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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/sdl/include/SDL3/SDL_main_impl.h
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <[email protected]>
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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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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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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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/* WIKI CATEGORY: Main */
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#ifndef SDL_main_impl_h_
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#define SDL_main_impl_h_
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#ifndef SDL_main_h_
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#error "This header should not be included directly, but only via SDL_main.h!"
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#endif
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/* if someone wants to include SDL_main.h but doesn't want the main handing magic,
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(maybe to call SDL_RegisterApp()) they can #define SDL_MAIN_HANDLED first.
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SDL_MAIN_NOIMPL is for SDL-internal usage (only affects implementation,
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not definition of SDL_MAIN_AVAILABLE etc in SDL_main.h) and if the user wants
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to have the SDL_main implementation (from this header) in another source file
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than their main() function, for example if SDL_main requires C++
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and main() is implemented in plain C */
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#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
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/* the implementations below must be able to use the implement real main(), nothing renamed
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(the user's main() will be renamed to SDL_main so it can be called from here) */
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#ifdef main
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#undef main
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#endif
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#ifdef SDL_MAIN_USE_CALLBACKS
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#if 0
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/* currently there are no platforms that _need_ a magic entry point here
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for callbacks, but if one shows up, implement it here. */
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#else /* use a standard SDL_main, which the app SHOULD NOT ALSO SUPPLY. */
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/* this define makes the normal SDL_main entry point stuff work...we just provide SDL_main() instead of the app. */
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#define SDL_MAIN_CALLBACK_STANDARD 1
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int SDL_main(int argc, char **argv)
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{
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return SDL_EnterAppMainCallbacks(argc, argv, SDL_AppInit, SDL_AppIterate, SDL_AppEvent, SDL_AppQuit);
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}
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#endif /* platform-specific tests */
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#endif /* SDL_MAIN_USE_CALLBACKS */
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/* set up the usual SDL_main stuff if we're not using callbacks or if we are but need the normal entry point,
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unless the real entry point needs to be somewhere else entirely, like Android where it's in Java code */
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#if (!defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD)) && !defined(SDL_MAIN_EXPORTED)
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#if defined(SDL_PLATFORM_PRIVATE_MAIN)
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/* Private platforms may have their own ideas about entry points. */
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#include "SDL_main_impl_private.h"
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#elif defined(SDL_PLATFORM_WINDOWS)
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/* these defines/typedefs are needed for the WinMain() definition */
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#ifndef WINAPI
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#define WINAPI __stdcall
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#endif
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typedef struct HINSTANCE__ * HINSTANCE;
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typedef char *LPSTR;
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typedef wchar_t *PWSTR;
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/* The VC++ compiler needs main/wmain defined, but not for GDK */
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#if defined(_MSC_VER) && !defined(SDL_PLATFORM_GDK)
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/* This is where execution begins [console apps] */
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#if defined(UNICODE) && UNICODE
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int wmain(int argc, wchar_t *wargv[], wchar_t *wenvp)
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{
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(void)argc;
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(void)wargv;
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(void)wenvp;
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return SDL_RunApp(0, NULL, SDL_main, NULL);
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}
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#else /* ANSI */
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int main(int argc, char *argv[])
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{
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(void)argc;
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(void)argv;
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return SDL_RunApp(0, NULL, SDL_main, NULL);
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}
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#endif /* UNICODE */
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#endif /* _MSC_VER && ! SDL_PLATFORM_GDK */
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/* This is where execution begins [windowed apps and GDK] */
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#ifdef __cplusplus
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extern "C" {
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#endif
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#if defined(UNICODE) && UNICODE
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int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE hPrev, PWSTR szCmdLine, int sw)
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#else /* ANSI */
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int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
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#endif
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{
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(void)hInst;
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(void)hPrev;
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(void)szCmdLine;
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(void)sw;
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return SDL_RunApp(0, NULL, SDL_main, NULL);
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}
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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/* end of SDL_PLATFORM_WINDOWS impls */
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#else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */
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int main(int argc, char *argv[])
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{
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return SDL_RunApp(argc, argv, SDL_main, NULL);
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}
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/* end of impls for standard-conforming platforms */
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#endif /* SDL_PLATFORM_WIN32 etc */
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#endif /* !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD) */
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/* rename users main() function to SDL_main() so it can be called from the wrappers above */
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#define main SDL_main
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#endif /* SDL_MAIN_HANDLED */
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#endif /* SDL_main_impl_h_ */
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