2 Simple DirectMedia Layer
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
25 #include "SDL_stdinc.h"
30 * Redefine main() on some platforms so that it is called by SDL.
33 #ifndef SDL_MAIN_HANDLED
34 #if defined(__WIN32__)
35 /* On Windows SDL provides WinMain(), which parses the command line and passes
36 the arguments to your main function.
38 If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
40 #define SDL_MAIN_AVAILABLE
42 #elif defined(__WINRT__)
43 /* On WinRT, SDL provides a main function that initializes CoreApplication,
44 creating an instance of IFrameworkView in the process.
46 Please note that #include'ing SDL_main.h is not enough to get a main()
47 function working. In non-XAML apps, the file,
48 src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
49 into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
50 called, with a pointer to the Direct3D-hosted XAML control passed in.
52 #define SDL_MAIN_NEEDED
54 #elif defined(__IPHONEOS__)
55 /* On iOS SDL provides a main function that creates an application delegate
56 and starts the iOS application run loop.
58 See src/video/uikit/SDL_uikitappdelegate.m for more details.
60 #define SDL_MAIN_NEEDED
62 #elif defined(__ANDROID__)
63 /* On Android SDL provides a Java class in SDLActivity.java that is the
64 main activity entry point.
66 See README-android.txt for more details on extending that class.
68 #define SDL_MAIN_NEEDED
71 #endif /* SDL_MAIN_HANDLED */
77 #endif /* __cplusplus */
82 * The application's main() function must be called with C linkage,
83 * and should be declared like this:
88 * int main(int argc, char *argv[])
94 #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
99 * The prototype for the application's main() function
101 extern C_LINKAGE int SDL_main(int argc, char *argv[]);
104 #include "begin_code.h"
110 * This is called by the real SDL main function to let the rest of the
111 * library know that initialization was done properly.
113 * Calling this yourself without knowing what you're doing can cause
114 * crashes and hard to diagnose problems with your application.
116 extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
121 * This can be called to set the application class at startup
123 extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
125 extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
127 #endif /* __WIN32__ */
133 * \brief Initializes and launches an SDL/WinRT application.
135 * \param mainFunction The SDL app's C-style main().
136 * \param xamlBackgroundPanel An optional, XAML-based, background panel.
137 * For Non-XAML apps, this value must be set to NULL. For XAML apps,
138 * pass in a pointer to a SwapChainBackgroundPanel, casted to an
139 * IInspectable (via reinterpret_cast).
140 * \ret 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
141 * information on the failure.
143 extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * xamlBackgroundPanel);
145 #endif /* __WINRT__ */
151 #include "close_code.h"
153 #endif /* _SDL_main_h */
155 /* vi: set ts=4 sw=4 expandtab: */