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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 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.
- */
- /**
- * # CategoryMain
- *
- * Redefine main() if necessary so that it is called by SDL.
- *
- * In order to make this consistent on all platforms, the application's main()
- * should look like this:
- *
- * ```c
- * #include <SDL3/SDL.h>
- * #include <SDL3/SDL_main.h>
- *
- * int main(int argc, char *argv[])
- * {
- * }
- * ```
- *
- * SDL will take care of platform specific details on how it gets called.
- *
- * This is also where an app can be configured to use the main callbacks, via
- * the SDL_MAIN_USE_CALLBACKS macro.
- *
- * SDL_main.h is a "single-header library," which is to say that including
- * this header inserts code into your program, and you should only include it
- * once in most cases. SDL.h does not include this header automatically.
- *
- * For more information, see:
- *
- * https://wiki.libsdl.org/SDL3/README/main-functions
- */
- #ifndef SDL_main_h_
- #define SDL_main_h_
- #include <SDL3/SDL_platform_defines.h>
- #include <SDL3/SDL_stdinc.h>
- #include <SDL3/SDL_error.h>
- #include <SDL3/SDL_events.h>
- #ifdef SDL_WIKI_DOCUMENTATION_SECTION
- /**
- * Inform SDL that the app is providing an entry point instead of SDL.
- *
- * SDL does not define this macro, but will check if it is defined when
- * including `SDL_main.h`. If defined, SDL will expect the app to provide the
- * proper entry point for the platform, and all the other magic details
- * needed, like manually calling SDL_SetMainReady.
- *
- * Please see [README/main-functions](README/main-functions), (or
- * docs/README-main-functions.md in the source tree) for a more detailed
- * explanation.
- *
- * \since This macro is used by the headers since SDL 3.2.0.
- */
- #define SDL_MAIN_HANDLED 1
- /**
- * Inform SDL to use the main callbacks instead of main.
- *
- * SDL does not define this macro, but will check if it is defined when
- * including `SDL_main.h`. If defined, SDL will expect the app to provide
- * several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and
- * SDL_AppQuit. The app should not provide a `main` function in this case, and
- * doing so will likely cause the build to fail.
- *
- * Please see [README/main-functions](README/main-functions), (or
- * docs/README-main-functions.md in the source tree) for a more detailed
- * explanation.
- *
- * \since This macro is used by the headers since SDL 3.2.0.
- *
- * \sa SDL_AppInit
- * \sa SDL_AppEvent
- * \sa SDL_AppIterate
- * \sa SDL_AppQuit
- */
- #define SDL_MAIN_USE_CALLBACKS 1
- /**
- * Defined if the target platform offers a special mainline through SDL.
- *
- * This won't be defined otherwise. If defined, SDL's headers will redefine
- * `main` to `SDL_main`.
- *
- * This macro is defined by `SDL_main.h`, which is not automatically included
- * by `SDL.h`.
- *
- * Even if available, an app can define SDL_MAIN_HANDLED and provide their
- * own, if they know what they're doing.
- *
- * This macro is used internally by SDL, and apps probably shouldn't rely on it.
- *
- * \since This macro is available since SDL 3.2.0.
- */
- #define SDL_MAIN_AVAILABLE
- /**
- * Defined if the target platform _requires_ a special mainline through SDL.
- *
- * This won't be defined otherwise. If defined, SDL's headers will redefine
- * `main` to `SDL_main`.
- *
- * This macro is defined by `SDL_main.h`, which is not automatically included
- * by `SDL.h`.
- *
- * Even if required, an app can define SDL_MAIN_HANDLED and provide their
- * own, if they know what they're doing.
- *
- * This macro is used internally by SDL, and apps probably shouldn't rely on it.
- *
- * \since This macro is available since SDL 3.2.0.
- */
- #define SDL_MAIN_NEEDED
- #endif
- #if defined(__has_include)
- #if __has_include("SDL_main_private.h") && __has_include("SDL_main_impl_private.h")
- #define SDL_PLATFORM_PRIVATE_MAIN
- #endif
- #endif
- #ifndef SDL_MAIN_HANDLED
- #if defined(SDL_PLATFORM_PRIVATE_MAIN)
- /* Private platforms may have their own ideas about entry points. */
- #include "SDL_main_private.h"
- #elif defined(SDL_PLATFORM_WIN32)
- /* On Windows SDL provides WinMain(), which parses the command line and passes
- the arguments to your main function.
- If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
- */
- #define SDL_MAIN_AVAILABLE
- #elif defined(SDL_PLATFORM_GDK)
- /* On GDK, SDL provides a main function that initializes the game runtime.
- If you prefer to write your own WinMain-function instead of having SDL
- provide one that calls your main() function,
- #define SDL_MAIN_HANDLED before #include'ing SDL_main.h
- and call the SDL_RunApp function from your entry point.
- */
- #define SDL_MAIN_NEEDED
- #elif defined(SDL_PLATFORM_IOS)
- /* On iOS SDL provides a main function that creates an application delegate
- and starts the iOS application run loop.
- To use it, just #include SDL_main.h in the source file that contains your
- main() function.
- See src/video/uikit/SDL_uikitappdelegate.m for more details.
- */
- #define SDL_MAIN_NEEDED
- #elif defined(SDL_PLATFORM_ANDROID)
- /* On Android SDL provides a Java class in SDLActivity.java that is the
- main activity entry point.
- See docs/README-android.md for more details on extending that class.
- */
- #define SDL_MAIN_NEEDED
- /* As this is launched from Java, the real entry point (main() function)
- is outside of the the binary built from this code.
- This define makes sure that, unlike on other platforms, SDL_main.h
- and SDL_main_impl.h export an `SDL_main()` function (to be called
- from Java), but don't implement a native `int main(int argc, char* argv[])`
- or similar.
- */
- #define SDL_MAIN_EXPORTED
- #elif defined(SDL_PLATFORM_EMSCRIPTEN)
- /* On Emscripten, SDL provides a main function that converts URL
- parameters that start with "SDL_" to environment variables, so
- they can be used as SDL hints, etc.
- This is 100% optional, so if you don't want this to happen, you may
- define SDL_MAIN_HANDLED
- */
- #define SDL_MAIN_AVAILABLE
- #elif defined(SDL_PLATFORM_PSP)
- /* On PSP SDL provides a main function that sets the module info,
- activates the GPU and starts the thread required to be able to exit
- the software.
- If you provide this yourself, you may define SDL_MAIN_HANDLED
- */
- #define SDL_MAIN_AVAILABLE
- #elif defined(SDL_PLATFORM_PS2)
- #define SDL_MAIN_AVAILABLE
- #define SDL_PS2_SKIP_IOP_RESET() \
- void reset_IOP(); \
- void reset_IOP() {}
- #elif defined(SDL_PLATFORM_3DS)
- /*
- On N3DS, SDL provides a main function that sets up the screens
- and storage.
- If you provide this yourself, you may define SDL_MAIN_HANDLED
- */
- #define SDL_MAIN_AVAILABLE
- #endif
- #endif /* SDL_MAIN_HANDLED */
- #ifdef SDL_WIKI_DOCUMENTATION_SECTION
- /**
- * A macro to tag a main entry point function as exported.
- *
- * Most platforms don't need this, and the macro will be defined to nothing.
- * Some, like Android, keep the entry points in a shared library and need to
- * explicitly export the symbols.
- *
- * External code rarely needs this, and if it needs something, it's almost
- * always SDL_DECLSPEC instead.
- *
- * \since This macro is available since SDL 3.2.0.
- *
- * \sa SDL_DECLSPEC
- */
- #define SDLMAIN_DECLSPEC
- #elif defined(SDL_MAIN_EXPORTED)
- /* We need to export SDL_main so it can be launched from external code,
- like SDLActivity.java on Android */
- #define SDLMAIN_DECLSPEC SDL_DECLSPEC
- #else
- /* usually this is empty */
- #define SDLMAIN_DECLSPEC
- #endif /* SDL_MAIN_EXPORTED */
- #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
- #define main SDL_main
- #endif
- #include <SDL3/SDL_init.h>
- #include <SDL3/SDL_begin_code.h>
- #ifdef __cplusplus
- extern "C" {
- #endif
- /*
- * You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
- * SDL_main.h, and then your application will _not_ have a standard
- * "main" entry point. Instead, it will operate as a collection of
- * functions that are called as necessary by the system. On some
- * platforms, this is just a layer where SDL drives your program
- * instead of your program driving SDL, on other platforms this might
- * hook into the OS to manage the lifecycle. Programs on most platforms
- * can use whichever approach they prefer, but the decision boils down
- * to:
- *
- * - Using a standard "main" function: this works like it always has for
- * the past 50+ years in C programming, and your app is in control.
- * - Using the callback functions: this might clean up some code,
- * avoid some #ifdef blocks in your program for some platforms, be more
- * resource-friendly to the system, and possibly be the primary way to
- * access some future platforms (but none require this at the moment).
- *
- * This is up to the app; both approaches are considered valid and supported
- * ways to write SDL apps.
- *
- * If using the callbacks, don't define a "main" function. Instead, implement
- * the functions listed below in your program.
- */
- #ifdef SDL_MAIN_USE_CALLBACKS
- /**
- * App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps.
- *
- * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
- * standard "main" function, you should not supply this.
- *
- * This function is called by SDL once, at startup. The function should
- * initialize whatever is necessary, possibly create windows and open audio
- * devices, etc. The `argc` and `argv` parameters work like they would with a
- * standard "main" function.
- *
- * This function should not go into an infinite mainloop; it should do any
- * one-time setup it requires and then return.
- *
- * The app may optionally assign a pointer to `*appstate`. This pointer will
- * be provided on every future call to the other entry points, to allow
- * application state to be preserved between functions without the app needing
- * to use a global variable. If this isn't set, the pointer will be NULL in
- * future entry points.
- *
- * If this function returns SDL_APP_CONTINUE, the app will proceed to normal
- * operation, and will begin receiving repeated calls to SDL_AppIterate and
- * SDL_AppEvent for the life of the program. If this function returns
- * SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with
- * an exit code that reports an error to the platform. If it returns
- * SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code
- * that reports success to the platform.
- *
- * This function is called by SDL on the main thread.
- *
- * \param appstate a place where the app can optionally store a pointer for
- * future use.
- * \param argc the standard ANSI C main's argc; number of elements in `argv`.
- * \param argv the standard ANSI C main's argv; array of command line
- * arguments.
- * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
- * terminate with success, SDL_APP_CONTINUE to continue.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_AppIterate
- * \sa SDL_AppEvent
- * \sa SDL_AppQuit
- */
- extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
- /**
- * App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
- *
- * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
- * standard "main" function, you should not supply this.
- *
- * This function is called repeatedly by SDL after SDL_AppInit returns 0. The
- * function should operate as a single iteration the program's primary loop;
- * it should update whatever state it needs and draw a new frame of video,
- * usually.
- *
- * On some platforms, this function will be called at the refresh rate of the
- * display (which might change during the life of your app!). There are no
- * promises made about what frequency this function might run at. You should
- * use SDL's timer functions if you need to see how much time has passed since
- * the last iteration.
- *
- * There is no need to process the SDL event queue during this function; SDL
- * will send events as they arrive in SDL_AppEvent, and in most cases the
- * event queue will be empty when this function runs anyhow.
- *
- * This function should not go into an infinite mainloop; it should do one
- * iteration of whatever the program does and return.
- *
- * The `appstate` parameter is an optional pointer provided by the app during
- * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
- *
- * If this function returns SDL_APP_CONTINUE, the app will continue normal
- * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
- * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
- * call SDL_AppQuit and terminate the process with an exit code that reports
- * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
- * SDL_AppQuit and terminates with an exit code that reports success to the
- * platform.
- *
- * This function is called by SDL on the main thread.
- *
- * \param appstate an optional pointer, provided by the app in SDL_AppInit.
- * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
- * terminate with success, SDL_APP_CONTINUE to continue.
- *
- * \threadsafety This function may get called concurrently with SDL_AppEvent()
- * for events not pushed on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_AppInit
- * \sa SDL_AppEvent
- */
- extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppIterate(void *appstate);
- /**
- * App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
- *
- * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
- * standard "main" function, you should not supply this.
- *
- * This function is called as needed by SDL after SDL_AppInit returns
- * SDL_APP_CONTINUE. It is called once for each new event.
- *
- * There is (currently) no guarantee about what thread this will be called
- * from; whatever thread pushes an event onto SDL's queue will trigger this
- * function. SDL is responsible for pumping the event queue between each call
- * to SDL_AppIterate, so in normal operation one should only get events in a
- * serial fashion, but be careful if you have a thread that explicitly calls
- * SDL_PushEvent. SDL itself will push events to the queue on the main thread.
- *
- * Events sent to this function are not owned by the app; if you need to save
- * the data, you should copy it.
- *
- * This function should not go into an infinite mainloop; it should handle the
- * provided event appropriately and return.
- *
- * The `appstate` parameter is an optional pointer provided by the app during
- * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
- *
- * If this function returns SDL_APP_CONTINUE, the app will continue normal
- * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
- * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
- * call SDL_AppQuit and terminate the process with an exit code that reports
- * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
- * SDL_AppQuit and terminates with an exit code that reports success to the
- * platform.
- *
- * \param appstate an optional pointer, provided by the app in SDL_AppInit.
- * \param event the new event for the app to examine.
- * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
- * terminate with success, SDL_APP_CONTINUE to continue.
- *
- * \threadsafety This function may get called concurrently with
- * SDL_AppIterate() or SDL_AppQuit() for events not pushed from
- * the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_AppInit
- * \sa SDL_AppIterate
- */
- extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event);
- /**
- * App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
- *
- * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
- * standard "main" function, you should not supply this.
- *
- * This function is called once by SDL before terminating the program.
- *
- * This function will be called no matter what, even if SDL_AppInit requests
- * termination.
- *
- * This function should not go into an infinite mainloop; it should
- * deinitialize any resources necessary, perform whatever shutdown activities,
- * and return.
- *
- * You do not need to call SDL_Quit() in this function, as SDL will call it
- * after this function returns and before the process terminates, but it is
- * safe to do so.
- *
- * The `appstate` parameter is an optional pointer provided by the app during
- * SDL_AppInit(). If the app never provided a pointer, this will be NULL. This
- * function call is the last time this pointer will be provided, so any
- * resources to it should be cleaned up here.
- *
- * This function is called by SDL on the main thread.
- *
- * \param appstate an optional pointer, provided by the app in SDL_AppInit.
- * \param result the result code that terminated the app (success or failure).
- *
- * \threadsafety SDL_AppEvent() may get called concurrently with this function
- * if other threads that push events are still active.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_AppInit
- */
- extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate, SDL_AppResult result);
- #endif /* SDL_MAIN_USE_CALLBACKS */
- /**
- * The prototype for the application's main() function
- *
- * \param argc an ANSI-C style main function's argc.
- * \param argv an ANSI-C style main function's argv.
- * \returns an ANSI-C main return code; generally 0 is considered successful
- * program completion, and small non-zero values are considered
- * errors.
- *
- * \since This datatype is available since SDL 3.2.0.
- */
- typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
- /**
- * An app-supplied function for program entry.
- *
- * Apps do not directly create this function; they should create a standard
- * ANSI-C `main` function instead. If SDL needs to insert some startup code
- * before `main` runs, or the platform doesn't actually _use_ a function
- * called "main", SDL will do some macro magic to redefine `main` to
- * `SDL_main` and provide its own `main`.
- *
- * Apps should include `SDL_main.h` in the same file as their `main` function,
- * and they should not use that symbol for anything else in that file, as it
- * might get redefined.
- *
- * This function is only provided by the app if it isn't using
- * SDL_MAIN_USE_CALLBACKS.
- *
- * Program startup is a surprisingly complex topic. Please see
- * [README/main-functions](README/main-functions), (or
- * docs/README-main-functions.md in the source tree) for a more detailed
- * explanation.
- *
- * \param argc an ANSI-C style main function's argc.
- * \param argv an ANSI-C style main function's argv.
- * \returns an ANSI-C main return code; generally 0 is considered successful
- * program completion, and small non-zero values are considered
- * errors.
- *
- * \threadsafety This is the program entry point.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]);
- /**
- * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
- * point.
- *
- * This function is defined in SDL_main.h, along with the preprocessor rule to
- * redefine main() as SDL_main(). Thus to ensure that your main() function
- * will not be changed it is necessary to define SDL_MAIN_HANDLED before
- * including SDL.h.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_Init
- */
- extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void);
- /**
- * Initializes and launches an SDL application, by doing platform-specific
- * initialization before calling your mainFunction and cleanups after it
- * returns, if that is needed for a specific platform, otherwise it just calls
- * mainFunction.
- *
- * You can use this if you want to use your own main() implementation without
- * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
- * *not* need SDL_SetMainReady().
- *
- * \param argc the argc parameter from the application's main() function, or 0
- * if the platform's main-equivalent has no argc.
- * \param argv the argv parameter from the application's main() function, or
- * NULL if the platform's main-equivalent has no argv.
- * \param mainFunction your SDL app's C-style main(). NOT the function you're
- * calling this from! Its name doesn't matter; it doesn't
- * literally have to be `main`.
- * \param reserved should be NULL (reserved for future use, will probably be
- * platform-specific then).
- * \returns the return value from mainFunction: 0 on success, otherwise
- * failure; SDL_GetError() might have more information on the
- * failure.
- *
- * \threadsafety Generally this is called once, near startup, from the
- * process's initial thread.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void *reserved);
- /**
- * An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.
- *
- * Generally, you should not call this function directly. This only exists to
- * hand off work into SDL as soon as possible, where it has a lot more control
- * and functionality available, and make the inline code in SDL_main.h as
- * small as possible.
- *
- * Not all platforms use this, it's actual use is hidden in a magic
- * header-only library, and you should not call this directly unless you
- * _really_ know what you're doing.
- *
- * \param argc standard Unix main argc.
- * \param argv standard Unix main argv.
- * \param appinit the application's SDL_AppInit function.
- * \param appiter the application's SDL_AppIterate function.
- * \param appevent the application's SDL_AppEvent function.
- * \param appquit the application's SDL_AppQuit function.
- * \returns standard Unix main return value.
- *
- * \threadsafety It is not safe to call this anywhere except as the only
- * function call in SDL_main.
- *
- * \since This function is available since SDL 3.2.0.
- */
- 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);
- #if defined(SDL_PLATFORM_WINDOWS)
- /**
- * Register a win32 window class for SDL's use.
- *
- * This can be called to set the application window class at startup. It is
- * safe to call this multiple times, as long as every call is eventually
- * paired with a call to SDL_UnregisterApp, but a second registration attempt
- * while a previous registration is still active will be ignored, other than
- * to increment a counter.
- *
- * Most applications do not need to, and should not, call this directly; SDL
- * will call it when initializing the video subsystem.
- *
- * \param name the window class name, in UTF-8 encoding. If NULL, SDL
- * currently uses "SDL_app" but this isn't guaranteed.
- * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
- * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
- * what is specified here.
- * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
- * will use `GetModuleHandle(NULL)` instead.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
- /**
- * Deregister the win32 window class from an SDL_RegisterApp call.
- *
- * This can be called to undo the effects of SDL_RegisterApp.
- *
- * Most applications do not need to, and should not, call this directly; SDL
- * will call it when deinitializing the video subsystem.
- *
- * It is safe to call this multiple times, as long as every call is eventually
- * paired with a prior call to SDL_RegisterApp. The window class will only be
- * deregistered when the registration counter in SDL_RegisterApp decrements to
- * zero through calls to this function.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
- #endif /* defined(SDL_PLATFORM_WINDOWS) */
- /**
- * Callback from the application to let the suspend continue.
- *
- * This function is only needed for Xbox GDK support; all other platforms will
- * do nothing and set an "unsupported" error message.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
- #ifdef __cplusplus
- }
- #endif
- #include <SDL3/SDL_close_code.h>
- #if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
- /* include header-only SDL_main implementations */
- #if defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
- /* platforms which main (-equivalent) can be implemented in plain C */
- #include <SDL3/SDL_main_impl.h>
- #endif
- #endif
- #endif /* SDL_main_h_ */
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