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