Browse Source

main: Move SDL_RunApp bits from src/core to src/main.

Fixes #10170.
Ryan C. Gordon 9 months ago
parent
commit
4b5309cd98

+ 5 - 5
CMakeLists.txt

@@ -1480,8 +1480,6 @@ elseif(EMSCRIPTEN)
   # project. Uncomment at will for verbose cross-compiling -I/../ path info.
   sdl_compile_options(PRIVATE "-Wno-warn-absolute-paths")
 
-  sdl_glob_sources("${SDL3_SOURCE_DIR}/src/core/emscripten/*.c")
-
   sdl_glob_sources("${SDL3_SOURCE_DIR}/src/main/emscripten/*.c")
   set(HAVE_SDL_MAIN_CALLBACKS TRUE)
 
@@ -1866,12 +1864,14 @@ elseif(WINDOWS)
     int main(int argc, char **argv) { return 0; }" HAVE_WIN32_CC)
 
   sdl_glob_sources("${SDL3_SOURCE_DIR}/src/core/windows/*.c")
+  sdl_glob_sources("${SDL3_SOURCE_DIR}/src/main/windows/*.c")
 
   if(WINDOWS_STORE)
     enable_language(CXX)
     sdl_glob_sources(
       "${SDL3_SOURCE_DIR}/src/core/winrt/*.c"
       "${SDL3_SOURCE_DIR}/src/core/winrt/*.cpp"
+      "${SDL3_SOURCE_DIR}/src/main/winrt/*.cpp"
     )
   endif()
 
@@ -2727,7 +2727,7 @@ elseif(VITA)
   sdl_compile_definitions(PRIVATE "__VITA__")
 
 elseif(PSP)
-  sdl_glob_sources("${SDL3_SOURCE_DIR}/src/core/psp/*.c")
+  sdl_glob_sources("${SDL3_SOURCE_DIR}/src/main/psp/*.c")
 
   if(SDL_AUDIO)
     set(SDL_AUDIO_DRIVER_PSP 1)
@@ -2796,7 +2796,7 @@ elseif(PS2)
   sdl_compile_definitions(PRIVATE "PS2" "__PS2__")
   sdl_include_directories(PRIVATE SYSTEM "$ENV{PS2SDK}/ports/include" "$ENV{PS2DEV}/gsKit/include")
 
-  sdl_glob_sources("${SDL3_SOURCE_DIR}/src/core/ps2/*.c")
+  sdl_glob_sources("${SDL3_SOURCE_DIR}/src/main/ps2/*.c")
 
   if(SDL_AUDIO)
     set(SDL_AUDIO_DRIVER_PS2 1)
@@ -2853,7 +2853,7 @@ elseif(PS2)
       ps2_drivers
   )
 elseif(N3DS)
-  sdl_glob_sources("${SDL3_SOURCE_DIR}/src/core/n3ds/*.c")
+  sdl_glob_sources("${SDL3_SOURCE_DIR}/src/main/n3ds/*.c")
 
   if(SDL_AUDIO)
     set(SDL_AUDIO_DRIVER_N3DS 1)

+ 2 - 1
VisualC-GDK/SDL/SDL.vcxproj

@@ -503,8 +503,10 @@
     <ClCompile Include="..\..\src\dialog\SDL_dialog_utils.c" />
     <ClCompile Include="..\..\src\filesystem\SDL_filesystem.c" />
     <ClCompile Include="..\..\src\filesystem\windows\SDL_sysfsops.c" />
+    <ClCompile Include="..\..\src\main\gdk\SDL_sysmain_runapp.cpp">
     <ClCompile Include="..\..\src\main\generic\SDL_sysmain_callbacks.c" />
     <ClCompile Include="..\..\src\main\SDL_main_callbacks.c" />
+    <ClCompile Include="..\..\src\main\SDL_runapp.c" />
     <ClCompile Include="..\..\src\SDL_guid.c" />
     <ClInclude Include="..\..\src\SDL_hashtable.h" />
     <ClInclude Include="..\..\src\SDL_hints_c.h" />
@@ -600,7 +602,6 @@
     <ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
     <ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_win32.c" />
     <ClCompile Include="..\..\src\core\SDL_core_unsupported.c" />
-    <ClCompile Include="..\..\src\core\SDL_runapp.c" />
     <ClCompile Include="..\..\src\core\windows\SDL_hid.c" />
     <ClCompile Include="..\..\src\core\windows\SDL_immdevice.c" />
     <ClCompile Include="..\..\src\core\windows\SDL_windows.c" />

+ 2 - 1
VisualC-GDK/SDL/SDL.vcxproj.filters

@@ -18,6 +18,8 @@
     <ClCompile Include="..\..\src\render\direct3d12\SDL_shaders_d3d12_xboxseries.cpp" />
     <ClCompile Include="..\..\src\main\generic\SDL_sysmain_callbacks.c" />
     <ClCompile Include="..\..\src\main\SDL_main_callbacks.c" />
+    <ClCompile Include="..\..\src\main\gdk\SDL_sysmain_runapp.cpp" />
+    <ClCompile Include="..\..\src\main\SDL_runapp.c" />
     <ClCompile Include="..\..\src\SDL_guid.c" />
     <ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
     <ClCompile Include="..\..\src\atomic\SDL_spinlock.c" />
@@ -35,7 +37,6 @@
     <ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
     <ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_win32.c" />
     <ClCompile Include="..\..\src\core\SDL_core_unsupported.c" />
-    <ClCompile Include="..\..\src\core\SDL_runapp.c" />
     <ClCompile Include="..\..\src\core\windows\SDL_hid.c" />
     <ClCompile Include="..\..\src\core\windows\SDL_immdevice.c" />
     <ClCompile Include="..\..\src\core\windows\SDL_windows.c" />

+ 12 - 1
VisualC-WinRT/SDL-UWP.vcxproj

@@ -268,7 +268,6 @@
     <ClCompile Include="..\src\camera\dummy\SDL_camera_dummy.c" />
     <ClCompile Include="..\src\camera\SDL_camera.c" />
     <ClCompile Include="..\src\core\SDL_core_unsupported.c" />
-    <ClCompile Include="..\src\core\SDL_runapp.c" />
     <ClCompile Include="..\src\core\windows\SDL_windows.c" />
     <ClCompile Include="..\src\core\windows\SDL_xinput.c" />
     <ClCompile Include="..\src\core\winrt\SDL_winrtapp_common.cpp">
@@ -359,8 +358,20 @@
     <ClCompile Include="..\src\loadso\windows\SDL_sysloadso.c" />
     <ClCompile Include="..\src\locale\SDL_locale.c" />
     <ClCompile Include="..\src\locale\winrt\SDL_syslocale.c" />
+    <ClCompile Include="..\src\main\SDL_runapp.c" />
     <ClCompile Include="..\src\main\generic\SDL_sysmain_callbacks.c" />
     <ClCompile Include="..\src\main\SDL_main_callbacks.c" />
+    <ClCompile Include="..\src\main\winrt\SDL_sysmain_runapp.cpp">
+      <CompileAsWinRT>true</CompileAsWinRT>
+      <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
+      <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
+      <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
+      <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
+      <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
+      <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
+      <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
+      <PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(IntDir)$(TargetName)_cpp.pch</PrecompiledHeaderOutputFile>
+    </ClCompile>
     <ClCompile Include="..\src\misc\SDL_url.c" />
     <ClCompile Include="..\src\misc\winrt\SDL_sysurl.cpp">
       <CompileAsWinRT>true</CompileAsWinRT>

+ 9 - 3
VisualC-WinRT/SDL-UWP.vcxproj.filters

@@ -34,6 +34,9 @@
     <Filter Include="dialog">
       <UniqueIdentifier>{0000c99bfadbbcb05a474a8472910000}</UniqueIdentifier>
     </Filter>
+    <Filter Include="main\winrt">
+      <UniqueIdentifier>{00006680a11742e2b280c6453be80000}</UniqueIdentifier>
+    </Filter>
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\include\SDL3\SDL_begin_code.h">
@@ -549,9 +552,6 @@
     <ClCompile Include="..\src\core\SDL_core_unsupported.c">
       <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="..\src\core\SDL_runapp.c">
-      <Filter>Source Files</Filter>
-    </ClCompile>
     <ClCompile Include="..\src\core\windows\SDL_windows.c">
       <Filter>Source Files</Filter>
     </ClCompile>
@@ -660,6 +660,12 @@
     <ClCompile Include="..\src\main\SDL_main_callbacks.c">
       <Filter>main</Filter>
     </ClCompile>
+    <ClCompile Include="..\src\main\SDL_runapp.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\src\main\winrt\SDL_sysmain_runapp.cpp">
+      <Filter>main\winrt</Filter>
+    </ClCompile>
     <ClCompile Include="..\src\power\SDL_power.c">
       <Filter>Source Files</Filter>
     </ClCompile>

+ 2 - 1
VisualC/SDL/SDL.vcxproj

@@ -404,6 +404,8 @@
     <ClCompile Include="..\..\src\filesystem\windows\SDL_sysfsops.c" />
     <ClCompile Include="..\..\src\main\generic\SDL_sysmain_callbacks.c" />
     <ClCompile Include="..\..\src\main\SDL_main_callbacks.c" />
+    <ClCompile Include="..\..\src\main\SDL_runapp.c" />
+    <ClCompile Include="..\..\src\main\windows\SDL_sysmain_runapp.c" />
     <ClCompile Include="..\..\src\render\vulkan\SDL_render_vulkan.c" />
     <ClCompile Include="..\..\src\render\vulkan\SDL_shaders_vulkan.c" />
     <ClCompile Include="..\..\src\SDL_guid.c" />
@@ -506,7 +508,6 @@
     <ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
     <ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_win32.c" />
     <ClCompile Include="..\..\src\core\SDL_core_unsupported.c" />
-    <ClCompile Include="..\..\src\core\SDL_runapp.c" />
     <ClCompile Include="..\..\src\core\windows\SDL_hid.c" />
     <ClCompile Include="..\..\src\core\windows\SDL_immdevice.c" />
     <ClCompile Include="..\..\src\core\windows\SDL_windows.c" />

+ 9 - 3
VisualC/SDL/SDL.vcxproj.filters

@@ -202,6 +202,9 @@
     <Filter Include="video\offscreen">
       <UniqueIdentifier>{748cf015-00b8-4e71-ac48-02e947e4d93d}</UniqueIdentifier>
     </Filter>
+    <Filter Include="main\windows">
+      <UniqueIdentifier>{00009d5ded166cc6c6680ec771a30000}</UniqueIdentifier>
+    </Filter>
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\include\SDL3\SDL_begin_code.h">
@@ -919,6 +922,12 @@
     <ClCompile Include="..\..\src\main\SDL_main_callbacks.c">
       <Filter>main</Filter>
     </ClCompile>
+    <ClCompile Include="..\..\src\main\SDL_runapp.c">
+      <Filter>main</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\main\windows\SDL_sysmain_runapp.c">
+      <Filter>main\windows</Filter>
+    </ClCompile>
     <ClCompile Include="..\..\src\SDL.c" />
     <ClCompile Include="..\..\src\SDL_assert.c" />
     <ClCompile Include="..\..\src\SDL_error.c" />
@@ -961,9 +970,6 @@
     <ClCompile Include="..\..\src\core\SDL_core_unsupported.c">
       <Filter>core</Filter>
     </ClCompile>
-    <ClCompile Include="..\..\src\core\SDL_runapp.c">
-      <Filter>core</Filter>
-    </ClCompile>
     <ClCompile Include="..\..\src\core\windows\SDL_hid.c">
       <Filter>core\windows</Filter>
     </ClCompile>

+ 1 - 1
Xcode/SDL/SDL.xcodeproj/project.pbxproj

@@ -1145,6 +1145,7 @@
 				00008B5A0CB83D2069E80000 /* ios */,
 				00009366FB9FBBD54C390000 /* SDL_main_callbacks.c */,
 				00003260407E1002EAC10000 /* SDL_main_callbacks.h */,
+				F36C7AD0294BA009004D61C3 /* SDL_runapp.c */,
 			);
 			path = main;
 			sourceTree = "<group>";
@@ -2255,7 +2256,6 @@
 			isa = PBXGroup;
 			children = (
 				E4F798192AD8D84800669F54 /* SDL_core_unsupported.c */,
-				F36C7AD0294BA009004D61C3 /* SDL_runapp.c */,
 			);
 			path = core;
 			sourceTree = "<group>";

+ 0 - 157
src/core/gdk/SDL_gdk.cpp

@@ -26,7 +26,6 @@ extern "C" {
 }
 #include <XGameRuntime.h>
 #include <xsapi-c/services_c.h>
-#include <shellapi.h> /* CommandLineToArgvW() */
 #include <appnotify.h>
 
 static XTaskQueueHandle GDK_GlobalTaskQueue;
@@ -74,162 +73,6 @@ void GDK_DispatchTaskQueue(void)
     }
 }
 
-/* Pop up an out of memory message, returns to Windows */
-static BOOL OutOfMemory(void)
-{
-    SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Out of memory - aborting", NULL);
-    return FALSE;
-}
-
-/* Gets the arguments with GetCommandLine, converts them to argc and argv
-   and calls SDL_main */
-extern "C"
-int SDL_RunApp(int, char**, SDL_main_func mainFunction, void *reserved)
-{
-    LPWSTR *argvw;
-    char **argv;
-    int i, argc, result;
-    HRESULT hr;
-    XTaskQueueHandle taskQueue;
-
-    argvw = CommandLineToArgvW(GetCommandLineW(), &argc);
-    if (argvw == NULL) {
-        return OutOfMemory();
-    }
-
-    /* Note that we need to be careful about how we allocate/free memory here.
-     * If the application calls SDL_SetMemoryFunctions(), we can't rely on
-     * SDL_free() to use the same allocator after SDL_main() returns.
-     */
-
-    /* Parse it into argv and argc */
-    argv = (char **)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, (argc + 1) * sizeof(*argv));
-    if (argv == NULL) {
-        return OutOfMemory();
-    }
-    for (i = 0; i < argc; ++i) {
-        const int utf8size = WideCharToMultiByte(CP_UTF8, 0, argvw[i], -1, NULL, 0, NULL, NULL);
-        if (!utf8size) {  // uhoh?
-            SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Error processing command line arguments", NULL);
-            return -1;
-        }
-
-        argv[i] = (char *)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, utf8size);  // this size includes the null-terminator character.
-        if (!argv[i]) {
-            return OutOfMemory();
-        }
-
-        if (WideCharToMultiByte(CP_UTF8, 0, argvw[i], -1, argv[i], utf8size, NULL, NULL) == 0) {  // failed? uhoh!
-            SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Error processing command line arguments", NULL);
-            return -1;
-        }
-    }
-    argv[i] = NULL;
-    LocalFree(argvw);
-
-    hr = XGameRuntimeInitialize();
-
-    if (SUCCEEDED(hr) && SDL_GDKGetTaskQueue(&taskQueue) == 0) {
-        Uint32 titleid = 0;
-        char scidBuffer[64];
-        XblInitArgs xblArgs;
-
-        XTaskQueueSetCurrentProcessTaskQueue(taskQueue);
-
-        /* Try to get the title ID and initialize Xbox Live */
-        hr = XGameGetXboxTitleId(&titleid);
-        if (SUCCEEDED(hr)) {
-            SDL_zero(xblArgs);
-            xblArgs.queue = taskQueue;
-            SDL_snprintf(scidBuffer, 64, "00000000-0000-0000-0000-0000%08X", titleid);
-            xblArgs.scid = scidBuffer;
-            hr = XblInitialize(&xblArgs);
-        } else {
-            SDL_SetError("[GDK] Unable to get titleid. Will not call XblInitialize. Check MicrosoftGame.config!");
-        }
-
-        SDL_SetMainReady();
-
-        /* Register suspend/resume handling */
-        plmSuspendComplete = CreateEventEx(nullptr, nullptr, 0, EVENT_MODIFY_STATE | SYNCHRONIZE);
-        if (!plmSuspendComplete) {
-            SDL_SetError("[GDK] Unable to create plmSuspendComplete event");
-            return -1;
-        }
-        auto rascn = [](BOOLEAN quiesced, PVOID context) {
-            SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "[GDK] in RegisterAppStateChangeNotification handler");
-            if (quiesced) {
-                ResetEvent(plmSuspendComplete);
-                SDL_SendAppEvent(SDL_EVENT_DID_ENTER_BACKGROUND);
-
-                // To defer suspension, we must wait to exit this callback.
-                // IMPORTANT: The app must call SDL_GDKSuspendComplete() to release this lock.
-                (void)WaitForSingleObject(plmSuspendComplete, INFINITE);
-
-                SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "[GDK] in RegisterAppStateChangeNotification handler: plmSuspendComplete event signaled.");
-            } else {
-                SDL_SendAppEvent(SDL_EVENT_WILL_ENTER_FOREGROUND);
-            }
-        };
-        if (RegisterAppStateChangeNotification(rascn, NULL, &hPLM)) {
-            SDL_SetError("[GDK] Unable to call RegisterAppStateChangeNotification");
-            return -1;
-        }
-
-        /* Register constrain/unconstrain handling */
-        auto raccn = [](BOOLEAN constrained, PVOID context) {
-            SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "[GDK] in RegisterAppConstrainedChangeNotification handler");
-            SDL_VideoDevice *_this = SDL_GetVideoDevice();
-            if (_this) {
-                if (constrained) {
-                    SDL_SetKeyboardFocus(NULL);
-                } else {
-                    SDL_SetKeyboardFocus(_this->windows);
-                }
-            }
-        };
-        if (RegisterAppConstrainedChangeNotification(raccn, NULL, &hCPLM)) {
-            SDL_SetError("[GDK] Unable to call RegisterAppConstrainedChangeNotification");
-            return -1;
-        }
-
-        /* Run the application main() code */
-        result = mainFunction(argc, argv);
-
-        /* Unregister suspend/resume handling */
-        UnregisterAppStateChangeNotification(hPLM);
-        CloseHandle(plmSuspendComplete);
-
-        /* Unregister constrain/unconstrain handling */
-        UnregisterAppConstrainedChangeNotification(hCPLM);
-
-        /* !!! FIXME: This follows the docs exactly, but for some reason still leaks handles on exit? */
-        /* Terminate the task queue and dispatch any pending tasks */
-        XTaskQueueTerminate(taskQueue, false, nullptr, nullptr);
-        while (XTaskQueueDispatch(taskQueue, XTaskQueuePort::Completion, 0))
-            ;
-
-        XTaskQueueCloseHandle(taskQueue);
-
-        XGameRuntimeUninitialize();
-    } else {
-#ifdef SDL_PLATFORM_WINGDK
-        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "[GDK] Could not initialize - aborting", NULL);
-#else
-        SDL_assert_always(0 && "[GDK] Could not initialize - aborting");
-#endif
-        result = -1;
-    }
-
-    /* Free argv, to avoid memory leak */
-    for (i = 0; i < argc; ++i) {
-        HeapFree(GetProcessHeap(), 0, argv[i]);
-    }
-    HeapFree(GetProcessHeap(), 0, argv);
-
-    return result;
-}
-
 extern "C"
 void SDL_GDKSuspendComplete()
 {

+ 0 - 77
src/core/windows/SDL_windows.c

@@ -389,81 +389,4 @@ int WIN_WideCharToMultiByte(UINT CodePage, DWORD dwFlags, LPCWCH lpWideCharStr,
     return WideCharToMultiByte(CodePage, dwFlags, lpWideCharStr, cchWideChar, lpMultiByteStr, cbMultiByte, lpDefaultChar, lpUsedDefaultChar);
 }
 
-
-/* Win32-specific SDL_RunApp(), which does most of the SDL_main work,
-  based on SDL_windows_main.c, placed in the public domain by Sam Lantinga  4/13/98 */
-#ifdef SDL_PLATFORM_WIN32
-
-#include <shellapi.h> /* CommandLineToArgvW() */
-
-/* Pop up an out of memory message, returns to Windows */
-static int OutOfMemory(void)
-{
-    SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Out of memory - aborting", NULL);
-    return -1;
-}
-
-int MINGW32_FORCEALIGN SDL_RunApp(int _argc, char* _argv[], SDL_main_func mainFunction, void * reserved)
-{
-
-    /* Gets the arguments with GetCommandLine, converts them to argc and argv
-       and calls SDL_main */
-
-    LPWSTR *argvw;
-    char **argv;
-    int i, argc, result;
-
-    (void)_argc; (void)_argv; (void)reserved;
-
-    argvw = CommandLineToArgvW(GetCommandLineW(), &argc);
-    if (!argvw) {
-        return OutOfMemory();
-    }
-
-    /* Note that we need to be careful about how we allocate/free memory here.
-     * If the application calls SDL_SetMemoryFunctions(), we can't rely on
-     * SDL_free() to use the same allocator after SDL_main() returns.
-     */
-
-    /* Parse it into argv and argc */
-    argv = (char **)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, (argc + 1) * sizeof(*argv));
-    if (!argv) {
-        return OutOfMemory();
-    }
-    for (i = 0; i < argc; ++i) {
-        const int utf8size = WideCharToMultiByte(CP_UTF8, 0, argvw[i], -1, NULL, 0, NULL, NULL);
-        if (!utf8size) {  // uhoh?
-            SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Error processing command line arguments", NULL);
-            return -1;
-        }
-
-        argv[i] = (char *)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, utf8size);  // this size includes the null-terminator character.
-        if (!argv[i]) {
-            return OutOfMemory();
-        }
-
-        if (WideCharToMultiByte(CP_UTF8, 0, argvw[i], -1, argv[i], utf8size, NULL, NULL) == 0) {  // failed? uhoh!
-            SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Error processing command line arguments", NULL);
-            return -1;
-        }
-    }
-    argv[i] = NULL;
-    LocalFree(argvw);
-
-    SDL_SetMainReady();
-
-    /* Run the application main() code */
-    result = mainFunction(argc, argv);
-
-    /* Free argv, to avoid memory leak */
-    for (i = 0; i < argc; ++i) {
-        HeapFree(GetProcessHeap(), 0, argv[i]);
-    }
-    HeapFree(GetProcessHeap(), 0, argv);
-
-    return result;
-}
-
-#endif /* SDL_PLATFORM_WIN32 */
-
 #endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINRT) || defined(SDL_PLATFORM_GDK) */

+ 0 - 16
src/core/winrt/SDL_winrtapp_common.cpp

@@ -20,26 +20,10 @@
 */
 #include "SDL_internal.h"
 
-#include "SDL_winrtapp_direct3d.h"
-#include "SDL_winrtapp_xaml.h"
-
 #include <wrl.h>
 
 int (*WINRT_SDLAppEntryPoint)(int, char **) = NULL;
 
-extern "C"
-int SDL_RunApp(int, char**, SDL_main_func mainFunction, void * xamlBackgroundPanel)
-{
-    if (xamlBackgroundPanel) {
-        return SDL_WinRTInitXAMLApp(mainFunction, xamlBackgroundPanel);
-    } else {
-        if (FAILED(Windows::Foundation::Initialize(RO_INIT_MULTITHREADED))) {
-            return 1;
-        }
-        return SDL_WinRTInitNonXAMLApp(mainFunction);
-    }
-}
-
 extern "C"
 SDL_WinRT_DeviceFamily SDL_WinRTGetDeviceFamily()
 {

+ 0 - 0
src/core/SDL_runapp.c → src/main/SDL_runapp.c


+ 0 - 0
src/core/emscripten/SDL_emscripten.c → src/main/emscripten/SDL_sysmain_runapp.c


+ 187 - 0
src/main/gdk/SDL_sysmain_runapp.cpp

@@ -0,0 +1,187 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
+
+  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.
+*/
+#include "SDL_internal.h"
+
+extern "C" {
+#include "../../core/windows/SDL_windows.h"
+#include "../../events/SDL_events_c.h"
+}
+#include <XGameRuntime.h>
+#include <xsapi-c/services_c.h>
+#include <shellapi.h> /* CommandLineToArgvW() */
+#include <appnotify.h>
+
+/* Pop up an out of memory message, returns to Windows */
+static BOOL OutOfMemory(void)
+{
+    SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Out of memory - aborting", NULL);
+    return FALSE;
+}
+
+/* Gets the arguments with GetCommandLine, converts them to argc and argv
+   and calls SDL_main */
+extern "C"
+int SDL_RunApp(int, char**, SDL_main_func mainFunction, void *reserved)
+{
+    LPWSTR *argvw;
+    char **argv;
+    int i, argc, result;
+    HRESULT hr;
+    XTaskQueueHandle taskQueue;
+
+    argvw = CommandLineToArgvW(GetCommandLineW(), &argc);
+    if (argvw == NULL) {
+        return OutOfMemory();
+    }
+
+    /* Note that we need to be careful about how we allocate/free memory here.
+     * If the application calls SDL_SetMemoryFunctions(), we can't rely on
+     * SDL_free() to use the same allocator after SDL_main() returns.
+     */
+
+    /* Parse it into argv and argc */
+    argv = (char **)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, (argc + 1) * sizeof(*argv));
+    if (argv == NULL) {
+        return OutOfMemory();
+    }
+    for (i = 0; i < argc; ++i) {
+        const int utf8size = WideCharToMultiByte(CP_UTF8, 0, argvw[i], -1, NULL, 0, NULL, NULL);
+        if (!utf8size) {  // uhoh?
+            SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Error processing command line arguments", NULL);
+            return -1;
+        }
+
+        argv[i] = (char *)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, utf8size);  // this size includes the null-terminator character.
+        if (!argv[i]) {
+            return OutOfMemory();
+        }
+
+        if (WideCharToMultiByte(CP_UTF8, 0, argvw[i], -1, argv[i], utf8size, NULL, NULL) == 0) {  // failed? uhoh!
+            SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Error processing command line arguments", NULL);
+            return -1;
+        }
+    }
+    argv[i] = NULL;
+    LocalFree(argvw);
+
+    hr = XGameRuntimeInitialize();
+
+    if (SUCCEEDED(hr) && SDL_GDKGetTaskQueue(&taskQueue) == 0) {
+        Uint32 titleid = 0;
+        char scidBuffer[64];
+        XblInitArgs xblArgs;
+
+        XTaskQueueSetCurrentProcessTaskQueue(taskQueue);
+
+        /* Try to get the title ID and initialize Xbox Live */
+        hr = XGameGetXboxTitleId(&titleid);
+        if (SUCCEEDED(hr)) {
+            SDL_zero(xblArgs);
+            xblArgs.queue = taskQueue;
+            SDL_snprintf(scidBuffer, 64, "00000000-0000-0000-0000-0000%08X", titleid);
+            xblArgs.scid = scidBuffer;
+            hr = XblInitialize(&xblArgs);
+        } else {
+            SDL_SetError("[GDK] Unable to get titleid. Will not call XblInitialize. Check MicrosoftGame.config!");
+        }
+
+        SDL_SetMainReady();
+
+        /* Register suspend/resume handling */
+        plmSuspendComplete = CreateEventEx(nullptr, nullptr, 0, EVENT_MODIFY_STATE | SYNCHRONIZE);
+        if (!plmSuspendComplete) {
+            SDL_SetError("[GDK] Unable to create plmSuspendComplete event");
+            return -1;
+        }
+        auto rascn = [](BOOLEAN quiesced, PVOID context) {
+            SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "[GDK] in RegisterAppStateChangeNotification handler");
+            if (quiesced) {
+                ResetEvent(plmSuspendComplete);
+                SDL_SendAppEvent(SDL_EVENT_DID_ENTER_BACKGROUND);
+
+                // To defer suspension, we must wait to exit this callback.
+                // IMPORTANT: The app must call SDL_GDKSuspendComplete() to release this lock.
+                (void)WaitForSingleObject(plmSuspendComplete, INFINITE);
+
+                SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "[GDK] in RegisterAppStateChangeNotification handler: plmSuspendComplete event signaled.");
+            } else {
+                SDL_SendAppEvent(SDL_EVENT_WILL_ENTER_FOREGROUND);
+            }
+        };
+        if (RegisterAppStateChangeNotification(rascn, NULL, &hPLM)) {
+            SDL_SetError("[GDK] Unable to call RegisterAppStateChangeNotification");
+            return -1;
+        }
+
+        /* Register constrain/unconstrain handling */
+        auto raccn = [](BOOLEAN constrained, PVOID context) {
+            SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "[GDK] in RegisterAppConstrainedChangeNotification handler");
+            SDL_VideoDevice *_this = SDL_GetVideoDevice();
+            if (_this) {
+                if (constrained) {
+                    SDL_SetKeyboardFocus(NULL);
+                } else {
+                    SDL_SetKeyboardFocus(_this->windows);
+                }
+            }
+        };
+        if (RegisterAppConstrainedChangeNotification(raccn, NULL, &hCPLM)) {
+            SDL_SetError("[GDK] Unable to call RegisterAppConstrainedChangeNotification");
+            return -1;
+        }
+
+        /* Run the application main() code */
+        result = mainFunction(argc, argv);
+
+        /* Unregister suspend/resume handling */
+        UnregisterAppStateChangeNotification(hPLM);
+        CloseHandle(plmSuspendComplete);
+
+        /* Unregister constrain/unconstrain handling */
+        UnregisterAppConstrainedChangeNotification(hCPLM);
+
+        /* !!! FIXME: This follows the docs exactly, but for some reason still leaks handles on exit? */
+        /* Terminate the task queue and dispatch any pending tasks */
+        XTaskQueueTerminate(taskQueue, false, nullptr, nullptr);
+        while (XTaskQueueDispatch(taskQueue, XTaskQueuePort::Completion, 0))
+            ;
+
+        XTaskQueueCloseHandle(taskQueue);
+
+        XGameRuntimeUninitialize();
+    } else {
+#ifdef SDL_PLATFORM_WINGDK
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "[GDK] Could not initialize - aborting", NULL);
+#else
+        SDL_assert_always(0 && "[GDK] Could not initialize - aborting");
+#endif
+        result = -1;
+    }
+
+    /* Free argv, to avoid memory leak */
+    for (i = 0; i < argc; ++i) {
+        HeapFree(GetProcessHeap(), 0, argv[i]);
+    }
+    HeapFree(GetProcessHeap(), 0, argv);
+
+    return result;
+}
+

+ 0 - 0
src/core/n3ds/SDL_n3ds.c → src/main/n3ds/SDL_sysmain_runapp.c


+ 0 - 0
src/core/ngage/SDL_ngage_runapp.cpp → src/main/ngage/SDL_sysmain_runapp.cpp


+ 0 - 0
src/core/ps2/SDL_ps2.c → src/main/ps2/SDL_sysmain_runapp.c


+ 0 - 0
src/core/psp/SDL_psp.c → src/main/psp/SDL_sysmain_runapp.c


+ 99 - 0
src/main/windows/SDL_sysmain_runapp.c

@@ -0,0 +1,99 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
+
+  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.
+*/
+#include "SDL_internal.h"
+
+#ifdef SDL_PLATFORM_WIN32
+
+#include "../../core/windows/SDL_windows.h"
+
+/* Win32-specific SDL_RunApp(), which does most of the SDL_main work,
+  based on SDL_windows_main.c, placed in the public domain by Sam Lantinga  4/13/98 */
+
+#include <shellapi.h> /* CommandLineToArgvW() */
+
+/* Pop up an out of memory message, returns to Windows */
+static int OutOfMemory(void)
+{
+    SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Out of memory - aborting", NULL);
+    return -1;
+}
+
+int MINGW32_FORCEALIGN SDL_RunApp(int _argc, char* _argv[], SDL_main_func mainFunction, void * reserved)
+{
+    /* Gets the arguments with GetCommandLine, converts them to argc and argv
+       and calls SDL_main */
+
+    LPWSTR *argvw;
+    char **argv;
+    int i, argc, result;
+
+    (void)_argc; (void)_argv; (void)reserved;
+
+    argvw = CommandLineToArgvW(GetCommandLineW(), &argc);
+    if (!argvw) {
+        return OutOfMemory();
+    }
+
+    /* Note that we need to be careful about how we allocate/free memory here.
+     * If the application calls SDL_SetMemoryFunctions(), we can't rely on
+     * SDL_free() to use the same allocator after SDL_main() returns.
+     */
+
+    /* Parse it into argv and argc */
+    argv = (char **)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, (argc + 1) * sizeof(*argv));
+    if (!argv) {
+        return OutOfMemory();
+    }
+    for (i = 0; i < argc; ++i) {
+        const int utf8size = WideCharToMultiByte(CP_UTF8, 0, argvw[i], -1, NULL, 0, NULL, NULL);
+        if (!utf8size) {  // uhoh?
+            SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Error processing command line arguments", NULL);
+            return -1;
+        }
+
+        argv[i] = (char *)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, utf8size);  // this size includes the null-terminator character.
+        if (!argv[i]) {
+            return OutOfMemory();
+        }
+
+        if (WideCharToMultiByte(CP_UTF8, 0, argvw[i], -1, argv[i], utf8size, NULL, NULL) == 0) {  // failed? uhoh!
+            SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Error processing command line arguments", NULL);
+            return -1;
+        }
+    }
+    argv[i] = NULL;
+    LocalFree(argvw);
+
+    SDL_SetMainReady();
+
+    /* Run the application main() code */
+    result = mainFunction(argc, argv);
+
+    /* Free argv, to avoid memory leak */
+    for (i = 0; i < argc; ++i) {
+        HeapFree(GetProcessHeap(), 0, argv[i]);
+    }
+    HeapFree(GetProcessHeap(), 0, argv);
+
+    return result;
+}
+
+#endif /* SDL_PLATFORM_WIN32 */

+ 40 - 0
src/main/winrt/SDL_sysmain_runapp.cpp

@@ -0,0 +1,40 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
+
+  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.
+*/
+#include "SDL_internal.h"
+
+#include "../../core/winrt/SDL_winrtapp_direct3d.h"
+#include "../../core/winrt/SDL_winrtapp_xaml.h"
+
+#include <wrl.h>
+
+extern "C"
+int SDL_RunApp(int, char**, SDL_main_func mainFunction, void * xamlBackgroundPanel)
+{
+    if (xamlBackgroundPanel) {
+        return SDL_WinRTInitXAMLApp(mainFunction, xamlBackgroundPanel);
+    } else {
+        if (FAILED(Windows::Foundation::Initialize(RO_INIT_MULTITHREADED))) {
+            return 1;
+        }
+        return SDL_WinRTInitNonXAMLApp(mainFunction);
+    }
+}
+