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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /* WIKI CATEGORY: Main */
- #ifndef SDL_main_impl_h_
- #define SDL_main_impl_h_
- #ifndef SDL_main_h_
- #error "This header should not be included directly, but only via SDL_main.h!"
- #endif
- /* if someone wants to include SDL_main.h but doesn't want the main handing magic,
- (maybe to call SDL_RegisterApp()) they can #define SDL_MAIN_HANDLED first
- SDL_MAIN_NOIMPL is for SDL-internal usage (only affects implementation,
- not definition of SDL_MAIN_AVAILABLE etc in SDL_main.h) and if the user wants
- to have the SDL_main implementation (from this header) in another source file
- than their main() function, for example if SDL_main requires C++
- and main() is implemented in plain C */
- #if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
- /* the implementations below must be able to use the implement real main(), nothing renamed
- (the user's main() will be renamed to SDL_main so it can be called from here) */
- #ifdef main
- #undef main
- #endif
- #ifdef SDL_MAIN_USE_CALLBACKS
- #if 0
- /* currently there are no platforms that _need_ a magic entry point here
- for callbacks, but if one shows up, implement it here. */
- #else /* use a standard SDL_main, which the app SHOULD NOT ALSO SUPPLY. */
- /* this define makes the normal SDL_main entry point stuff work...we just provide SDL_main() instead of the app. */
- #define SDL_MAIN_CALLBACK_STANDARD 1
- int SDL_main(int argc, char **argv)
- {
- return SDL_EnterAppMainCallbacks(argc, argv, SDL_AppInit, SDL_AppIterate, SDL_AppEvent, SDL_AppQuit);
- }
- #endif /* platform-specific tests */
- #endif /* SDL_MAIN_USE_CALLBACKS */
- /* set up the usual SDL_main stuff if we're not using callbacks or if we are but need the normal entry point. */
- #if !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD)
- #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK)
- /* these defines/typedefs are needed for the WinMain() definition */
- #ifndef WINAPI
- #define WINAPI __stdcall
- #endif
- typedef struct HINSTANCE__ * HINSTANCE;
- typedef char* LPSTR;
- typedef wchar_t* PWSTR;
- /* The VC++ compiler needs main/wmain defined, but not for GDK */
- #if defined(_MSC_VER) && !defined(SDL_PLATFORM_GDK)
- /* This is where execution begins [console apps] */
- #if defined( UNICODE ) && UNICODE
- int wmain(int argc, wchar_t *wargv[], wchar_t *wenvp)
- {
- (void)argc;
- (void)wargv;
- (void)wenvp;
- return SDL_RunApp(0, NULL, SDL_main, NULL);
- }
- #else /* ANSI */
- int main(int argc, char *argv[])
- {
- (void)argc;
- (void)argv;
- return SDL_RunApp(0, NULL, SDL_main, NULL);
- }
- #endif /* UNICODE */
- #endif /* _MSC_VER && ! SDL_PLATFORM_GDK */
- /* This is where execution begins [windowed apps and GDK] */
- #ifdef __cplusplus
- extern "C" {
- #endif
- #if defined( UNICODE ) && UNICODE
- int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE hPrev, PWSTR szCmdLine, int sw)
- #else /* ANSI */
- int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
- #endif
- {
- (void)hInst;
- (void)hPrev;
- (void)szCmdLine;
- (void)sw;
- return SDL_RunApp(0, NULL, SDL_main, NULL);
- }
- #ifdef __cplusplus
- } /* extern "C" */
- #endif
- /* end of SDL_PLATFORM_WIN32 and SDL_PLATFORM_GDK impls */
- #elif defined(SDL_PLATFORM_WINRT)
- /* WinRT main based on SDL_winrt_main_NonXAML.cpp, placed in the public domain by David Ludwig 3/13/14 */
- #include <wrl.h>
- /* At least one file in any SDL/WinRT app appears to require compilation
- with C++/CX, otherwise a Windows Metadata file won't get created, and
- an APPX0702 build error can appear shortly after linking.
- The following set of preprocessor code forces this file to be compiled
- as C++/CX, which appears to cause Visual C++ 2012's build tools to
- create this .winmd file, and will help allow builds of SDL/WinRT apps
- to proceed without error.
- If other files in an app's project enable C++/CX compilation, then it might
- be possible for the .cpp file including SDL_main.h to be compiled without /ZW,
- for Visual C++'s build tools to create a winmd file, and for the app to
- build without APPX0702 errors. In this case, if
- SDL_WINRT_METADATA_FILE_AVAILABLE is defined as a C/C++ macro, then
- the #error (to force C++/CX compilation) will be disabled.
- Please note that /ZW can be specified on a file-by-file basis. To do this,
- right click on the file in Visual C++, click Properties, then change the
- setting through the dialog that comes up.
- */
- #ifndef SDL_WINRT_METADATA_FILE_AVAILABLE
- #if !defined(__cplusplus) || (!defined(__cplusplus_winrt) && _MSVC_LANG < 202002L)
- #error The C++ file that includes SDL_main.h must be compiled as C++ code with /ZW, otherwise build errors due to missing .winmd files can occur.
- #endif
- #endif
- /* Prevent MSVC++ from warning about threading models when defining our
- custom WinMain. The threading model will instead be set via a direct
- call to Windows::Foundation::Initialize (rather than via an attributed
- function).
- To note, this warning (C4447) does not seem to come up unless this file
- is compiled with C++/CX enabled (via the /ZW compiler flag).
- */
- #ifdef _MSC_VER
- #pragma warning(disable : 4447)
- /* Make sure the function to initialize the Windows Runtime gets linked in. */
- #pragma comment(lib, "runtimeobject.lib")
- #endif
- #ifdef __cplusplus
- extern "C" {
- #endif
- int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
- {
- return SDL_RunApp(0, NULL, SDL_main, NULL);
- }
- #if _MSVC_LANG >= 202002L
- int main(int argc, char** argv) {
- return SDL_RunApp(argc, argv, SDL_main, NULL);
- }
- #endif
- #ifdef __cplusplus
- } /* extern "C" */
- #endif
- /* end of WinRT impl */
- #elif defined(SDL_PLATFORM_NGAGE)
- /* same typedef as in ngage SDKs e32def.h */
- typedef signed int TInt;
- /* TODO: if it turns out that this only works when built as C++,
- move SDL_PLATFORM_NGAGE into the C++ section in SDL_main.h */
- TInt E32Main()
- {
- return SDL_RunApp(0, NULL, SDL_main, NULL);
- }
- /* end of SDL_PLATFORM_NGAGE impl */
- #else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */
- int main(int argc, char *argv[])
- {
- return SDL_RunApp(argc, argv, SDL_main, NULL);
- }
- /* end of impls for standard-conforming platforms */
- #endif /* SDL_PLATFORM_WIN32 etc */
- #endif /* !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD) */
- /* rename users main() function to SDL_main() so it can be called from the wrappers above */
- #define main SDL_main
- #endif /* SDL_MAIN_HANDLED */
- #endif /* SDL_main_impl_h_ */
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