Unify all the SDL_*RunApp() functions into just SDL_RunApp()
makes the SDL_main code shorter Also added a generic SDL_RunApp() implementation for platforms that don't really need it. Some platforms (that use SDL_main but haven't been ported yet) are still missing, but are added in the following commits.main
parent
1de559248e
commit
7bfc41db3c
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@ -515,6 +515,7 @@ file(GLOB SOURCE_FILES
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${SDL3_SOURCE_DIR}/src/*.c
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${SDL3_SOURCE_DIR}/src/atomic/*.c
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${SDL3_SOURCE_DIR}/src/audio/*.c
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${SDL3_SOURCE_DIR}/src/core/*.c
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${SDL3_SOURCE_DIR}/src/cpuinfo/*.c
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${SDL3_SOURCE_DIR}/src/dynapi/*.c
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${SDL3_SOURCE_DIR}/src/events/*.c
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@ -92,7 +92,6 @@ foreach my $release (@releases) {
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# until a later release, but are available in the older release.
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$funcs{'SDL_WinRTGetFSPathUNICODE'} = '2.0.3';
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$funcs{'SDL_WinRTGetFSPathUTF8'} = '2.0.3';
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$funcs{'SDL_WinRTRunApp'} = '2.0.3';
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if (not defined $wikipath) {
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foreach my $release (@releases) {
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@ -43,11 +43,13 @@
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/* On WinRT, SDL provides a main function that initializes CoreApplication,
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creating an instance of IFrameworkView in the process.
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Please note that #include'ing SDL_main.h is not enough to get a main()
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function working. In non-XAML apps, the file,
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src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
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into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
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called, with a pointer to the Direct3D-hosted XAML control passed in.
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Ideally, #include'ing SDL_main.h is enough to get a main() function working.
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However, that requires the source file your main() is in to be compiled
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as C++ *and* with the /ZW compiler flag. If that's not feasible, add an
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otherwise empty .cpp file that only contains `#include <SDL3/SDL_main.h>`
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and build that with /ZW (still include SDL_main.h in your other file with main()!).
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In XAML apps, instead the function SDL_RunApp() must be called with a pointer
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to the Direct3D-hosted XAML control passed in as the "reserved" argument.
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*/
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#define SDL_MAIN_NEEDED
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@ -57,7 +59,7 @@
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If you prefer to write your own WinMain-function instead of having SDL
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provide one that calls your main() function,
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#define SDL_MAIN_HANDLED before #include'ing SDL_main.h
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and call the SDL_GDKRunApp function from your entry point.
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and call the SDL_RunApp function from your entry point.
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*/
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#define SDL_MAIN_NEEDED
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@ -161,6 +163,31 @@ extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
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*/
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extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
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/**
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* Initializes and launches an SDL application, by doing platform-specific
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* initialization before calling your mainFunction and cleanups after it returns,
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* if that is needed for a specific platform, otherwise it just calls mainFunction.
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* You can use this if you want to use your own main() implementation
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* without using SDL_main (like when using SDL_MAIN_HANDLED).
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* When using this, you do *not* need SDL_SetMainReady().
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*
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* \param argc The argc parameter from the application's main() function,
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* or 0 if the platform's main-equivalent has no argc
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* \param argv The argv parameter from the application's main() function,
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* or NULL if the platform's main-equivalent has no argv
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* \param mainFunction Your SDL app's C-style main(), an SDL_main_func.
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* NOT the function you're calling this from!
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* Its name doesn't matter, but its signature must be
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* like int my_main(int argc, char* argv[])
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* \param reserved should be NULL (reserved for future use, will probably
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* be platform-specific then)
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* \return the return value from mainFunction: 0 on success, -1 on failure;
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* SDL_GetError() might have more information on the failure
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC int SDLCALL SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved);
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#if defined(__WIN32__) || defined(__GDK__)
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/**
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@ -207,93 +234,35 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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#endif /* defined(__WIN32__) || defined(__GDK__) */
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#ifdef __WIN32__
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/**
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* Initialize and launch an SDL/Win32 (classic WinAPI) application.
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*
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* \param mainFunction the SDL app's C-style main(), an SDL_main_func
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* \param reserved reserved for future use; should be NULL
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* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
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* more information on the failure.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC int SDLCALL SDL_Win32RunApp(SDL_main_func mainFunction, void * reserved);
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#endif /* __WIN32__ */
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#ifdef __WINRT__
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/**
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* Initialize and launch an SDL/WinRT application.
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*
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* \param mainFunction the SDL app's C-style main(), an SDL_main_func
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* \param reserved reserved for future use; should be NULL
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* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
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* more information on the failure.
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*
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* \since This function is available since SDL 2.0.3.
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*/
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extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
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/* for compatibility with SDL2's function of this name */
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#define SDL_WinRTRunApp(MAIN_FUNC, RESERVED) SDL_RunApp(0, NULL, MAIN_FUNC, RESERVED)
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#endif /* __WINRT__ */
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#if defined(__IOS__)
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/**
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* Initializes and launches an SDL application.
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*
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* \param argc The argc parameter from the application's main() function
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* \param argv The argv parameter from the application's main() function
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* \param mainFunction The SDL app's C-style main(), an SDL_main_func
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* \return the return value from mainFunction
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
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/* for compatibility with SDL2's function of this name */
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#define SDL_UIKitRunApp(ARGC, ARGV, MAIN_FUNC) SDL_RunApp(ARGC, ARGV, MAIN_FUNC, NULL)
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#endif /* __IOS__ */
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#ifdef __GDK__
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/**
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* Initialize and launch an SDL GDK application.
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*
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* \param mainFunction the SDL app's C-style main(), an SDL_main_func
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* \param reserved reserved for future use; should be NULL
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* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
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* more information on the failure.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved);
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/* for compatibility with SDL2's function of this name */
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#define SDL_GDKRunApp(MAIN_FUNC, RESERVED) SDL_RunApp(0, NULL, MAIN_FUNC, RESERVED)
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/**
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* Callback from the application to let the suspend continue.
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*
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* \since This function is available since SDL 3.0.0.
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* \since This function is available since SDL 2.28.0.
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*/
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extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
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#endif /* __GDK__ */
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#ifdef __3DS__
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/**
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* Initializes and launches an SDL application.
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*
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* \param argc The argc parameter from the application's main() function
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* \param argv The argv parameter from the application's main() function
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* \param mainFunction The SDL app's C-style main(), an SDL_main_func
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* \return the return value from mainFunction
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC int SDLCALL SDL_N3DSRunApp(int argc, char *argv[], SDL_main_func mainFunction);
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#endif /* __3DS__ */
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#ifdef __cplusplus
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}
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#endif
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@ -72,7 +72,7 @@ typedef char* LPSTR;
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int
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console_wmain(int argc, wchar_t *wargv[], wchar_t *wenvp)
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{
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return SDL_Win32RunApp(SDL_main, NULL);
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return SDL_RunApp(0, NULL, SDL_main, NULL);
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}
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#else /* ANSI */
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int
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console_ansi_main(int argc, char *argv[])
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{
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return SDL_Win32RunApp(SDL_main, NULL);
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return SDL_RunApp(0, NULL, SDL_main, NULL);
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}
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#endif /* UNICODE/ANSI */
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int WINAPI
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WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
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{
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#ifdef __GDK__
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return SDL_GDKRunApp(SDL_main, NULL);
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#else
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return SDL_Win32RunApp(SDL_main, NULL);
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#endif
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return SDL_RunApp(0, NULL, SDL_main, NULL);
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}
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#ifdef __cplusplus
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int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
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{
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return SDL_WinRTRunApp(SDL_main, NULL);
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return SDL_RunApp(0, NULL, SDL_main, NULL);
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}
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/* end of WinRT impl */
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#elif defined(__IOS__) || defined(__TVOS__)
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#elif defined(__IOS__) || defined(__TVOS__) || defined(__3DS__)
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#include <SDL3/begin_code.h>
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int main(int argc, char *argv[])
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{
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return SDL_UIKitRunApp(argc, argv, SDL_main);
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return SDL_RunApp(argc, argv, SDL_main, NULL);
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}
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#ifdef __cplusplus
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#include <SDL3/close_code.h>
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/* end of __IOS__ and __TVOS__ impls */
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#elif defined(__3DS__)
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#include <SDL3/begin_code.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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int main(int argc, char *argv[])
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{
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return SDL_N3DSRunApp(argc, argv, SDL_main);
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}
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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#include <SDL3/close_code.h>
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/* end of __3DS__ impl */
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/* end of __IOS__, __3DS__, __TVOS__ impls */
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/* TODO: remaining platforms */
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@ -0,0 +1,45 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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/* Most platforms that use/need SDL_main have their own SDL_RunApp() implementation.
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* If not, you can special case it here by appending || defined(__YOUR_PLATFORM__) */
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#if ( !defined(SDL_MAIN_NEEDED) && !defined(SDL_MAIN_AVAILABLE) ) || defined(__ANDROID__)
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DECLSPEC int
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SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved)
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{
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char empty[1] = {0};
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char* argvdummy[2] = { empty, NULL };
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(void)reserved;
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if(argv == NULL)
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{
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argc = 0;
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/* make sure argv isn't NULL, in case some user code doesn't like that */
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argv = argvdummy;
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}
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return mainFunction(argc, argv);
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}
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#endif
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@ -84,7 +84,7 @@ OutOfMemory(void)
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/* Gets the arguments with GetCommandLine, converts them to argc and argv
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and calls SDL_main */
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extern "C" DECLSPEC int
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SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved)
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SDL_RunApp(int, char**, SDL_main_func mainFunction, void *reserved)
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{
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LPWSTR *argvw;
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char **argv;
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@ -26,7 +26,7 @@
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#include <3ds.h>
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DECLSPEC int
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SDL_N3DSRunApp(int argc, char *argv[], SDL_main_func mainFunction)
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SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved)
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{
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int result;
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/* init */
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@ -331,7 +331,8 @@ void WIN_RectToRECT(const SDL_Rect *sdlrect, RECT *winrect)
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winrect->bottom = sdlrect->y + sdlrect->h - 1;
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}
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/* SDL_Win32RunApp(), which does most of the SDL_main work for Win32 */
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/* Win32-specific SDL_RunApp(), which does most of the SDL_main work,
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based on SDL_windows_main.c, placed in the public domain by Sam Lantinga 4/13/98 */
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#ifdef __WIN32__
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#include <shellapi.h> /* CommandLineToArgvW() */
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@ -345,7 +346,7 @@ OutOfMemory(void)
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}
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DECLSPEC int
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SDL_Win32RunApp(SDL_main_func mainFunction, void * xamlBackgroundPanel)
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SDL_RunApp(int _argc, char* _argv[], SDL_main_func mainFunction, void * reserved)
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{
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/* Gets the arguments with GetCommandLine, converts them to argc and argv
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|
@ -355,6 +356,8 @@ SDL_Win32RunApp(SDL_main_func mainFunction, void * xamlBackgroundPanel)
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char **argv;
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int i, argc, result;
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(void)_argc; (void)_argv; (void)reserved;
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argvw = CommandLineToArgvW(GetCommandLineW(), &argc);
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if (argvw == NULL) {
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return OutOfMemory();
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|
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|
@ -28,7 +28,7 @@
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int (*WINRT_SDLAppEntryPoint)(int, char **) = NULL;
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extern "C" DECLSPEC int
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SDL_WinRTRunApp(SDL_main_func mainFunction, void *xamlBackgroundPanel)
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SDL_RunApp(int, char**, SDL_main_func mainFunction, void * xamlBackgroundPanel)
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{
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if (xamlBackgroundPanel) {
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return SDL_WinRTInitXAMLApp(mainFunction, xamlBackgroundPanel);
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|
|
|
@ -521,9 +521,6 @@ SDL3_0.0.0 {
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SDL_SetMainReady;
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SDL_RegisterApp;
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SDL_UnregisterApp;
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SDL_WinRTRunApp;
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SDL_UIKitRunApp;
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SDL_GDKRunApp;
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SDL_GDKSuspendComplete;
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SDL_GetBasePath;
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SDL_GetPrefPath;
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|
@ -861,7 +858,7 @@ SDL3_0.0.0 {
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SDL_DelayNS;
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SDL_GetEventState;
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SDL_GetRenderDriver;
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SDL_Win32RunApp;
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SDL_RunApp;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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|
|
|
@ -554,7 +554,6 @@
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#define SDL_GetAssertionHandler SDL_GetAssertionHandler_REAL
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#define SDL_DXGIGetOutputInfo SDL_DXGIGetOutputInfo_REAL
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#define SDL_RenderIsClipEnabled SDL_RenderIsClipEnabled_REAL
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#define SDL_WinRTRunApp SDL_WinRTRunApp_REAL
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#define SDL_WarpMouseGlobal SDL_WarpMouseGlobal_REAL
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#define SDL_WinRTGetFSPathUNICODE SDL_WinRTGetFSPathUNICODE_REAL
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#define SDL_WinRTGetFSPathUTF8 SDL_WinRTGetFSPathUTF8_REAL
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|
@ -693,7 +692,6 @@
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#define SDL_RenderCopyF SDL_RenderCopyF_REAL
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#define SDL_RenderCopyExF SDL_RenderCopyExF_REAL
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#define SDL_GetTouchDeviceType SDL_GetTouchDeviceType_REAL
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#define SDL_UIKitRunApp SDL_UIKitRunApp_REAL
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#define SDL_SIMDGetAlignment SDL_SIMDGetAlignment_REAL
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#define SDL_SIMDAlloc SDL_SIMDAlloc_REAL
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#define SDL_SIMDFree SDL_SIMDFree_REAL
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|
@ -858,7 +856,6 @@
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#define SDL_RenderGetD3D12Device SDL_RenderGetD3D12Device_REAL
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#define SDL_utf8strnlen SDL_utf8strnlen_REAL
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#define SDL_GDKGetTaskQueue SDL_GDKGetTaskQueue_REAL
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#define SDL_GDKRunApp SDL_GDKRunApp_REAL
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#define SDL_GetOriginalMemoryFunctions SDL_GetOriginalMemoryFunctions_REAL
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#define SDL_ResetKeyboard SDL_ResetKeyboard_REAL
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#define SDL_GetDefaultAudioInfo SDL_GetDefaultAudioInfo_REAL
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|
@ -885,5 +882,4 @@
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|||
#define SDL_DelayNS SDL_DelayNS_REAL
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#define SDL_GetEventState SDL_GetEventState_REAL
|
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#define SDL_GetRenderDriver SDL_GetRenderDriver_REAL
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#define SDL_Win32RunApp SDL_Win32RunApp_REAL
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#define SDL_N3DSRunApp SDL_N3DSRunApp_REAL
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#define SDL_RunApp SDL_RunApp_REAL
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|
|
|
@ -583,7 +583,6 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_DXGIGetOutputInfo,(int a, int *b, int *c),(a,b,c),r
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#endif
|
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderIsClipEnabled,(SDL_Renderer *a),(a),return)
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#ifdef __WINRT__
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SDL_DYNAPI_PROC(int,SDL_WinRTRunApp,(SDL_main_func a, void *b),(a,b),return)
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||||
SDL_DYNAPI_PROC(const wchar_t*,SDL_WinRTGetFSPathUNICODE,(SDL_WinRT_Path a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_WinRTGetFSPathUTF8,(SDL_WinRT_Path a),(a),return)
|
||||
#endif
|
||||
|
@ -744,9 +743,6 @@ SDL_DYNAPI_PROC(int,SDL_RenderFillRectsF,(SDL_Renderer *a, const SDL_FRect *b, i
|
|||
SDL_DYNAPI_PROC(int,SDL_RenderCopyF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RenderCopyExF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
|
||||
SDL_DYNAPI_PROC(SDL_TouchDeviceType,SDL_GetTouchDeviceType,(SDL_TouchID a),(a),return)
|
||||
#ifdef __IOS__
|
||||
SDL_DYNAPI_PROC(int,SDL_UIKitRunApp,(int a, char *b[], SDL_main_func c),(a,b,c),return)
|
||||
#endif
|
||||
SDL_DYNAPI_PROC(size_t,SDL_SIMDGetAlignment,(void),(),return)
|
||||
SDL_DYNAPI_PROC(void*,SDL_SIMDAlloc,(const size_t a),(a),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_SIMDFree,(void *a),(a),)
|
||||
|
@ -931,7 +927,6 @@ SDL_DYNAPI_PROC(size_t,SDL_utf8strnlen,(const char *a, size_t b),(a,b),return)
|
|||
|
||||
#if defined(__GDK__)
|
||||
SDL_DYNAPI_PROC(int,SDL_GDKGetTaskQueue,(XTaskQueueHandle *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GDKRunApp,(SDL_main_func a, void *b),(a,b),return)
|
||||
#endif
|
||||
SDL_DYNAPI_PROC(void,SDL_GetOriginalMemoryFunctions,(SDL_malloc_func *a, SDL_calloc_func *b, SDL_realloc_func *c, SDL_free_func *d),(a,b,c,d),)
|
||||
SDL_DYNAPI_PROC(void,SDL_ResetKeyboard,(void),(),)
|
||||
|
@ -961,9 +956,4 @@ SDL_DYNAPI_PROC(Uint64,SDL_GetTicksNS,(void),(),return)
|
|||
SDL_DYNAPI_PROC(void,SDL_DelayNS,(Uint64 a),(a),)
|
||||
SDL_DYNAPI_PROC(Uint8,SDL_GetEventState,(Uint32 a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetRenderDriver,(int a),(a),return)
|
||||
#if defined(__WIN32__)
|
||||
SDL_DYNAPI_PROC(int,SDL_Win32RunApp,(SDL_main_func a, void *b),(a,b),return)
|
||||
#endif
|
||||
#if defined(__3DS__)
|
||||
SDL_DYNAPI_PROC(int,SDL_N3DSRunApp,(int a, char *b[], SDL_main_func c),(a,b,c),return)
|
||||
#endif
|
||||
SDL_DYNAPI_PROC(int,SDL_RunApp,(int a, char* b[], SDL_main_func c, void *d),(a,b,c,d),return)
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/*
|
||||
SDL_windows_main.c, placed in the public domain by Sam Lantinga 4/13/98
|
||||
|
||||
Nothing to do here, the code moved into SDL_main_impl.h and SDL_windows.c (SDL_Win32RunApp())
|
||||
Nothing to do here, the code moved into SDL_main_impl.h and SDL_windows.c (SDL_RunApp())
|
||||
TODO: remove this file
|
||||
*/
|
||||
|
||||
|
|
|
@ -47,7 +47,7 @@ static int forward_argc;
|
|||
static char **forward_argv;
|
||||
static int exit_status;
|
||||
|
||||
int SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction)
|
||||
int SDL_RunApp(int argc, char* argv[], SDL_main_func mainFunction, void * reserved)
|
||||
{
|
||||
int i;
|
||||
|
||||
|
|
Loading…
Reference in New Issue