95c3ee77c10 Removed testing code ea640894d32 Fixed SDL_DEFINE_STDBOOL logic if __bool_true_false_are_defined is defined 46fb2c6f1bf Added a script to help with the bool rename 23f855a9703 render: Integrate fix-shaders.sh into build-shaders.sh d658ef66279 Don't guess about the size of an int, assert it! 32fd1878a09 Provide a definition of bool if needed for your environment 1834c83d5a2 testplatform: make sure bool is 1 byte 026d3c2306f Sync SDL3 wiki -> header 95f7e532331 Added the examples directory to the API renaming tool a90ad3b0e28 Removed SDL_bool in favor of plain bool 9dd88592407 Sync SDL3 wiki -> header 32cf23d392f Added video/x11/edid.h to third party code list 407ccadfd72 Added copyright header to edid.h bd04459cde1 Fix typos (thanks @qndel!) e4f987f2996 tests: Fix testdropfile on high-DPI displays 8caf25f7b30 testautomation_stdlib.c (stdlib_strtox): fix warning from gcc-4.9: 03ae792df35 Fixed the recording field in audio device events c68e9e157cd Fixed typo bc9780299c0 Don't define backends if SDL_GPU_DISABLED is set 8481d1a12b0 Sync SDL3 wiki -> header 807b8a9d4de Allow initializing hints and properties from any thread d0edf687741 Added Uint32 versions of the atomic functions 8d223b3037e Renamed atomic functions to match SDL 3.0 naming convention f3e419596b1 Removed SDL_INIT_TIMER 9275c533ca2 Added thread-safe initialization/cleanup support 7edd43c276e Don't define render_drivers if SDL_RENDER_DISABLED is set 98cd8b34a76 Close the other file descriptors after redirection has taken place 4b3058d58db render: Don't try to rebuild D3D11, D3D12, Metal shaders without spirv-cross 13500bbf508 render: Fix detection of fxc, dxc in build-shaders.sh 11129761e7e v4l2: return success if the device is ready ab9c68d9ffc pipewire: Always destroy hotplug loop during deinitialization 1ffb9f22aa5 build-release.py fixes from SDL2 port 231ea07617d Added SDL_LogTrace() 6180da00e1d Skip a lock/unlock when logging known categories c499f79fe93 GPU: Fix multisample texture usage validation 926d1439660 Sync SDL3 wiki -> header 1bbc897e48e Updated documentation for bool return type 4a2683e2c10 Sync SDL3 wiki -> header dc639956baa Improve logging performance and make log priorities thread-safe f006d61bd12 Sync SDL3 wiki -> header fd1fcfc951b Sync SDL3 wiki -> header 9416917353c GPU: Rework MSAA (#10859) e59344ad469 Update proguard-rules.pro in-line with commit 9ff3446 0f85fdefc84 Fixed warning: "SDL_VIDEO_RENDER_D3D12" is not defined, evaluates to 0 4f722d372ae GPU: Metal vertex buffer indices should grow upward (#10837) 0548050fc5a Verify that the subsystems were successfully initialized 5b5b1a89267 Fixed cleaning up dependent subsystems if initialization fails 97d40b92180 Removed SDL_CleanupEnvironment() a7f1deae8d1 Sync SDL3 wiki -> header 28b94c47585 Re-added SDL_getenv() as a thread-safe getenv() implementation 718845a33d0 Fixed warning C4701: potentially uninitialized local variable 'startup_info' used 19243092c67 Renamed SDL_GpuGraphicsPipelineTargetInfo to SDL_GPUGraphicsPipelineTargetInfo 604d0c519ec If posix_spawn() is available, so is sigaction ec5d280c900 Make sure we ignore SIGPIPE so we don't crash if we write when the pipe is closed 34b2f4ffcab Use non-blocking pipes for process I/O on Windows dd07cc89910 SDL_Process: WAIT_TIMEOUT means the process has not exited yet 1f3fd65c4c7 cpuinfo: Rename SDL_GetCPUCount to SDL_GetNumLogicalCPUCores 93bf5342684 testgpu_simple_clear: Fixed AppInit return values. e5bd3bbcd6e add missing includes 8569bde053f Fixed typo 706aaaf2802 Sync SDL3 wiki -> header 3bc03477618 Revert "Sync SDL3 wiki -> header" c2e4b14a828 Revert "stdinc: Added missing `\param` to SDL_CreateEnvironment." 11c9975caa9 Revert "Sync SDL3 wiki -> header" ba65767afa2 Sync SDL3 wiki -> header 919f8d3e2b9 stdinc: Added missing `\param` to SDL_CreateEnvironment. 35427ff9ec7 Sync SDL3 wiki -> header dcb2a8c2fe2 Use CreateProcessW() to handle non-ASCII file paths and arguments e97f6365906 SDL_PROP_PROCESS_CREATE_ENVIRONMENT_POINTER is an SDL_Environment pointer 56fc4b790c4 Reduce strcmp() calls in hashtable lookup e6734794491 Removed SDL_WriteProcess() a833ee2e63e SDL_gpu.c: fixed build when SDL_GPU_DISABLED is defined. f6f49de1342 Add convenience functions to get process IOStreams 7ff015ceaee Close file descriptors not used by the child process fed0149172e Switched wayland messageboxes to use the new process API aa7357a14d7 SDL_CreateEnvironment() fills the environment with a non-zero parameter 76c469910ee Added SDL_PROP_PROCESS_CREATE_BACKGROUND_BOOLEAN 44c6cfda053 Switched zenity dialogs to use the new process API 3166a05c18b cmake: don't prepend absolute CMAKE_INSTALL_{INCLUDE,LIB}DIR with ${prefix} 27862907c65 Update src/process/windows/SDL_windowsprocess.c 82b33a7d3f6 Update src/process/windows/SDL_windowsprocess.c 3cf54675bb0 Windows process: escape backslashes before quotes 90e01040c52 Added thread-safe environment functions 16ff7503b7b gpu: Update GPU support queries to better match naming conventions d21c1de6518 Sync SDL3 wiki -> header 9eea8234e67 Add SDL_Process subsystem 6c83491116e Added SDL_FlushIO() 93caf1cd21a Fixed typo 1c5b063ade7 Sync SDL3 wiki -> header f1d0a716292 Fixed the documentation for SDL_SetError() d483886ec57 Sync SDL3 wiki -> header 84361bcf0ab stdlib: Remove test cases with impl-defined results eb199176e68 stdlib: Conditionally undef some SDL_strtox tests 59ec0344128 stdlib: Use macros to define SDL_strtox tests 7d94bf528db stdlib: Document SDL_strtox functions 8092e35287e stdlib: Improve SDL_strtod a78f612d4b2 stdlib: Add some tests for SDL_strtod 56a48763cd7 stdlib: Bring SDL_wcstol in line with SDL_strtol 61bc856b043 stdlib: Use new parser for scanf %p specifier e109aa09aa3 stdlib: Rewrite SDL_strto(ll?|ul) impl e326540a45d stdlib: Add failing tests for SDL_strto(ll?|ul) fb82772fb31 stdlib: Rewrite SDL_strtoull impl 5331f36789d stdlib: Add failing tests for SDL_strtoull 88d3cb4f900 Remove unnecessary include from SDL_pen_c.h 4efbe1ca285 stdlib: Assert that signed integers use two's complement arithmetic fd53b3e112b stdlib: Rewrite SDL_wcstol impl 5d30980df46 stdlib: Add failing tests for SDL_wcstol ee377793fe0 Spell "unknown" correctly ee65176eec3 SDL_test: add SDLTest_LogEscapedString 6a305e1532e SDL_test: fix SDLTest_CommonQuit with NULL state 0160e9eac64 gpu: Add SDL_QueryGPUSupport 262ffa27e7f Sync SDL3 wiki -> header 96e147b2b95 gpu: Rework driver name queries, add GetGPUShaderFormats 6d92de5d3a6 wayland: Ensure that a NULL internal structure isn't dereferenced when destroying a window 9d9721cd4c8 wayland: Fix some incorrect buffer scale calculations 94436a938d0 GPU: Remove unused and incorrect D16 format checks from Vulkan driver 5771b502f84 GPU: Fix D3D11/D3D12 vertex strides for multiple vertex buffers (#10818) 371cfaf8fe4 gpu: Implement support for SDL_GPU_DISABLED d3932b1ba2e Sync SDL3 wiki -> header a45a2caf493 GPU: Rename VertexBinding to VertexBufferDescription (#10811) 446ee3e7c54 Fix bug with SDL_ShowMessageBox not working with wayland (#10810) b7dc30ca246 pulseaudio: Hotplug thread fixes. c36982d45c2 vulkan: Avoid redundant commands for dynamic states 66489f91bb4 GPU: Cube Arrays (#10800) 9ea0a837aeb vulkan: Use a spinlock instead of a mutex for descriptor pools f8d4c492641 Sync SDL3 wiki -> header d5e1385c91d Fixed typos in SDL_gpu.h 6e2f2428bac Sync SDL3 wiki -> header ddd5723e2ee GPU: Remove pitch parameters from indirect draw calls (#10803) 3d7e8c9bb7b Add missing SDL_WPRINTF_VARARG_FUNCV in gendynapi.py d03c7cdf17b Removing extra semicolons fd2a266549f Adding void to empty function prototype parenthesis b15fab02070 Fixed typo in SDL_dialog.h d62e3c3791e Fix SDL_GPUShaderFormat flag values 4d135fb696d Fixed color scale when rendering to an sRGB render target 3f7f6f624b0 testcolorspace: don't tonemap from HDR to SDR when reading pixels 4e43da684c7 Added texture colorspace testing 86e393b5235 Clarify that INPUTTYPE_UNSPECIFIED is correct for RGB textures 92255d36d4b We already have functions for converting between sRGB and linear space 667a3e40e9a Use the correct namespace for structures 77c569496df SDL_GPUShaderFormat isn't an enum anymore 37c9fb490ef Changed enums to use XXX_COUNT for the count or number of values 64f12bea4a9 GPU: Remove unnecessary texture format swizzles in Vulkan (#10693) 4123023d3ed Renamed sdlgpu to gpu c77e51c0844 Use SDL_unsetenv() 3166f912826 GPU: Defer setting blend state on D3D11 6fca867ffe3 Fix testoffscreen.c: bool literal returned from 'main' eeb465e2fcb Sync SDL3 wiki -> header 2b8a349b262 Add SDL_BindGPUComputeSamplers (#10778) 323b60abf1a SDL_test_harness.c: Fix warning -Wcast-function-type-strict 0b6f993deac GPU: Zero-init handling (#10786) b8dbc7086d4 Disable GameInput mouse and keyboard support 76ce83801ad Removed pipewire client version check 9c8c6da4760 pipewire: If hotplug initialization fails, clean up any partial success 817f1b3da81 Revert "Changed SDL_GPU_TEXTUREFORMAT_INVALID to 0" b51c6551d6e Changed SDL_GPU_TEXTUREFORMAT_INVALID to 0 1e9ff723adb GPU: fix SDL_GetGPUSwapchainTextureFormat error return value 640559eba68 Added migration documentation for SDL_strtoll(), SDL_strtoull(), SDL_lltoa(), and SDL_ulltoa(). 4eb43705000 SDL_strtoll(), SDL_strtoull(), SDL_lltoa(), and SDL_ulltoa() use long long values 68c61ff3a8f Sync SDL3 wiki -> header 6fc6e3dc7eb Use SDL_bool where appropriate in SDL events 7d1bbae6b25 Sync SDL3 wiki -> header af37056c0d0 stdinc: Fix typos and reword comments about aliasing 8eb194b6f86 stdinc: Document number parsing APIs eda459ac49e stdinc: Fix up some printf definitions d6caf2abe78 Remove SDL_RESTRICT in favor of doc comments 731939fca16 stdinc: Document memcpy APIs 8cea4bd3c94 stdinc: Document memory allocation APIs f4c2c09f782 examples: Link to SDL integer types in code examples, too. 7713a7eec7d x11vulkan: Use the correct SONAME of libX11-xcb.so.1 on Linux, etc. 412a8244b66 audio: Make system-specific audio format types part of SDL_AudioFormat. d3091b95389 Remove SDL_GPUDepthStencilValue struct 80e541d1fcb Fixed calling SDL_utf8strlcpy() with dst_bytes of 0 668e2f82d21 Add load op and clear color to SDL_BlitGPUTexture (#10767) 47283250442 pipewire: Give hotplug threads a more indicative name c797ae16192 Fix -Wtype-limits warning 6e885d96193 Sync SDL3 wiki -> header 301f3ffa9dd Sync SDL3 wiki -> header 050aa4d084a include: Filling in more documentation gaps. a57f6c4af30 Fix additional calloc-transposed-args warnings d2ef15d8e6a Fix warnings: calloc-transposed-args 0da2bd49c8c Remove unused includes. This only removes includes that aren't used at all, not even in comments. aa6a0be7a87 Fix warning: redefinition of typedef 'SDLTest_TestSuiteRunner' 7df1caba7cf Clarified that the contents of new textures aren't defined. ac0b1b207f6 SDL_hints: fix gpu direct3d11 driver name in documentation 257385277d3 SDL_realloc() with size 0 now always defaults to size 1 4c0cb94b961 vulkan: VULKAN_CreateTexture returns a boolean 3eb49ac8627 vulken: VULKAN_CreateTexture returns a boolean 1ba99c53d48 Sync SDL3 wiki -> header 2b77b2e4ef0 Sync SDL3 wiki -> header 4f6e81cf622 include: Fixed up some minor documentation gaps. 7ec998819d1 Sync SDL3 wiki -> header 090e30dbca3 docs: Remove README-winrt.md, again. fd6056307f0 fix trailing doc comments 1a13acac092 Always blit to the swapchain in GPU_RenderPresent fa892d15b7d include files with required types directly e9c7b36fbd7 Sync SDL3 wiki -> header 68a9991ec99 GPU: Document structs (#10742) cf9613fe632 The GPU log category ate one of the SDL reserved categories a01e8a5e105 The GPU log category ate one of the SDL reserved categories 18492057331 Fix GDK builds after renames done in #10730 0a44ea1b0b3 Amend use of non-standard compiler syntax 0a8bf663b7d Fix VisualC project filter 1d59be67fc7 Fixed crash if PIPEWIRE_PREFERRED_Init() fails and then pipewire is used anyway f42da35ef96 Sync SDL3 wiki -> header 9730f62e8cb GPU: Rename struct members and parameters for SDL3 naming conventions (#10730) e21f70c5936 pipewire : check minimum client library version early 845855d6573 Revert "stdinc: Document more symbols." c93f76436fc stdinc: Document more symbols. 73b294cb1cd SDL_platform_defines.h: Added documentation, and a little whitespace. 4c8357a37da Clarified why the WINDOWS driver is lower than the RAWINPUT driver 66b4c080c06 Clarified why the WGI driver is lower than the WINDOWS driver 8f46cb771c7 SDL_XINPUT_Enabled() returns false until XInput DLL is successfully loaded 6da97c63da9 Sync SDL3 wiki -> header ac08dde1b22 windows: Clean out things that should be using `defined(SDL_PLATFORM_WINDOWS)`. 154452a7263 winrt: Removed WinRT/Windows Phone/UWP support. 6d7c211fafd Fixed race condition at startup that could cause a crash in the XInput driver 6e5bd58c4cc Include the Steam controller driver on Android 1381cc85543 Add a step to fix generated shader code 104642ffe79 Sorted API symbols 4c382aafcdc Fixed building on Raspberry Pi 360bc667a82 SDL_Log: restore SDL2's SDL_LogCategory order 26728c321fa SDL_test: add include for SDLTest_CommonState b4c3df1189c SDL_test: whitespace header fixes db96ddca344 SDL_test: use SDLCALL calling convention 379aea5c2df Fixed warnings building with Visual Studio 8edb901724a Fixed crashes in Metal renderer due to ARC releasing references on random memory in newly allocated structs e7969553f88 Sync SDL3 wiki -> header 702ed83f72a Initialize interface structures so they can be extended in the future 434193d1534 testmultiaudio: initialize audio through SDL_test framework 102b3b480bb SDL_test: move argument parsing into SDL_test 09af4a80866 SDL_test: make argument parsing extendable 396dd16471d SDL_test: Remove unused common_usage_* static char pointers 872608b8af2 Don't allocate in SDLTest_GenerateRunSeed 2f4b2df5959 SDL_test: pass data pointer to unit tests 741c04b339f Sync SDL3 wiki -> header baa1a5e2f47 Add SDL_strpbrk 55934bc85e4 include: add SDL_RESTRICT for restricted pointer aliasing 2d4eb29c379 Add SDL_SetGPUBlendConstants, SDL_SetGPUStencilReference (#10704) 04a732881a3 Add a test to verify structure alignment 9e850bdcfaa docs: Update the migration doc with SDL_SetWindowModalFor() changes c0b15e57f46 cmake: disable GPU backends for winrt f494658f9c4 SDL_gpu.c: remove BOM. cb2919ac55f [GPU] MinGW build fixes: 22aeb1bbba2 Sync SDL3 wiki -> header a46e7027ce7 video: Allow setting the parents of toplevel windows af4c6682ce6 Sync SDL3 wiki -> header cba5ccb9cf3 GPU: Fix documentation formatting 42a0df91bfe Add padding for non-32-bit-aligned types in structs (#10701) 387774ab8a3 Build config flags are either defined or undefined, never 0 e3fd581acac GPU: vulkan: Respect swapchain minImageCount b00bb215074 Added -Wl,--no-undefined-version to Android.mk 5db00cef96c Android.mk: allow to compile with storage functions a0f36fb85b4 Use atomic variables for thread communication 41810c823d6 Compilation without vulkan: SDL_GPU_VULKAN is always defined for some plateform (at android, macos), test against 0 or 1 defbf673069 SDL_migration.cocci: add SDL_TTF/mixer/image function names to be upgraded from int returned type to bool. f61d4db39af GPU: `colorAttachmentDescriptions` should be `const` 249a74e4363 Sync SDL3 wiki -> header 1c8c0144811 GPU: Document opaque handles and enums (#10700) 20d0a1a3d1a Added a defensive check against XINPUTGETCAPABILITIES being NULL ff1e2524134 testautomation: remove SDLTest_TestCaseFp casts abd2ac5992c Set the desired channel count when opening audio on Android e2c9a0a4273 Updated Android audio log messages 1788be85477 GPU: Add const to some function parameters (#10694) git-subtree-dir: external/SDL git-subtree-split: 95c3ee77c101c60aab69663be2bc4eee3d4302b2
598 lines
23 KiB
C
598 lines
23 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategoryMain
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*
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* Redefine main() on some platforms so that it is called by SDL.
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*
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* For details on how SDL_main works, and how to use it, please refer to:
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*
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* https://wiki.libsdl.org/SDL3/README/main-functions
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*
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* (or docs/README-main-functions.md in the SDL source tree)
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*/
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#ifndef SDL_main_h_
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#define SDL_main_h_
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#include <SDL3/SDL_platform_defines.h>
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_events.h>
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#ifndef SDL_MAIN_HANDLED
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#ifdef SDL_PLATFORM_WIN32
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/* On Windows SDL provides WinMain(), which parses the command line and passes
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the arguments to your main function.
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If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(SDL_PLATFORM_GDK)
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/* On GDK, SDL provides a main function that initializes the game runtime.
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If you prefer to write your own WinMain-function instead of having SDL
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provide one that calls your main() function,
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#define SDL_MAIN_HANDLED before #include'ing SDL_main.h
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and call the SDL_RunApp function from your entry point.
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(SDL_PLATFORM_IOS)
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/* On iOS SDL provides a main function that creates an application delegate
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and starts the iOS application run loop.
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To use it, just #include SDL_main.h in the source file that contains your
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main() function.
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See src/video/uikit/SDL_uikitappdelegate.m for more details.
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(SDL_PLATFORM_ANDROID)
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/* On Android SDL provides a Java class in SDLActivity.java that is the
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main activity entry point.
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See docs/README-android.md for more details on extending that class.
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*/
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#define SDL_MAIN_NEEDED
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/* We need to export SDL_main so it can be launched from Java */
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#define SDLMAIN_DECLSPEC SDL_DECLSPEC
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#elif defined(SDL_PLATFORM_EMSCRIPTEN)
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/* On Emscripten, SDL provides a main function that converts URL
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parameters that start with "SDL_" to environment variables, so
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they can be used as SDL hints, etc.
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This is 100% optional, so if you don't want this to happen, you may
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define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(SDL_PLATFORM_PSP)
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/* On PSP SDL provides a main function that sets the module info,
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activates the GPU and starts the thread required to be able to exit
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the software.
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If you provide this yourself, you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(SDL_PLATFORM_PS2)
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#define SDL_MAIN_AVAILABLE
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#define SDL_PS2_SKIP_IOP_RESET() \
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void reset_IOP(); \
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void reset_IOP() {}
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#elif defined(SDL_PLATFORM_3DS)
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/*
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On N3DS, SDL provides a main function that sets up the screens
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and storage.
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If you provide this yourself, you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(SDL_PLATFORM_NGAGE)
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/*
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TODO: not sure if it should be SDL_MAIN_NEEDED, in SDL2 ngage had a
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main implementation, but wasn't mentioned in SDL_main.h
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*/
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#define SDL_MAIN_AVAILABLE
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#endif
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#endif /* SDL_MAIN_HANDLED */
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#ifndef SDLMAIN_DECLSPEC
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#define SDLMAIN_DECLSPEC
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#endif
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/**
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* \file SDL_main.h
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*
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* The application's main() function must be called with C linkage,
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* and should be declared like this:
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*
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* ```c
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* #ifdef __cplusplus
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* extern "C"
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* #endif
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* int main(int argc, char *argv[])
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* {
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* }
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* ```
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*/
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#ifdef SDL_WIKI_DOCUMENTATION_SECTION
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/**
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* Inform SDL to use the main callbacks instead of main.
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*
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* SDL does not define this macro, but will check if it is defined when
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* including `SDL_main.h`. If defined, SDL will expect the app to provide
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* several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and
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* SDL_AppQuit. The app should not provide a `main` function in this case, and
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* doing so will likely cause the build to fail.
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*
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* Please see [README/main-functions](README/main-functions), (or
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* docs/README-main-functions.md in the source tree) for a more detailed
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* explanation.
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*
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* \since This macro is used by the headers since SDL 3.0.0.
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*
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* \sa SDL_AppInit
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* \sa SDL_AppEvent
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* \sa SDL_AppIterate
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* \sa SDL_AppQuit
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*/
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#define SDL_MAIN_USE_CALLBACKS 1
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#endif
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#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
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#define main SDL_main
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#endif
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#include <SDL3/SDL_init.h>
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#include <SDL3/SDL_begin_code.h>
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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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* You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
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* SDL_main.h, and then your application will _not_ have a standard
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* "main" entry point. Instead, it will operate as a collection of
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* functions that are called as necessary by the system. On some
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* platforms, this is just a layer where SDL drives your program
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* instead of your program driving SDL, on other platforms this might
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* hook into the OS to manage the lifecycle. Programs on most platforms
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* can use whichever approach they prefer, but the decision boils down
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* to:
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*
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* - Using a standard "main" function: this works like it always has for
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* the past 50+ years in C programming, and your app is in control.
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* - Using the callback functions: this might clean up some code,
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* avoid some #ifdef blocks in your program for some platforms, be more
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* resource-friendly to the system, and possibly be the primary way to
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* access some future platforms (but none require this at the moment).
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*
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* This is up to the app; both approaches are considered valid and supported
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* ways to write SDL apps.
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*
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* 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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety This function is not thread safe.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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 is not thread safe.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \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 0; 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.
|
|
*
|
|
* 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 is not thread safe.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \param appstate an optional pointer, provided by the app in SDL_AppInit.
|
|
*
|
|
* \threadsafety This function is not thread safe.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_AppInit
|
|
*/
|
|
extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate);
|
|
|
|
#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 3.0.0.
|
|
*/
|
|
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 3.0.0.
|
|
*/
|
|
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 3.0.0.
|
|
*
|
|
* \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 3.0.0.
|
|
*/
|
|
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 3.0.0.
|
|
*/
|
|
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 3.0.0.
|
|
*/
|
|
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 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
|
|
|
|
#endif /* defined(SDL_PLATFORM_WINDOWS) */
|
|
|
|
#ifdef SDL_PLATFORM_GDK
|
|
|
|
/**
|
|
* Callback from the application to let the suspend continue.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
|
|
|
|
#endif /* SDL_PLATFORM_GDK */
|
|
|
|
#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_PLATFORM_WINDOWS) || defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS) \
|
|
|| defined(SDL_PLATFORM_3DS) || defined(SDL_PLATFORM_NGAGE) || defined(SDL_PLATFORM_PS2) || defined(SDL_PLATFORM_PSP) \
|
|
|| defined(SDL_PLATFORM_EMSCRIPTEN)
|
|
|
|
/* platforms which main (-equivalent) can be implemented in plain C */
|
|
#include <SDL3/SDL_main_impl.h>
|
|
|
|
#elif 0 /* C++ platforms (currently none, this used to be here for WinRT, but is left for future platforms that might arrive. */
|
|
#ifdef __cplusplus
|
|
#include <SDL3/SDL_main_impl.h>
|
|
#else
|
|
/* Note: to get rid of the following warning, you can #define SDL_MAIN_NOIMPL before including SDL_main.h
|
|
* 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()!
|
|
*/
|
|
#ifdef _MSC_VER
|
|
#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>")
|
|
#elif defined(__GNUC__) /* gcc, clang, mingw and compatible are matched by this and have #warning */
|
|
#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>"
|
|
#endif /* __GNUC__ */
|
|
#endif /* __cplusplus */
|
|
|
|
#endif /* C++ platforms */
|
|
#endif
|
|
|
|
#endif /* SDL_main_h_ */
|