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		706c8903a1
		
			
		
	
	
	
	
		
			
			* chore(build): add vendored SDL 3.0.0 library * chore(build): add vendored glew-cmake-2.2.0 library * feat(console): in the presence of -opengl launch flag, change GxApi to OpenGl * feat(gx): add uncompleted CGxDeviceGLSDL targeting Windows and Linux * chore(build): change SDL3 linkage from shared (bad) to to static (good)
		
			
				
	
	
		
			311 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			311 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2023 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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| #ifndef SDL_main_h_
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| #define SDL_main_h_
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| 
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| #include <SDL3/SDL_stdinc.h>
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| 
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| /**
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|  *  \file SDL_main.h
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|  *
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|  *  \brief Redefine main() on some platforms so that it is called by SDL.
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|  */
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| 
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| #ifndef SDL_MAIN_HANDLED
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| #ifdef __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(__WINRT__)
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| /* On WinRT, SDL provides a main function that initializes CoreApplication,
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|    creating an instance of IFrameworkView in the process.
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| 
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|    Ideally, #include'ing SDL_main.h is enough to get a main() function working.
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|    However, that requires the source file your main() is in to be compiled
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|    as C++ *and* with the /ZW compiler flag. If that's not feasible, add an
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|    otherwise empty .cpp file that only contains `#include <SDL3/SDL_main.h>`
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|    and build that with /ZW (still include SDL_main.h in your other file with main()!).
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|    In XAML apps, instead the function SDL_RunApp() must be called with a pointer
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|    to the Direct3D-hosted XAML control passed in as the "reserved" argument.
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| */
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| #define SDL_MAIN_NEEDED
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| 
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| #elif defined(__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(__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(__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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| /* We need to export SDL_main so it can be launched from Java */
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| #define SDLMAIN_DECLSPEC    DECLSPEC
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| 
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| #elif defined(__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(__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(__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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| #elif defined(__NGAGE__)
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| 
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| /*
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|    TODO: not sure if it should be SDL_MAIN_NEEDED, in SDL2 ngage had a
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|         main implementation, but wasn't mentioned in SDL_main.h
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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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| #ifndef SDLMAIN_DECLSPEC
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| #define SDLMAIN_DECLSPEC
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| #endif
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| 
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| /**
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|  *  \file SDL_main.h
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|  *
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|  *  The application's main() function must be called with C linkage,
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|  *  and should be declared like this:
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|  *  \code
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|  *  #ifdef __cplusplus
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|  *  extern "C"
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|  *  #endif
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|  *  int main(int argc, char *argv[])
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|  *  {
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|  *  }
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|  *  \endcode
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|  */
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| 
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| #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
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| #define main    SDL_main
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| #endif
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| 
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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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|  *  The prototype for the application's main() function
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|  */
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| typedef int (*SDL_main_func)(int argc, char *argv[]);
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| extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
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| 
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| 
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| /**
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|  * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
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|  * point.
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|  *
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|  * This function is defined in SDL_main.h, along with the preprocessor rule to
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|  * redefine main() as SDL_main(). Thus to ensure that your main() function
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|  * will not be changed it is necessary to define SDL_MAIN_HANDLED before
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|  * including SDL.h.
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  *
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|  * \sa SDL_Init
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|  */
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| extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
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| 
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| /**
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|  * Initializes and launches an SDL application, by doing platform-specific
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|  * initialization before calling your mainFunction and cleanups after it
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|  * returns, if that is needed for a specific platform, otherwise it just calls
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|  * mainFunction.
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|  *
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|  * You can use this if you want to use your own main() implementation without
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|  * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
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|  * *not* need SDL_SetMainReady().
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|  *
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|  * \param argc The argc parameter from the application's main() function, or 0
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|  *             if the platform's main-equivalent has no argc
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|  * \param argv The argv parameter from the application's main() function, or
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|  *             NULL if the platform's main-equivalent has no argv
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|  * \param mainFunction Your SDL app's C-style main(), an SDL_main_func. NOT
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|  *                     the function you're calling this from! Its name doesn't
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|  *                     matter, but its signature must be like int my_main(int
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|  *                     argc, char* argv[])
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|  * \param reserved should be NULL (reserved for future use, will probably be
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|  *                 platform-specific then)
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|  * \returns the return value from mainFunction: 0 on success, -1 on failure;
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|  *          SDL_GetError() might have more information on the failure
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  */
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| extern DECLSPEC int SDLCALL SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved);
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| 
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| #if defined(__WIN32__) || defined(__GDK__)
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| 
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| /**
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|  * Register a win32 window class for SDL's use.
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|  *
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|  * This can be called to set the application window class at startup. It is
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|  * safe to call this multiple times, as long as every call is eventually
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|  * paired with a call to SDL_UnregisterApp, but a second registration attempt
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|  * while a previous registration is still active will be ignored, other than
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|  * to increment a counter.
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|  *
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|  * Most applications do not need to, and should not, call this directly; SDL
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|  * will call it when initializing the video subsystem.
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|  *
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|  * \param name the window class name, in UTF-8 encoding. If NULL, SDL
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|  *             currently uses "SDL_app" but this isn't guaranteed.
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|  * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
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|  *              currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
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|  *              what is specified here.
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|  * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
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|  *              will use `GetModuleHandle(NULL)` instead.
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|  * \returns 0 on success or a negative error code on failure; call
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|  *          SDL_GetError() for more information.
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  */
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| extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
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| 
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| /**
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|  * Deregister the win32 window class from an SDL_RegisterApp call.
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|  *
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|  * This can be called to undo the effects of SDL_RegisterApp.
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|  *
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|  * Most applications do not need to, and should not, call this directly; SDL
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|  * will call it when deinitializing the video subsystem.
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|  *
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|  * It is safe to call this multiple times, as long as every call is eventually
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|  * paired with a prior call to SDL_RegisterApp. The window class will only be
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|  * deregistered when the registration counter in SDL_RegisterApp decrements to
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|  * zero through calls to this function.
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  */
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| extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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| 
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| #endif /* defined(__WIN32__) || defined(__GDK__) */
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| 
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| 
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| #ifdef __WINRT__
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| 
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| /* for compatibility with SDL2's function of this name */
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| #define SDL_WinRTRunApp(MAIN_FUNC, RESERVED)  SDL_RunApp(0, NULL, MAIN_FUNC, RESERVED)
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| 
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| #endif /* __WINRT__ */
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| 
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| #ifdef __IOS__
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| 
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| /* for compatibility with SDL2's function of this name */
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| #define SDL_UIKitRunApp(ARGC, ARGV, MAIN_FUNC)  SDL_RunApp(ARGC, ARGV, MAIN_FUNC, NULL)
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| 
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| #endif /* __IOS__ */
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| 
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| #ifdef __GDK__
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| 
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| /* for compatibility with SDL2's function of this name */
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| #define SDL_GDKRunApp(MAIN_FUNC, RESERVED)  SDL_RunApp(0, NULL, MAIN_FUNC, RESERVED)
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| 
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| /**
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|  * Callback from the application to let the suspend continue.
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  */
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| extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
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| 
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| #endif /* __GDK__ */
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| 
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| #ifdef __cplusplus
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| }
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| #endif
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| 
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| #include <SDL3/SDL_close_code.h>
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| 
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| #if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
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| /* include header-only SDL_main implementations */
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| #if defined(__WIN32__) || defined(__GDK__) || defined(__IOS__) || defined(__TVOS__) \
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|     || defined(__3DS__) || defined(__NGAGE__) || defined(__PS2__) || defined(__PSP__)
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| 
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| /* platforms which main (-equivalent) can be implemented in plain C */
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| #include <SDL3/SDL_main_impl.h>
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| 
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| #elif defined(__WINRT__) /* C++ platforms */
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| 
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| #ifdef __cplusplus
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| #include <SDL3/SDL_main_impl.h>
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| #else
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| /* Note: to get rid of the following warning, you can #define SDL_MAIN_NOIMPL before including SDL_main.h
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|  *  in your C sourcefile that contains the standard main. Do *not* use SDL_MAIN_HANDLED for that, then SDL_main won't find your main()!
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|  */
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| #ifdef _MSC_VER
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| #pragma message("Note: Your platform needs the SDL_main implementation in a C++ source file. You can keep your main() in plain C (then continue including SDL_main.h there!) and create a fresh .cpp file that only contains #include <SDL3/SDL_main.h>")
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| #elif defined(__GNUC__) /* gcc, clang, mingw and compatible are matched by this and have #warning */
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| #warning "Note: Your platform needs the SDL_main implementation in a C++ source file. You can keep your main() in plain C and create a fresh .cpp file that only contains #include <SDL3/SDL_main.h>"
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| #endif /* __GNUC__ */
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| #endif /* __cplusplus */
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| 
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| #endif /* C++ platforms like __WINRT__ etc */
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| 
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| #endif /* SDL_MAIN_HANDLED */
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| 
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| #endif /* SDL_main_h_ */
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