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SDL_main.h 22 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #ifndef SDL_main_h_
  19. #define SDL_main_h_
  20. #include <SDL3/SDL_platform_defines.h>
  21. #include <SDL3/SDL_stdinc.h>
  22. #include <SDL3/SDL_error.h>
  23. #include <SDL3/SDL_events.h>
  24. /*
  25. * For details on how SDL_main works, and how to use it, please refer to:
  26. *
  27. * https://wiki.libsdl.org/SDL3/README/main-functions
  28. *
  29. * (or docs/README-main-functions.md in the SDL source tree)
  30. */
  31. /**
  32. * \file SDL_main.h
  33. *
  34. * Redefine main() on some platforms so that it is called by SDL.
  35. */
  36. #ifndef SDL_MAIN_HANDLED
  37. #ifdef SDL_PLATFORM_WIN32
  38. /* On Windows SDL provides WinMain(), which parses the command line and passes
  39. the arguments to your main function.
  40. If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
  41. */
  42. #define SDL_MAIN_AVAILABLE
  43. #elif defined(SDL_PLATFORM_WINRT)
  44. /* On WinRT, SDL provides a main function that initializes CoreApplication,
  45. creating an instance of IFrameworkView in the process.
  46. Ideally, #include'ing SDL_main.h is enough to get a main() function working.
  47. However, that requires the source file your main() is in to be compiled
  48. as C++ *and* with the /ZW compiler flag. If that's not feasible, add an
  49. otherwise empty .cpp file that only contains `#include <SDL3/SDL_main.h>`
  50. and build that with /ZW (still include SDL_main.h in your other file with main()!).
  51. In XAML apps, instead the function SDL_RunApp() must be called with a pointer
  52. to the Direct3D-hosted XAML control passed in as the "reserved" argument.
  53. */
  54. #define SDL_MAIN_NEEDED
  55. #elif defined(SDL_PLATFORM_GDK)
  56. /* On GDK, SDL provides a main function that initializes the game runtime.
  57. If you prefer to write your own WinMain-function instead of having SDL
  58. provide one that calls your main() function,
  59. #define SDL_MAIN_HANDLED before #include'ing SDL_main.h
  60. and call the SDL_RunApp function from your entry point.
  61. */
  62. #define SDL_MAIN_NEEDED
  63. #elif defined(SDL_PLATFORM_IOS)
  64. /* On iOS SDL provides a main function that creates an application delegate
  65. and starts the iOS application run loop.
  66. To use it, just #include SDL_main.h in the source file that contains your
  67. main() function.
  68. See src/video/uikit/SDL_uikitappdelegate.m for more details.
  69. */
  70. #define SDL_MAIN_NEEDED
  71. #elif defined(SDL_PLATFORM_ANDROID)
  72. /* On Android SDL provides a Java class in SDLActivity.java that is the
  73. main activity entry point.
  74. See docs/README-android.md for more details on extending that class.
  75. */
  76. #define SDL_MAIN_NEEDED
  77. /* We need to export SDL_main so it can be launched from Java */
  78. #define SDLMAIN_DECLSPEC DECLSPEC
  79. #elif defined(SDL_PLATFORM_PSP)
  80. /* On PSP SDL provides a main function that sets the module info,
  81. activates the GPU and starts the thread required to be able to exit
  82. the software.
  83. If you provide this yourself, you may define SDL_MAIN_HANDLED
  84. */
  85. #define SDL_MAIN_AVAILABLE
  86. #elif defined(SDL_PLATFORM_PS2)
  87. #define SDL_MAIN_AVAILABLE
  88. #define SDL_PS2_SKIP_IOP_RESET() \
  89. void reset_IOP(); \
  90. void reset_IOP() {}
  91. #elif defined(SDL_PLATFORM_3DS)
  92. /*
  93. On N3DS, SDL provides a main function that sets up the screens
  94. and storage.
  95. If you provide this yourself, you may define SDL_MAIN_HANDLED
  96. */
  97. #define SDL_MAIN_AVAILABLE
  98. #elif defined(SDL_PLATFORM_NGAGE)
  99. /*
  100. TODO: not sure if it should be SDL_MAIN_NEEDED, in SDL2 ngage had a
  101. main implementation, but wasn't mentioned in SDL_main.h
  102. */
  103. #define SDL_MAIN_AVAILABLE
  104. #endif
  105. #endif /* SDL_MAIN_HANDLED */
  106. #ifndef SDLMAIN_DECLSPEC
  107. #define SDLMAIN_DECLSPEC
  108. #endif
  109. /**
  110. * \file SDL_main.h
  111. *
  112. * The application's main() function must be called with C linkage,
  113. * and should be declared like this:
  114. * \code
  115. * #ifdef __cplusplus
  116. * extern "C"
  117. * #endif
  118. * int main(int argc, char *argv[])
  119. * {
  120. * }
  121. * \endcode
  122. */
  123. #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
  124. #define main SDL_main
  125. #endif
  126. #include <SDL3/SDL_begin_code.h>
  127. #ifdef __cplusplus
  128. extern "C" {
  129. #endif
  130. typedef int (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
  131. typedef int (SDLCALL *SDL_AppIterate_func)(void *appstate);
  132. typedef int (SDLCALL *SDL_AppEvent_func)(void *appstate, const SDL_Event *event);
  133. typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate);
  134. /**
  135. * You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
  136. * SDL_main.h, and then your application will _not_ have a standard
  137. * "main" entry point. Instead, it will operate as a collection of
  138. * functions that are called as necessary by the system. On some
  139. * platforms, this is just a layer where SDL drives your program
  140. * instead of your program driving SDL, on other platforms this might
  141. * hook into the OS to manage the lifecycle. Programs on most platforms
  142. * can use whichever approach they prefer, but the decision boils down
  143. * to:
  144. *
  145. * - Using a standard "main" function: this works like it always has for
  146. * the past 50+ years in C programming, and your app is in control.
  147. * - Using the callback functions: this might clean up some code,
  148. * avoid some #ifdef blocks in your program for some platforms, be more
  149. * resource-friendly to the system, and possibly be the primary way to
  150. * access some future platforms (but none require this at the moment).
  151. *
  152. * This is up to the app; both approaches are considered valid and supported
  153. * ways to write SDL apps.
  154. *
  155. * If using the callbacks, don't define a "main" function. Instead, implement
  156. * the functions listed below in your program.
  157. */
  158. #ifdef SDL_MAIN_USE_CALLBACKS
  159. /**
  160. * App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps.
  161. *
  162. * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If
  163. * using a standard "main" function, you should not supply this.
  164. *
  165. * This function is called by SDL once, at startup. The function should
  166. * initialize whatever is necessary, possibly create windows and open
  167. * audio devices, etc. The `argc` and `argv` parameters work like they would
  168. * with a standard "main" function.
  169. *
  170. * This function should not go into an infinite mainloop; it should do any
  171. * one-time setup it requires and then return.
  172. *
  173. * The app may optionally assign a pointer to `*appstate`. This pointer will
  174. * be provided on every future call to the other entry points, to allow
  175. * application state to be preserved between functions without the app
  176. * needing to use a global variable. If this isn't set, the pointer will
  177. * be NULL in future entry points.
  178. *
  179. * If this function returns 0, the app will proceed to normal operation,
  180. * and will begin receiving repeated calls to SDL_AppIterate and SDL_AppEvent
  181. * for the life of the program. If this function returns < 0, SDL will
  182. * call SDL_AppQuit and terminate the process with an exit code that reports
  183. * an error to the platform. If it returns > 0, the SDL calls SDL_AppQuit
  184. * and terminates with an exit code that reports success to the platform.
  185. *
  186. * \param appstate a place where the app can optionally store a pointer for future use.
  187. * \param argc The standard ANSI C main's argc; number of elements in `argv`
  188. * \param argv The standard ANSI C main's argv; array of command line arguments.
  189. * \returns -1 to terminate with an error, 1 to terminate with success, 0 to continue.
  190. *
  191. * \threadsafety This function is not thread safe.
  192. *
  193. * \since This function is available since SDL 3.0.0.
  194. *
  195. * \sa SDL_AppIterate
  196. * \sa SDL_AppEvent
  197. * \sa SDL_AppQuit
  198. */
  199. extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
  200. /**
  201. * App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
  202. *
  203. * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If
  204. * using a standard "main" function, you should not supply this.
  205. *
  206. * This function is called repeatedly by SDL after SDL_AppInit returns 0.
  207. * The function should operate as a single iteration the program's primary
  208. * loop; it should update whatever state it needs and draw a new frame of
  209. * video, usually.
  210. *
  211. * On some platforms, this function will be called at the refresh rate of
  212. * the display (which might change during the life of your app!). There are
  213. * no promises made about what frequency this function might run at. You
  214. * should use SDL's timer functions if you need to see how much time has
  215. * passed since the last iteration.
  216. *
  217. * There is no need to process the SDL event queue during this function;
  218. * SDL will send events as they arrive in SDL_AppEvent, and in most cases
  219. * the event queue will be empty when this function runs anyhow.
  220. *
  221. * This function should not go into an infinite mainloop; it should do one
  222. * iteration of whatever the program does and return.
  223. *
  224. * The `appstate` parameter is an optional pointer provided by the app during
  225. * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
  226. *
  227. * If this function returns 0, the app will continue normal operation,
  228. * receiving repeated calls to SDL_AppIterate and SDL_AppEvent for the life
  229. * of the program. If this function returns < 0, SDL will call SDL_AppQuit
  230. * and terminate the process with an exit code that reports an error to the
  231. * platform. If it returns > 0, the SDL calls SDL_AppQuit and terminates with
  232. * an exit code that reports success to the platform.
  233. *
  234. * \param appstate an optional pointer, provided by the app in SDL_AppInit.
  235. * \returns -1 to terminate with an error, 1 to terminate with success, 0 to continue.
  236. *
  237. * \threadsafety This function is not thread safe.
  238. *
  239. * \since This function is available since SDL 3.0.0.
  240. *
  241. * \sa SDL_AppInit
  242. * \sa SDL_AppEvent
  243. */
  244. extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppIterate(void *appstate);
  245. /**
  246. * App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
  247. *
  248. * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If
  249. * using a standard "main" function, you should not supply this.
  250. *
  251. * This function is called as needed by SDL after SDL_AppInit returns 0;
  252. * It is called once for each new event.
  253. *
  254. * There is (currently) no guarantee about what thread this will be called
  255. * from; whatever thread pushes an event onto SDL's queue will trigger this
  256. * function. SDL is responsible for pumping the event queue between
  257. * each call to SDL_AppIterate, so in normal operation one should only
  258. * get events in a serial fashion, but be careful if you have a thread that
  259. * explicitly calls SDL_PushEvent.
  260. *
  261. * Events sent to this function are not owned by the app; if you need to
  262. * save the data, you should copy it.
  263. *
  264. * You do not need to free event data (such as the `file` string in
  265. * SDL_EVENT_DROP_FILE), as SDL will free it once this function returns.
  266. * Note that this is different than one might expect when using a standard
  267. * "main" function!
  268. *
  269. * This function should not go into an infinite mainloop; it should handle
  270. * the provided event appropriately and return.
  271. *
  272. * The `appstate` parameter is an optional pointer provided by the app during
  273. * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
  274. *
  275. * If this function returns 0, the app will continue normal operation,
  276. * receiving repeated calls to SDL_AppIterate and SDL_AppEvent for the life
  277. * of the program. If this function returns < 0, SDL will call SDL_AppQuit
  278. * and terminate the process with an exit code that reports an error to the
  279. * platform. If it returns > 0, the SDL calls SDL_AppQuit and terminates with
  280. * an exit code that reports success to the platform.
  281. *
  282. * \param appstate an optional pointer, provided by the app in SDL_AppInit.
  283. * \param event the new event for the app to examine.
  284. * \returns -1 to terminate with an error, 1 to terminate with success, 0 to continue.
  285. *
  286. * \threadsafety This function is not thread safe.
  287. *
  288. * \since This function is available since SDL 3.0.0.
  289. *
  290. * \sa SDL_AppInit
  291. * \sa SDL_AppIterate
  292. */
  293. extern SDLMAIN_DECLSPEC int SDLCALL SDL_AppEvent(void *appstate, const SDL_Event *event);
  294. /**
  295. * App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
  296. *
  297. * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If
  298. * using a standard "main" function, you should not supply this.
  299. *
  300. * This function is called once by SDL before terminating the program.
  301. *
  302. * This function will be called no matter what, even if SDL_AppInit
  303. * requests termination.
  304. *
  305. * This function should not go into an infinite mainloop; it should
  306. * deinitialize any resources necessary, perform whatever shutdown
  307. * activities, and return.
  308. *
  309. * You do not need to call SDL_Quit() in this function, as SDL will call
  310. * it after this function returns and before the process terminates, but
  311. * it is safe to do so.
  312. *
  313. * The `appstate` parameter is an optional pointer provided by the app during
  314. * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
  315. * This function call is the last time this pointer will be provided, so
  316. * any resources to it should be cleaned up here.
  317. *
  318. * \param appstate an optional pointer, provided by the app in SDL_AppInit.
  319. *
  320. * \threadsafety This function is not thread safe.
  321. *
  322. * \since This function is available since SDL 3.0.0.
  323. *
  324. * \sa SDL_AppInit
  325. */
  326. extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate);
  327. #endif /* SDL_MAIN_USE_CALLBACKS */
  328. /**
  329. * The prototype for the application's main() function
  330. */
  331. typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
  332. extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]);
  333. /**
  334. * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
  335. * point.
  336. *
  337. * This function is defined in SDL_main.h, along with the preprocessor rule to
  338. * redefine main() as SDL_main(). Thus to ensure that your main() function
  339. * will not be changed it is necessary to define SDL_MAIN_HANDLED before
  340. * including SDL.h.
  341. *
  342. * \since This function is available since SDL 3.0.0.
  343. *
  344. * \sa SDL_Init
  345. */
  346. extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
  347. /**
  348. * Initializes and launches an SDL application, by doing platform-specific
  349. * initialization before calling your mainFunction and cleanups after it
  350. * returns, if that is needed for a specific platform, otherwise it just calls
  351. * mainFunction.
  352. *
  353. * You can use this if you want to use your own main() implementation without
  354. * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
  355. * *not* need SDL_SetMainReady().
  356. *
  357. * \param argc The argc parameter from the application's main() function, or 0
  358. * if the platform's main-equivalent has no argc
  359. * \param argv The argv parameter from the application's main() function, or
  360. * NULL if the platform's main-equivalent has no argv
  361. * \param mainFunction Your SDL app's C-style main(), an SDL_main_func. NOT
  362. * the function you're calling this from! Its name doesn't
  363. * matter, but its signature must be like int my_main(int
  364. * argc, char* argv[])
  365. * \param reserved should be NULL (reserved for future use, will probably be
  366. * platform-specific then)
  367. * \returns the return value from mainFunction: 0 on success, -1 on failure;
  368. * SDL_GetError() might have more information on the failure
  369. *
  370. * \since This function is available since SDL 3.0.0.
  371. */
  372. extern DECLSPEC int SDLCALL SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved);
  373. /**
  374. * An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.
  375. *
  376. * Generally, you should not call this function directly. This only exists to
  377. * hand off work into SDL as soon as possible, where it has a lot more control
  378. * and functionality available, and make the inline code in SDL_main.h as
  379. * small as possible.
  380. *
  381. * Not all platforms use this, it's actual use is hidden in a magic
  382. * header-only library, and you should not call this directly unless you
  383. * _really_ know what you're doing.
  384. *
  385. * \param argc standard Unix main argc
  386. * \param argv standard Unix main argv
  387. * \param appinit The application's SDL_AppInit function
  388. * \param appiter The application's SDL_AppIterate function
  389. * \param appevent The application's SDL_AppEvent function
  390. * \param appquit The application's SDL_AppQuit function
  391. * \returns standard Unix main return value
  392. *
  393. * \threadsafety It is not safe to call this anywhere except as the only
  394. * function call in SDL_main.
  395. *
  396. * \since This function is available since SDL 3.0.0.
  397. */
  398. extern 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);
  399. #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK)
  400. /**
  401. * Register a win32 window class for SDL's use.
  402. *
  403. * This can be called to set the application window class at startup. It is
  404. * safe to call this multiple times, as long as every call is eventually
  405. * paired with a call to SDL_UnregisterApp, but a second registration attempt
  406. * while a previous registration is still active will be ignored, other than
  407. * to increment a counter.
  408. *
  409. * Most applications do not need to, and should not, call this directly; SDL
  410. * will call it when initializing the video subsystem.
  411. *
  412. * \param name the window class name, in UTF-8 encoding. If NULL, SDL
  413. * currently uses "SDL_app" but this isn't guaranteed.
  414. * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
  415. * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
  416. * what is specified here.
  417. * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
  418. * will use `GetModuleHandle(NULL)` instead.
  419. * \returns 0 on success or a negative error code on failure; call
  420. * SDL_GetError() for more information.
  421. *
  422. * \since This function is available since SDL 3.0.0.
  423. */
  424. extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
  425. /**
  426. * Deregister the win32 window class from an SDL_RegisterApp call.
  427. *
  428. * This can be called to undo the effects of SDL_RegisterApp.
  429. *
  430. * Most applications do not need to, and should not, call this directly; SDL
  431. * will call it when deinitializing the video subsystem.
  432. *
  433. * It is safe to call this multiple times, as long as every call is eventually
  434. * paired with a prior call to SDL_RegisterApp. The window class will only be
  435. * deregistered when the registration counter in SDL_RegisterApp decrements to
  436. * zero through calls to this function.
  437. *
  438. * \since This function is available since SDL 3.0.0.
  439. */
  440. extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
  441. #endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) */
  442. #ifdef SDL_PLATFORM_GDK
  443. /**
  444. * Callback from the application to let the suspend continue.
  445. *
  446. * \since This function is available since SDL 3.0.0.
  447. */
  448. extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
  449. #endif /* SDL_PLATFORM_GDK */
  450. #ifdef __cplusplus
  451. }
  452. #endif
  453. #include <SDL3/SDL_close_code.h>
  454. #if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
  455. /* include header-only SDL_main implementations */
  456. #if defined(SDL_MAIN_USE_CALLBACKS) \
  457. || defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) || defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS) \
  458. || defined(SDL_PLATFORM_3DS) || defined(SDL_PLATFORM_NGAGE) || defined(SDL_PLATFORM_PS2) || defined(SDL_PLATFORM_PSP)
  459. /* platforms which main (-equivalent) can be implemented in plain C */
  460. #include <SDL3/SDL_main_impl.h>
  461. #elif defined(SDL_PLATFORM_WINRT) /* C++ platforms */
  462. #ifdef __cplusplus
  463. #include <SDL3/SDL_main_impl.h>
  464. #else
  465. /* Note: to get rid of the following warning, you can #define SDL_MAIN_NOIMPL before including SDL_main.h
  466. * 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()!
  467. */
  468. #ifdef _MSC_VER
  469. #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>")
  470. #elif defined(__GNUC__) /* gcc, clang, mingw and compatible are matched by this and have #warning */
  471. #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>"
  472. #endif /* __GNUC__ */
  473. #endif /* __cplusplus */
  474. #endif /* C++ platforms like SDL_PLATFORM_WINRT etc */
  475. #endif
  476. #endif /* SDL_main_h_ */