not supply this.
 | |
|  *
 | |
|  * This function is called once by SDL before terminating the program.
 | |
|  *
 | |
|  * This function will be called no matter what, even if SDL_AppInit requests
 | |
|  * termination.
 | |
|  *
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|  * This function should not go into an infinite mainloop; it should
 | |
|  * deinitialize any resources necessary, perform whatever shutdown activities,
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|  * and return.
 | |
|  *
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|  * You do not need to call SDL_Quit() in this function, as SDL will call it
 | |
|  * after this function returns and before the process terminates, but it is
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|  * safe to do so.
 | |
|  *
 | |
|  * The `appstate` parameter is an optional pointer provided by the app during
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|  * SDL_AppInit(). If the app never provided a pointer, this will be NULL. This
 | |
|  * function call is the last time this pointer will be provided, so any
 | |
|  * resources to it should be cleaned up here.
 | |
|  *
 | |
|  * This function is called by SDL on the main thread.
 | |
|  *
 | |
|  * \param appstate an optional pointer, provided by the app in SDL_AppInit.
 | |
|  * \param result the result code that terminated the app (success or failure).
 | |
|  *
 | |
|  * \threadsafety SDL_AppEvent() may get called concurrently with this function
 | |
|  *               if other threads that push events are still active.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AppInit
 | |
|  */
 | |
| extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate, SDL_AppResult result);
 | |
| 
 | |
| #endif  /* SDL_MAIN_USE_CALLBACKS */
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * The prototype for the application's main() function
 | |
|  *
 | |
|  * \param argc an ANSI-C style main function's argc.
 | |
|  * \param argv an ANSI-C style main function's argv.
 | |
|  * \returns an ANSI-C main return code; generally 0 is considered successful
 | |
|  *          program completion, and small non-zero values are considered
 | |
|  *          errors.
 | |
|  *
 | |
|  * \since This datatype is available since SDL 3.2.0.
 | |
|  */
 | |
| typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
 | |
| 
 | |
| /**
 | |
|  * An app-supplied function for program entry.
 | |
|  *
 | |
|  * Apps do not directly create this function; they should create a standard
 | |
|  * ANSI-C `main` function instead. If SDL needs to insert some startup code
 | |
|  * before `main` runs, or the platform doesn't actually _use_ a function
 | |
|  * called "main", SDL will do some macro magic to redefine `main` to
 | |
|  * `SDL_main` and provide its own `main`.
 | |
|  *
 | |
|  * Apps should include `SDL_main.h` in the same file as their `main` function,
 | |
|  * and they should not use that symbol for anything else in that file, as it
 | |
|  * might get redefined.
 | |
|  *
 | |
|  * This function is only provided by the app if it isn't using
 | |
|  * SDL_MAIN_USE_CALLBACKS.
 | |
|  *
 | |
|  * Program startup is a surprisingly complex topic. Please see
 | |
|  * [README/main-functions](README/main-functions), (or
 | |
|  * docs/README-main-functions.md in the source tree) for a more detailed
 | |
|  * explanation.
 | |
|  *
 | |
|  * \param argc an ANSI-C style main function's argc.
 | |
|  * \param argv an ANSI-C style main function's argv.
 | |
|  * \returns an ANSI-C main return code; generally 0 is considered successful
 | |
|  *          program completion, and small non-zero values are considered
 | |
|  *          errors.
 | |
|  *
 | |
|  * \threadsafety This is the program entry point.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDLMAIN_DECLSPEC int SDLCALL 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_Init
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void);
 | |
| 
 | |
| /**
 | |
|  * Initializes and launches an SDL application, by doing platform-specific
 | |
|  * initialization before calling your mainFunction and cleanups after it
 | |
|  * returns, if that is needed for a specific platform, otherwise it just calls
 | |
|  * mainFunction.
 | |
|  *
 | |
|  * You can use this if you want to use your own main() implementation without
 | |
|  * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
 | |
|  * *not* need SDL_SetMainReady().
 | |
|  *
 | |
|  * \param argc the argc parameter from the application's main() function, or 0
 | |
|  *             if the platform's main-equivalent has no argc.
 | |
|  * \param argv the argv parameter from the application's main() function, or
 | |
|  *             NULL if the platform's main-equivalent has no argv.
 | |
|  * \param mainFunction your SDL app's C-style main(). NOT the function you're
 | |
|  *                     calling this from! Its name doesn't matter; it doesn't
 | |
|  *                     literally have to be `main`.
 | |
|  * \param reserved should be NULL (reserved for future use, will probably be
 | |
|  *                 platform-specific then).
 | |
|  * \returns the return value from mainFunction: 0 on success, otherwise
 | |
|  *          failure; SDL_GetError() might have more information on the
 | |
|  *          failure.
 | |
|  *
 | |
|  * \threadsafety Generally this is called once, near startup, from the
 | |
|  *               process's initial thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void *reserved);
 | |
| 
 | |
| /**
 | |
|  * An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.
 | |
|  *
 | |
|  * Generally, you should not call this function directly. This only exists to
 | |
|  * hand off work into SDL as soon as possible, where it has a lot more control
 | |
|  * and functionality available, and make the inline code in SDL_main.h as
 | |
|  * small as possible.
 | |
|  *
 | |
|  * Not all platforms use this, it's actual use is hidden in a magic
 | |
|  * header-only library, and you should not call this directly unless you
 | |
|  * _really_ know what you're doing.
 | |
|  *
 | |
|  * \param argc standard Unix main argc.
 | |
|  * \param argv standard Unix main argv.
 | |
|  * \param appinit the application's SDL_AppInit function.
 | |
|  * \param appiter the application's SDL_AppIterate function.
 | |
|  * \param appevent the application's SDL_AppEvent function.
 | |
|  * \param appquit the application's SDL_AppQuit function.
 | |
|  * \returns standard Unix main return value.
 | |
|  *
 | |
|  * \threadsafety It is not safe to call this anywhere except as the only
 | |
|  *               function call in SDL_main.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| 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);
 | |
| 
 | |
| 
 | |
| #if defined(SDL_PLATFORM_WINDOWS)
 | |
| 
 | |
| /**
 | |
|  * 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 true on success or false on failure; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
 | |
| 
 | |
| #endif /* defined(SDL_PLATFORM_WINDOWS) */
 | |
| 
 | |
| /**
 | |
|  * Callback from the application to let the suspend continue.
 | |
|  *
 | |
|  * This function is only needed for Xbox GDK support; all other platforms will
 | |
|  * do nothing and set an "unsupported" error message.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
 | |
| 
 | |
| #ifdef __cplusplus
 | |
| }
 | |
| #endif
 | |
| 
 | |
| #include <SDL3/SDL_close_code.h>
 | |
| 
 | |
| #if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
 | |
|     /* include header-only SDL_main implementations */
 | |
|     #if defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
 | |
|         /* platforms which main (-equivalent) can be implemented in plain C */
 | |
|         #include <SDL3/SDL_main_impl.h>
 | |
|     #endif
 | |
| #endif
 | |
| 
 | |
| #endif /* SDL_main_h_ */
 | 
