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@@ -35,181 +35,180 @@
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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 /* main */
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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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-
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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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-
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-#else /* use a standard SDL_main, which the app SHOULD NOT ALSO SUPPLY. */
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-
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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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-
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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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-
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-#endif /* platform-specific tests */
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-
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-#endif /* SDL_MAIN_USE_CALLBACKS */
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-
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-
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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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-#if !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD)
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-
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-#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK)
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-
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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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-
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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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-
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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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-
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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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-
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-#endif /* _MSC_VER && ! SDL_PLATFORM_GDK */
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-
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-/* This is where execution begins [windowed apps and GDK] */
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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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-#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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-
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-/* end of SDL_PLATFORM_WIN32 and SDL_PLATFORM_GDK impls */
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-#elif defined(SDL_PLATFORM_WINRT)
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-
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-/* WinRT main based on SDL_winrt_main_NonXAML.cpp, placed in the public domain by David Ludwig 3/13/14 */
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-
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-#include <wrl.h>
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-
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-/* At least one file in any SDL/WinRT app appears to require compilation
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- with C++/CX, otherwise a Windows Metadata file won't get created, and
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- an APPX0702 build error can appear shortly after linking.
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-
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- The following set of preprocessor code forces this file to be compiled
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- as C++/CX, which appears to cause Visual C++ 2012's build tools to
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- create this .winmd file, and will help allow builds of SDL/WinRT apps
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- to proceed without error.
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-
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- If other files in an app's project enable C++/CX compilation, then it might
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- be possible for the .cpp file including SDL_main.h to be compiled without /ZW,
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- for Visual C++'s build tools to create a winmd file, and for the app to
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- build without APPX0702 errors. In this case, if
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- SDL_WINRT_METADATA_FILE_AVAILABLE is defined as a C/C++ macro, then
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- the #error (to force C++/CX compilation) will be disabled.
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-
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- Please note that /ZW can be specified on a file-by-file basis. To do this,
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- right click on the file in Visual C++, click Properties, then change the
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- setting through the dialog that comes up.
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-*/
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-#ifndef SDL_WINRT_METADATA_FILE_AVAILABLE
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-#if !defined(__cplusplus) || !defined(__cplusplus_winrt)
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-#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.
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-#endif
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-#endif
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-
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-/* Prevent MSVC++ from warning about threading models when defining our
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- custom WinMain. The threading model will instead be set via a direct
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- call to Windows::Foundation::Initialize (rather than via an attributed
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- function).
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-
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- To note, this warning (C4447) does not seem to come up unless this file
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- is compiled with C++/CX enabled (via the /ZW compiler flag).
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-*/
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-#ifdef _MSC_VER
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-#pragma warning(disable : 4447)
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-#endif
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-
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-/* Make sure the function to initialize the Windows Runtime gets linked in. */
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-#ifdef _MSC_VER
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-#pragma comment(lib, "runtimeobject.lib")
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-#endif
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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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-int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
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-{
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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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-
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-/* end of WinRT impl */
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-#elif defined(SDL_PLATFORM_NGAGE)
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-
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-/* same typedef as in ngage SDKs e32def.h */
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-typedef signed int TInt;
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-/* TODO: if it turns out that this only works when built as C++,
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- move SDL_PLATFORM_NGAGE into the C++ section in SDL_main.h */
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-TInt E32Main()
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-{
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- return SDL_RunApp(0, NULL, SDL_main, NULL);
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-}
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-
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-/* end of SDL_PLATFORM_NGAGE impl */
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-
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-#else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */
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-
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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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-
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-/* end of impls for standard-conforming platforms */
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-
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-#endif /* SDL_PLATFORM_WIN32 etc */
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-
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-#endif /* !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD) */
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-
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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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+ #ifdef SDL_MAIN_USE_CALLBACKS
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+
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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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+
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+ #else /* use a standard SDL_main, which the app SHOULD NOT ALSO SUPPLY. */
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+
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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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+
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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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+
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+ #endif /* platform-specific tests */
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+
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+ #endif /* SDL_MAIN_USE_CALLBACKS */
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+
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+
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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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+ #if !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD)
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+
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+ #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK)
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+
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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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+
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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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+
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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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+
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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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+
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+ #endif /* _MSC_VER && ! SDL_PLATFORM_GDK */
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+
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+ /* This is where execution begins [windowed apps and GDK] */
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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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+
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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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+
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+ #ifdef __cplusplus
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+ } /* extern "C" */
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+ #endif
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+
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+ /* end of SDL_PLATFORM_WIN32 and SDL_PLATFORM_GDK impls */
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+
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+ #elif defined(SDL_PLATFORM_WINRT)
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+
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+ /* WinRT main based on SDL_winrt_main_NonXAML.cpp, placed in the public domain by David Ludwig 3/13/14 */
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+
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+ #include <wrl.h>
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+
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+ /* At least one file in any SDL/WinRT app appears to require compilation
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+ with C++/CX, otherwise a Windows Metadata file won't get created, and
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+ an APPX0702 build error can appear shortly after linking.
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+
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|
+ The following set of preprocessor code forces this file to be compiled
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|
|
+ 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.
|
|
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+
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+ If other files in an app's project enable C++/CX compilation, then it might
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|
|
+ 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
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|
|
+ build without APPX0702 errors. In this case, if
|
|
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+ SDL_WINRT_METADATA_FILE_AVAILABLE is defined as a C/C++ macro, then
|
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+ the #error (to force C++/CX compilation) will be disabled.
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|
|
+
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|
+ 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
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|
|
+ setting through the dialog that comes up.
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+ */
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+ #ifndef SDL_WINRT_METADATA_FILE_AVAILABLE
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+ #if !defined(__cplusplus) || !defined(__cplusplus_winrt)
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+ #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.
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+ #endif
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+ #endif
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+
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+ /* Prevent MSVC++ from warning about threading models when defining our
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+ custom WinMain. The threading model will instead be set via a direct
|
|
|
+ call to Windows::Foundation::Initialize (rather than via an attributed
|
|
|
+ function).
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|
+
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|
+ 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).
|
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+ */
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+ #ifdef _MSC_VER
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+ #pragma warning(disable : 4447)
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+ /* Make sure the function to initialize the Windows Runtime gets linked in. */
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+ #pragma comment(lib, "runtimeobject.lib")
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+ #endif
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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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+ int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
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+ {
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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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+
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+ /* end of WinRT impl */
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+
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+ #elif defined(SDL_PLATFORM_NGAGE)
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+ /* same typedef as in ngage SDKs e32def.h */
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+ typedef signed int TInt;
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+ /* TODO: if it turns out that this only works when built as C++,
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+ move SDL_PLATFORM_NGAGE into the C++ section in SDL_main.h */
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+ TInt E32Main()
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+ {
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+ return SDL_RunApp(0, NULL, SDL_main, NULL);
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+ }
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+
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+ /* end of SDL_PLATFORM_NGAGE impl */
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+
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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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+
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+ /* end of impls for standard-conforming platforms */
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+
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+ #endif /* SDL_PLATFORM_WIN32 etc */
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+
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+ #endif /* !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD) */
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+
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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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