SDL/include/SDL3/SDL_main.h

538 lines
22 KiB
C
Raw Normal View History

/*
Simple DirectMedia Layer
2024-01-01 14:15:26 -07:00
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#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>
/*
* For details on how SDL_main works, and how to use it, please refer to:
*
* https://wiki.libsdl.org/SDL3/README/main-functions
*
* (or docs/README-main-functions.md in the SDL source tree)
*/
/**
* \file SDL_main.h
*
* Redefine main() on some platforms so that it is called by SDL.
*/
#ifndef SDL_MAIN_HANDLED
#ifdef 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_WINRT)
/* On WinRT, SDL provides a main function that initializes CoreApplication,
creating an instance of IFrameworkView in the process.
Ideally, #include'ing SDL_main.h is enough to get a main() function working.
However, that requires the source file your main() is in to be compiled
as C++ *and* with the /ZW compiler flag. If that's not feasible, add an
otherwise empty .cpp file that only contains `#include <SDL3/SDL_main.h>`
and build that with /ZW (still include SDL_main.h in your other file with main()!).
In XAML apps, instead the function SDL_RunApp() must be called with a pointer
to the Direct3D-hosted XAML control passed in as the "reserved" argument.
*/
#define SDL_MAIN_NEEDED
#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
/* We need to export SDL_main so it can be launched from Java */
#define SDLMAIN_DECLSPEC DECLSPEC
#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
#elif defined(SDL_PLATFORM_NGAGE)
/*
TODO: not sure if it should be SDL_MAIN_NEEDED, in SDL2 ngage had a
main implementation, but wasn't mentioned in SDL_main.h
*/
#define SDL_MAIN_AVAILABLE
#endif
#endif /* SDL_MAIN_HANDLED */
#ifndef SDLMAIN_DECLSPEC
#define SDLMAIN_DECLSPEC
#endif
/**
* \file SDL_main.h
*
* The application's main() function must be called with C linkage,
* and should be declared like this:
* \code
* #ifdef __cplusplus
* extern "C"
* #endif
* int main(int argc, char *argv[])
* {
* }
* \endcode
*/
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
#define main SDL_main
#endif
#include <SDL3/SDL_begin_code.h>
2019-03-19 11:56:46 -06:00
#ifdef __cplusplus
extern "C" {
#endif
typedef int (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]);
typedef int (SDLCALL *SDL_AppIterate_func)(void *appstate);
typedef int (SDLCALL *SDL_AppEvent_func)(void *appstate, const SDL_Event *event);
typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate);
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
/**
* 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.
*
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
* If this function returns 0, 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 < 0, SDL will
* call SDL_AppQuit and terminate the process with an exit code that reports
* an error to the platform. If it returns > 0, the 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.
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
* \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 -1 to terminate with an error, 1 to terminate with success, 0 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 int SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
/**
* 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.
*
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
* If this function returns 0, 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 < 0, SDL will call SDL_AppQuit
* and terminate the process with an exit code that reports an error to the
* platform. If it returns > 0, the 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.
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
* \returns -1 to terminate with an error, 1 to terminate with success, 0 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 int SDLCALL SDL_AppIterate(void *appstate);
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
/**
* 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.
*
* You do not need to free event data (such as the `file` string in
* SDL_EVENT_DROP_FILE), as SDL will free it once this function returns.
* Note that this is different than one might expect when using a standard
* "main" function!
*
* 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.
*
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
* If this function returns 0, 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 < 0, SDL will call SDL_AppQuit
* and terminate the process with an exit code that reports an error to the
* platform. If it returns > 0, the 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.
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
* \returns -1 to terminate with an error, 1 to terminate with success, 0 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 int SDLCALL SDL_AppEvent(void *appstate, const SDL_Event *event);
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
/**
* 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.
*
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
* \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);
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
#endif /* SDL_MAIN_USE_CALLBACKS */
/**
2024-04-11 06:59:41 -06:00
* The prototype for the application's main() function
*
* \since This datatype is available since SDL 3.0.0.
*/
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]);
/**
2021-07-14 15:07:04 -06:00
* 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.
*
2022-11-22 15:40:14 -07:00
* \since This function is available since SDL 3.0.0.
2021-10-26 19:36:05 -06:00
*
* \sa SDL_Init
*/
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
/**
* Initializes and launches an SDL application, by doing platform-specific
2023-01-25 10:58:29 -07:00
* initialization before calling your mainFunction and cleanups after it
* returns, if that is needed for a specific platform, otherwise it just calls
* mainFunction.
*
2023-01-25 10:58:29 -07:00
* 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(), an SDL_main_func. NOT
* the function you're calling this from! Its name doesn't
* matter, but its signature must be like int my_main(int
* argc, char* argv[])
* \param reserved should be NULL (reserved for future use, will probably be
* platform-specific then)
* \returns the return value from mainFunction: 0 on success, -1 on failure;
2023-02-24 09:49:41 -07:00
* SDL_GetError() might have more information on the failure
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved);
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
/**
* An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.
*
2023-11-03 08:13:46 -06:00
* 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.
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
*
* 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
*
2023-11-03 08:13:46 -06:00
* \threadsafety It is not safe to call this anywhere except as the only
* function call in SDL_main.
main: Added _optional_ callback entry points. This lets apps optionally have a handful of callbacks for their entry points instead of a single main function. If used, the actual main/SDL_main/whatever entry point will be implemented in the single-header library SDL_main.h and the app will implement four separate functions: First: int SDL_AppInit(int argc, char **argv); This will be called once before anything else. argc/argv work like they always do. If this returns 0, the app runs. If it returns < 0, the app calls SDL_AppQuit and terminates with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. This function should not go into an infinite mainloop; it should do any one-time startup it requires and then return. Then: int SDL_AppIterate(void); This is called over and over, possibly at the refresh rate of the display or some other metric that the platform dictates. This is where the heart of your app runs. It should return as quickly as reasonably possible, but it's not a "run one memcpy and that's all the time you have" sort of thing. The app should do any game updates, and render a frame of video. If it returns < 0, SDL will call SDL_AppQuit and terminate the process with an exit code that reports an error to the platform. If it returns > 0, the app calls SDL_AppQuit and terminates with an exit code that reports success to the platform. If it returns 0, then SDL_AppIterate will be called again at some regular frequency. The platform may choose to run this more or less (perhaps less in the background, etc), or it might just call this function in a loop as fast as possible. You do not check the event queue in this function (SDL_AppEvent exists for that). Next: int SDL_AppEvent(const SDL_Event *event); This will be called once for each event pushed into the SDL queue. This may be called from any thread, and possibly in parallel to SDL_AppIterate. The fields in event do not need to be free'd (as you would normally need to do for SDL_EVENT_DROP_FILE, etc), and your app should not call SDL_PollEvent, SDL_PumpEvent, etc, as SDL will manage this for you. Return values are the same as from SDL_AppIterate(), so you can terminate in response to SDL_EVENT_QUIT, etc. Finally: void SDL_AppQuit(void); This is called once before terminating the app--assuming the app isn't being forcibly killed or crashed--as a last chance to clean up. After this returns, SDL will call SDL_Quit so the app doesn't have to (but it's safe for the app to call it, too). Process termination proceeds as if the app returned normally from main(), so atexit handles will run, if your platform supports that. The app does not implement SDL_main if using this. To turn this on, define SDL_MAIN_USE_CALLBACKS before including SDL_main.h. Defines like SDL_MAIN_HANDLED and SDL_MAIN_NOIMPL are also respected for callbacks, if the app wants to do some sort of magic main implementation thing. In theory, on most platforms these can be implemented in the app itself, but this saves some #ifdefs in the app and lets everyone struggle less against some platforms, and might be more efficient in the long run, too. On some platforms, it's possible this is the only reasonable way to go, but we haven't actually hit one that 100% requires it yet (but we will, if we want to write a RetroArch backend, for example). Using the callback entry points works on every platform, because on platforms that don't require them, we can fake them with a simple loop in an internal implementation of the usual SDL_main. The primary way we expect people to write SDL apps is with SDL_main, and this is not intended to replace it. If the app chooses to use this, it just removes some platform-specific details they might have to otherwise manage, and maybe removes a barrier to entry on some future platform. Fixes #6785. Reference PR #8247.
2023-11-01 16:40:41 -06:00
*
* \since This function is available since SDL 3.0.0.
*/
extern 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_WIN32) || defined(SDL_PLATFORM_GDK)
/**
* Register a win32 window class for SDL's use.
*
2021-11-18 13:58:04 -07:00
* 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.
*
2021-11-18 13:58:04 -07:00
* Most applications do not need to, and should not, call this directly; SDL
* will call it when initializing the video subsystem.
*
2021-11-18 13:58:04 -07:00
* \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.
2023-02-12 02:09:42 -07:00
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
2021-10-26 19:36:05 -06:00
*
2022-11-22 15:40:14 -07:00
* \since This function is available since SDL 3.0.0.
*/
2021-11-13 18:40:50 -07:00
extern DECLSPEC int 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.
*
2021-11-18 13:58:04 -07:00
* Most applications do not need to, and should not, call this directly; SDL
* will call it when deinitializing the video subsystem.
*
2021-11-18 13:58:04 -07:00
* 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.
*
2022-11-22 15:40:14 -07:00
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) */
#ifdef SDL_PLATFORM_GDK
/**
* Callback from the application to let the suspend continue.
*
2023-01-25 11:02:19 -07:00
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
#endif /* SDL_PLATFORM_GDK */
#ifdef __cplusplus
}
#endif
Implement SDL_main as header-only lib for Win32 (remaining platforms will follow) SDL_main.h is *not* included by SDL.h anymore, users are supposed to include it directly now, usually only in the file they implement main() in. If they need the header elsewhere or don't want SDL_main to implement main() (but only call SDL_SetMainReady() or whatever), they can #define SDL_MAIN_HANDLED first, same as before. For SDL-internal usage, I added _SDL_MAIN_NOIMPL, which *also* skips the implementation and `#define main SDL_main`, but still defines SDL_MAIN_AVAILABLE and SDL_MAIN_NEEDED in SDL_main.h, as before. To make the implementaion in the header shorter and avoid including windows.h, I moved most of the Win32 SDL_main code into SDL3.dll via SDL_Win32RunApp(), so the header-only part is just the different main functions calling SDL_Win32RunApp(SDL_main, NULL) Note that I changed changed the return value and type of OutOfMemory() to return -1 instead of FALSE, so main() (or WinMain() or whatever) returns -1 instead of 0 in case of an out-of-memory error Compared to original Win32 SDL_main, I tweaked the part of the implementation in SDL_main_impl.h a bit to avoid linker warnings and conflicts with stuff from windows.h: - replaced windows.h with own define of WINAPI and typedef-ing HINSTANCE and LPSTR. This prevents conflicts between all the generically-named #defines and types in windows.h and user code (like DrawState in some SDL tests) - only using one of main() or wmain() gets rid of a MSVC linker error ("warning LNK4067: ambiguous entry point") If this still causes problems, we might try getting rid of wmain(), seemed to me like MSVC can use regular main() in UNICODE mode as well - simplified the UNICODE logic for that - while this is not exactly equivalent to the old, it should make sense and Works For Me
2022-12-03 19:29:22 -07:00
#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_WIN32) || defined(SDL_PLATFORM_GDK) || defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS) \
|| defined(SDL_PLATFORM_3DS) || defined(SDL_PLATFORM_NGAGE) || defined(SDL_PLATFORM_PS2) || defined(SDL_PLATFORM_PSP)
/* platforms which main (-equivalent) can be implemented in plain C */
#include <SDL3/SDL_main_impl.h>
#elif defined(SDL_PLATFORM_WINRT) /* C++ platforms */
#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 like SDL_PLATFORM_WINRT etc */
#endif
Implement SDL_main as header-only lib for Win32 (remaining platforms will follow) SDL_main.h is *not* included by SDL.h anymore, users are supposed to include it directly now, usually only in the file they implement main() in. If they need the header elsewhere or don't want SDL_main to implement main() (but only call SDL_SetMainReady() or whatever), they can #define SDL_MAIN_HANDLED first, same as before. For SDL-internal usage, I added _SDL_MAIN_NOIMPL, which *also* skips the implementation and `#define main SDL_main`, but still defines SDL_MAIN_AVAILABLE and SDL_MAIN_NEEDED in SDL_main.h, as before. To make the implementaion in the header shorter and avoid including windows.h, I moved most of the Win32 SDL_main code into SDL3.dll via SDL_Win32RunApp(), so the header-only part is just the different main functions calling SDL_Win32RunApp(SDL_main, NULL) Note that I changed changed the return value and type of OutOfMemory() to return -1 instead of FALSE, so main() (or WinMain() or whatever) returns -1 instead of 0 in case of an out-of-memory error Compared to original Win32 SDL_main, I tweaked the part of the implementation in SDL_main_impl.h a bit to avoid linker warnings and conflicts with stuff from windows.h: - replaced windows.h with own define of WINAPI and typedef-ing HINSTANCE and LPSTR. This prevents conflicts between all the generically-named #defines and types in windows.h and user code (like DrawState in some SDL tests) - only using one of main() or wmain() gets rid of a MSVC linker error ("warning LNK4067: ambiguous entry point") If this still causes problems, we might try getting rid of wmain(), seemed to me like MSVC can use regular main() in UNICODE mode as well - simplified the UNICODE logic for that - while this is not exactly equivalent to the old, it should make sense and Works For Me
2022-12-03 19:29:22 -07:00
#endif /* SDL_main_h_ */