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SDL_main.h 24 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
  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. /**
  19. * # CategoryMain
  20. *
  21. * Redefine main() on some platforms so that it is called by SDL.
  22. *
  23. * For details on how SDL_main works, and how to use it, please refer to:
  24. *
  25. * https://wiki.libsdl.org/SDL3/README/main-functions
  26. *
  27. * (or docs/README-main-functions.md in the SDL source tree)
  28. */
  29. #ifndef SDL_main_h_
  30. #define SDL_main_h_
  31. #include <SDL3/SDL_platform_defines.h>
  32. #include <SDL3/SDL_stdinc.h>
  33. #include <SDL3/SDL_error.h>
  34. #include <SDL3/SDL_events.h>
  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_GDK)
  43. /* On GDK, SDL provides a main function that initializes the game runtime.
  44. If you prefer to write your own WinMain-function instead of having SDL
  45. provide one that calls your main() function,
  46. #define SDL_MAIN_HANDLED before #include'ing SDL_main.h
  47. and call the SDL_RunApp function from your entry point.
  48. */
  49. #define SDL_MAIN_NEEDED
  50. #elif defined(SDL_PLATFORM_IOS)
  51. /* On iOS SDL provides a main function that creates an application delegate
  52. and starts the iOS application run loop.
  53. To use it, just #include SDL_main.h in the source file that contains your
  54. main() function.
  55. See src/video/uikit/SDL_uikitappdelegate.m for more details.
  56. */
  57. #define SDL_MAIN_NEEDED
  58. #elif defined(SDL_PLATFORM_ANDROID)
  59. /* On Android SDL provides a Java class in SDLActivity.java that is the
  60. main activity entry point.
  61. See docs/README-android.md for more details on extending that class.
  62. */
  63. #define SDL_MAIN_NEEDED
  64. /* We need to export SDL_main so it can be launched from Java */
  65. #define SDLMAIN_DECLSPEC SDL_DECLSPEC
  66. #elif defined(SDL_PLATFORM_EMSCRIPTEN)
  67. /* On Emscripten, SDL provides a main function that converts URL
  68. parameters that start with "SDL_" to environment variables, so
  69. they can be used as SDL hints, etc.
  70. This is 100% optional, so if you don't want this to happen, you may
  71. define SDL_MAIN_HANDLED
  72. */
  73. #define SDL_MAIN_AVAILABLE
  74. #elif defined(SDL_PLATFORM_PSP)
  75. /* On PSP SDL provides a main function that sets the module info,
  76. activates the GPU and starts the thread required to be able to exit
  77. the software.
  78. If you provide this yourself, you may define SDL_MAIN_HANDLED
  79. */
  80. #define SDL_MAIN_AVAILABLE
  81. #elif defined(SDL_PLATFORM_PS2)
  82. #define SDL_MAIN_AVAILABLE
  83. #define SDL_PS2_SKIP_IOP_RESET() \
  84. void reset_IOP(); \
  85. void reset_IOP() {}
  86. #elif defined(SDL_PLATFORM_3DS)
  87. /*
  88. On N3DS, SDL provides a main function that sets up the screens
  89. and storage.
  90. If you provide this yourself, you may define SDL_MAIN_HANDLED
  91. */
  92. #define SDL_MAIN_AVAILABLE
  93. #elif defined(SDL_PLATFORM_NGAGE)
  94. /*
  95. TODO: not sure if it should be SDL_MAIN_NEEDED, in SDL2 ngage had a
  96. main implementation, but wasn't mentioned in SDL_main.h
  97. */
  98. #define SDL_MAIN_AVAILABLE
  99. #endif
  100. #endif /* SDL_MAIN_HANDLED */
  101. #ifndef SDLMAIN_DECLSPEC
  102. #define SDLMAIN_DECLSPEC
  103. #endif
  104. /**
  105. * \file SDL_main.h
  106. *
  107. * The application's main() function must be called with C linkage,
  108. * and should be declared like this:
  109. *
  110. * ```c
  111. * #ifdef __cplusplus
  112. * extern "C"
  113. * #endif
  114. * int main(int argc, char *argv[])
  115. * {
  116. * }
  117. * ```
  118. */
  119. #ifdef SDL_WIKI_DOCUMENTATION_SECTION
  120. /**
  121. * Inform SDL to use the main callbacks instead of main.
  122. *
  123. * SDL does not define this macro, but will check if it is defined when
  124. * including `SDL_main.h`. If defined, SDL will expect the app to provide
  125. * several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and
  126. * SDL_AppQuit. The app should not provide a `main` function in this case, and
  127. * doing so will likely cause the build to fail.
  128. *
  129. * Please see [README/main-functions](README/main-functions), (or
  130. * docs/README-main-functions.md in the source tree) for a more detailed
  131. * explanation.
  132. *
  133. * \since This macro is used by the headers since SDL 3.0.0.
  134. *
  135. * \sa SDL_AppInit
  136. * \sa SDL_AppEvent
  137. * \sa SDL_AppIterate
  138. * \sa SDL_AppQuit
  139. */
  140. #define SDL_MAIN_USE_CALLBACKS 1
  141. #endif
  142. #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
  143. #define main SDL_main
  144. #endif
  145. #include <SDL3/SDL_init.h>
  146. #include <SDL3/SDL_begin_code.h>
  147. #ifdef __cplusplus
  148. extern "C" {
  149. #endif
  150. /*
  151. * You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
  152. * SDL_main.h, and then your application will _not_ have a standard
  153. * "main" entry point. Instead, it will operate as a collection of
  154. * functions that are called as necessary by the system. On some
  155. * platforms, this is just a layer where SDL drives your program
  156. * instead of your program driving SDL, on other platforms this might
  157. * hook into the OS to manage the lifecycle. Programs on most platforms
  158. * can use whichever approach they prefer, but the decision boils down
  159. * to:
  160. *
  161. * - Using a standard "main" function: this works like it always has for
  162. * the past 50+ years in C programming, and your app is in control.
  163. * - Using the callback functions: this might clean up some code,
  164. * avoid some #ifdef blocks in your program for some platforms, be more
  165. * resource-friendly to the system, and possibly be the primary way to
  166. * access some future platforms (but none require this at the moment).
  167. *
  168. * This is up to the app; both approaches are considered valid and supported
  169. * ways to write SDL apps.
  170. *
  171. * If using the callbacks, don't define a "main" function. Instead, implement
  172. * the functions listed below in your program.
  173. */
  174. #ifdef SDL_MAIN_USE_CALLBACKS
  175. /**
  176. * App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps.
  177. *
  178. * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
  179. * standard "main" function, you should not supply this.
  180. *
  181. * This function is called by SDL once, at startup. The function should
  182. * initialize whatever is necessary, possibly create windows and open audio
  183. * devices, etc. The `argc` and `argv` parameters work like they would with a
  184. * standard "main" function.
  185. *
  186. * This function should not go into an infinite mainloop; it should do any
  187. * one-time setup it requires and then return.
  188. *
  189. * The app may optionally assign a pointer to `*appstate`. This pointer will
  190. * be provided on every future call to the other entry points, to allow
  191. * application state to be preserved between functions without the app needing
  192. * to use a global variable. If this isn't set, the pointer will be NULL in
  193. * future entry points.
  194. *
  195. * If this function returns SDL_APP_CONTINUE, the app will proceed to normal
  196. * operation, and will begin receiving repeated calls to SDL_AppIterate and
  197. * SDL_AppEvent for the life of the program. If this function returns
  198. * SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with
  199. * an exit code that reports an error to the platform. If it returns
  200. * SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code
  201. * that reports success to the platform.
  202. *
  203. * \param appstate a place where the app can optionally store a pointer for
  204. * future use.
  205. * \param argc the standard ANSI C main's argc; number of elements in `argv`.
  206. * \param argv the standard ANSI C main's argv; array of command line
  207. * arguments.
  208. * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
  209. * terminate with success, SDL_APP_CONTINUE to continue.
  210. *
  211. * \threadsafety This function is not thread safe.
  212. *
  213. * \since This function is available since SDL 3.0.0.
  214. *
  215. * \sa SDL_AppIterate
  216. * \sa SDL_AppEvent
  217. * \sa SDL_AppQuit
  218. */
  219. extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
  220. /**
  221. * App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
  222. *
  223. * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
  224. * standard "main" function, you should not supply this.
  225. *
  226. * This function is called repeatedly by SDL after SDL_AppInit returns 0. The
  227. * function should operate as a single iteration the program's primary loop;
  228. * it should update whatever state it needs and draw a new frame of video,
  229. * usually.
  230. *
  231. * On some platforms, this function will be called at the refresh rate of the
  232. * display (which might change during the life of your app!). There are no
  233. * promises made about what frequency this function might run at. You should
  234. * use SDL's timer functions if you need to see how much time has passed since
  235. * the last iteration.
  236. *
  237. * There is no need to process the SDL event queue during this function; SDL
  238. * will send events as they arrive in SDL_AppEvent, and in most cases the
  239. * event queue will be empty when this function runs anyhow.
  240. *
  241. * This function should not go into an infinite mainloop; it should do one
  242. * iteration of whatever the program does and return.
  243. *
  244. * The `appstate` parameter is an optional pointer provided by the app during
  245. * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
  246. *
  247. * If this function returns SDL_APP_CONTINUE, the app will continue normal
  248. * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
  249. * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
  250. * call SDL_AppQuit and terminate the process with an exit code that reports
  251. * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
  252. * SDL_AppQuit and terminates with an exit code that reports success to the
  253. * platform.
  254. *
  255. * \param appstate an optional pointer, provided by the app in SDL_AppInit.
  256. * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
  257. * terminate with success, SDL_APP_CONTINUE to continue.
  258. *
  259. * \threadsafety This function is not thread safe.
  260. *
  261. * \since This function is available since SDL 3.0.0.
  262. *
  263. * \sa SDL_AppInit
  264. * \sa SDL_AppEvent
  265. */
  266. extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppIterate(void *appstate);
  267. /**
  268. * App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
  269. *
  270. * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
  271. * standard "main" function, you should not supply this.
  272. *
  273. * This function is called as needed by SDL after SDL_AppInit returns 0; It is
  274. * called once for each new event.
  275. *
  276. * There is (currently) no guarantee about what thread this will be called
  277. * from; whatever thread pushes an event onto SDL's queue will trigger this
  278. * function. SDL is responsible for pumping the event queue between each call
  279. * to SDL_AppIterate, so in normal operation one should only get events in a
  280. * serial fashion, but be careful if you have a thread that explicitly calls
  281. * SDL_PushEvent.
  282. *
  283. * Events sent to this function are not owned by the app; if you need to save
  284. * the data, you should copy it.
  285. *
  286. * This function should not go into an infinite mainloop; it should handle the
  287. * provided event appropriately and return.
  288. *
  289. * The `appstate` parameter is an optional pointer provided by the app during
  290. * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
  291. *
  292. * If this function returns SDL_APP_CONTINUE, the app will continue normal
  293. * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
  294. * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
  295. * call SDL_AppQuit and terminate the process with an exit code that reports
  296. * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
  297. * SDL_AppQuit and terminates with an exit code that reports success to the
  298. * platform.
  299. *
  300. * \param appstate an optional pointer, provided by the app in SDL_AppInit.
  301. * \param event the new event for the app to examine.
  302. * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
  303. * terminate with success, SDL_APP_CONTINUE to continue.
  304. *
  305. * \threadsafety This function is not thread safe.
  306. *
  307. * \since This function is available since SDL 3.0.0.
  308. *
  309. * \sa SDL_AppInit
  310. * \sa SDL_AppIterate
  311. */
  312. extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event);
  313. /**
  314. * App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
  315. *
  316. * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
  317. * standard "main" function, you should not supply this.
  318. *
  319. * This function is called once by SDL before terminating the program.
  320. *
  321. * This function will be called no matter what, even if SDL_AppInit requests
  322. * termination.
  323. *
  324. * This function should not go into an infinite mainloop; it should
  325. * deinitialize any resources necessary, perform whatever shutdown activities,
  326. * and return.
  327. *
  328. * You do not need to call SDL_Quit() in this function, as SDL will call it
  329. * after this function returns and before the process terminates, but it is
  330. * safe to do so.
  331. *
  332. * The `appstate` parameter is an optional pointer provided by the app during
  333. * SDL_AppInit(). If the app never provided a pointer, this will be NULL. This
  334. * function call is the last time this pointer will be provided, so any
  335. * resources to it should be cleaned up here.
  336. *
  337. * \param appstate an optional pointer, provided by the app in SDL_AppInit.
  338. * \param result the result code that terminated the app (success or failure).
  339. *
  340. * \threadsafety This function is not thread safe.
  341. *
  342. * \since This function is available since SDL 3.0.0.
  343. *
  344. * \sa SDL_AppInit
  345. */
  346. extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate, SDL_AppResult result);
  347. #endif /* SDL_MAIN_USE_CALLBACKS */
  348. /**
  349. * The prototype for the application's main() function
  350. *
  351. * \param argc an ANSI-C style main function's argc.
  352. * \param argv an ANSI-C style main function's argv.
  353. * \returns an ANSI-C main return code; generally 0 is considered successful
  354. * program completion, and small non-zero values are considered
  355. * errors.
  356. *
  357. * \since This datatype is available since SDL 3.0.0.
  358. */
  359. typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
  360. /**
  361. * An app-supplied function for program entry.
  362. *
  363. * Apps do not directly create this function; they should create a standard
  364. * ANSI-C `main` function instead. If SDL needs to insert some startup code
  365. * before `main` runs, or the platform doesn't actually _use_ a function
  366. * called "main", SDL will do some macro magic to redefine `main` to
  367. * `SDL_main` and provide its own `main`.
  368. *
  369. * Apps should include `SDL_main.h` in the same file as their `main` function,
  370. * and they should not use that symbol for anything else in that file, as it
  371. * might get redefined.
  372. *
  373. * This function is only provided by the app if it isn't using
  374. * SDL_MAIN_USE_CALLBACKS.
  375. *
  376. * Program startup is a surprisingly complex topic. Please see
  377. * [README/main-functions](README/main-functions), (or
  378. * docs/README-main-functions.md in the source tree) for a more detailed
  379. * explanation.
  380. *
  381. * \param argc an ANSI-C style main function's argc.
  382. * \param argv an ANSI-C style main function's argv.
  383. * \returns an ANSI-C main return code; generally 0 is considered successful
  384. * program completion, and small non-zero values are considered
  385. * errors.
  386. *
  387. * \threadsafety This is the program entry point.
  388. *
  389. * \since This function is available since SDL 3.0.0.
  390. */
  391. extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]);
  392. /**
  393. * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
  394. * point.
  395. *
  396. * This function is defined in SDL_main.h, along with the preprocessor rule to
  397. * redefine main() as SDL_main(). Thus to ensure that your main() function
  398. * will not be changed it is necessary to define SDL_MAIN_HANDLED before
  399. * including SDL.h.
  400. *
  401. * \since This function is available since SDL 3.0.0.
  402. *
  403. * \sa SDL_Init
  404. */
  405. extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void);
  406. /**
  407. * Initializes and launches an SDL application, by doing platform-specific
  408. * initialization before calling your mainFunction and cleanups after it
  409. * returns, if that is needed for a specific platform, otherwise it just calls
  410. * mainFunction.
  411. *
  412. * You can use this if you want to use your own main() implementation without
  413. * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
  414. * *not* need SDL_SetMainReady().
  415. *
  416. * \param argc the argc parameter from the application's main() function, or 0
  417. * if the platform's main-equivalent has no argc.
  418. * \param argv the argv parameter from the application's main() function, or
  419. * NULL if the platform's main-equivalent has no argv.
  420. * \param mainFunction your SDL app's C-style main(). NOT the function you're
  421. * calling this from! Its name doesn't matter; it doesn't
  422. * literally have to be `main`.
  423. * \param reserved should be NULL (reserved for future use, will probably be
  424. * platform-specific then).
  425. * \returns the return value from mainFunction: 0 on success, otherwise
  426. * failure; SDL_GetError() might have more information on the
  427. * failure.
  428. *
  429. * \threadsafety Generally this is called once, near startup, from the
  430. * process's initial thread.
  431. *
  432. * \since This function is available since SDL 3.0.0.
  433. */
  434. extern SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void *reserved);
  435. /**
  436. * An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.
  437. *
  438. * Generally, you should not call this function directly. This only exists to
  439. * hand off work into SDL as soon as possible, where it has a lot more control
  440. * and functionality available, and make the inline code in SDL_main.h as
  441. * small as possible.
  442. *
  443. * Not all platforms use this, it's actual use is hidden in a magic
  444. * header-only library, and you should not call this directly unless you
  445. * _really_ know what you're doing.
  446. *
  447. * \param argc standard Unix main argc.
  448. * \param argv standard Unix main argv.
  449. * \param appinit the application's SDL_AppInit function.
  450. * \param appiter the application's SDL_AppIterate function.
  451. * \param appevent the application's SDL_AppEvent function.
  452. * \param appquit the application's SDL_AppQuit function.
  453. * \returns standard Unix main return value.
  454. *
  455. * \threadsafety It is not safe to call this anywhere except as the only
  456. * function call in SDL_main.
  457. *
  458. * \since This function is available since SDL 3.0.0.
  459. */
  460. extern SDL_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);
  461. #if defined(SDL_PLATFORM_WINDOWS)
  462. /**
  463. * Register a win32 window class for SDL's use.
  464. *
  465. * This can be called to set the application window class at startup. It is
  466. * safe to call this multiple times, as long as every call is eventually
  467. * paired with a call to SDL_UnregisterApp, but a second registration attempt
  468. * while a previous registration is still active will be ignored, other than
  469. * to increment a counter.
  470. *
  471. * Most applications do not need to, and should not, call this directly; SDL
  472. * will call it when initializing the video subsystem.
  473. *
  474. * \param name the window class name, in UTF-8 encoding. If NULL, SDL
  475. * currently uses "SDL_app" but this isn't guaranteed.
  476. * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
  477. * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
  478. * what is specified here.
  479. * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
  480. * will use `GetModuleHandle(NULL)` instead.
  481. * \returns true on success or false on failure; call SDL_GetError() for more
  482. * information.
  483. *
  484. * \since This function is available since SDL 3.0.0.
  485. */
  486. extern SDL_DECLSPEC bool SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
  487. /**
  488. * Deregister the win32 window class from an SDL_RegisterApp call.
  489. *
  490. * This can be called to undo the effects of SDL_RegisterApp.
  491. *
  492. * Most applications do not need to, and should not, call this directly; SDL
  493. * will call it when deinitializing the video subsystem.
  494. *
  495. * It is safe to call this multiple times, as long as every call is eventually
  496. * paired with a prior call to SDL_RegisterApp. The window class will only be
  497. * deregistered when the registration counter in SDL_RegisterApp decrements to
  498. * zero through calls to this function.
  499. *
  500. * \since This function is available since SDL 3.0.0.
  501. */
  502. extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
  503. #endif /* defined(SDL_PLATFORM_WINDOWS) */
  504. #ifdef SDL_PLATFORM_GDK
  505. /**
  506. * Callback from the application to let the suspend continue.
  507. *
  508. * \since This function is available since SDL 3.0.0.
  509. */
  510. extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
  511. #endif /* SDL_PLATFORM_GDK */
  512. #ifdef __cplusplus
  513. }
  514. #endif
  515. #include <SDL3/SDL_close_code.h>
  516. #if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
  517. /* include header-only SDL_main implementations */
  518. #if defined(SDL_MAIN_USE_CALLBACKS) \
  519. || defined(SDL_PLATFORM_WINDOWS) || defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS) \
  520. || defined(SDL_PLATFORM_3DS) || defined(SDL_PLATFORM_NGAGE) || defined(SDL_PLATFORM_PS2) || defined(SDL_PLATFORM_PSP) \
  521. || defined(SDL_PLATFORM_EMSCRIPTEN)
  522. /* platforms which main (-equivalent) can be implemented in plain C */
  523. #include <SDL3/SDL_main_impl.h>
  524. #elif 0 /* C++ platforms (currently none, this used to be here for WinRT, but is left for future platforms that might arrive. */
  525. #ifdef __cplusplus
  526. #include <SDL3/SDL_main_impl.h>
  527. #else
  528. /* Note: to get rid of the following warning, you can #define SDL_MAIN_NOIMPL before including SDL_main.h
  529. * 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()!
  530. */
  531. #ifdef _MSC_VER
  532. #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>")
  533. #elif defined(__GNUC__) /* gcc, clang, mingw and compatible are matched by this and have #warning */
  534. #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>"
  535. #endif /* __GNUC__ */
  536. #endif /* __cplusplus */
  537. #endif /* C++ platforms */
  538. #endif
  539. #endif /* SDL_main_h_ */