Define SDL_PLATFORM_* macros instead of underscored ones (#8875)
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208 changed files with 1293 additions and 1138 deletions
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@ -22,6 +22,7 @@
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#ifndef SDL_main_h_
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#define SDL_main_h_
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#include <SDL3/SDL_platform_defines.h>
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_events.h>
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@ -40,7 +41,7 @@
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*/
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#ifndef SDL_MAIN_HANDLED
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#ifdef __WIN32__
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#ifdef SDL_PLATFORM_WIN32
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/* On Windows SDL provides WinMain(), which parses the command line and passes
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the arguments to your main function.
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@ -48,7 +49,7 @@
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(__WINRT__)
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#elif defined(SDL_PLATFORM_WINRT)
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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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@ -62,7 +63,7 @@
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__GDK__)
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#elif defined(SDL_PLATFORM_GDK)
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/* On GDK, SDL provides a main function that initializes the game runtime.
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If you prefer to write your own WinMain-function instead of having SDL
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@ -72,7 +73,7 @@
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__IOS__)
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#elif defined(SDL_PLATFORM_IOS)
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/* On iOS SDL provides a main function that creates an application delegate
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and starts the iOS application run loop.
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@ -83,7 +84,7 @@
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__ANDROID__)
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#elif defined(SDL_PLATFORM_ANDROID)
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/* On Android SDL provides a Java class in SDLActivity.java that is the
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main activity entry point.
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@ -94,7 +95,7 @@
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/* We need to export SDL_main so it can be launched from Java */
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#define SDLMAIN_DECLSPEC DECLSPEC
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#elif defined(__PSP__)
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#elif defined(SDL_PLATFORM_PSP)
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/* On PSP SDL provides a main function that sets the module info,
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activates the GPU and starts the thread required to be able to exit
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the software.
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@ -103,14 +104,14 @@
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(__PS2__)
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#elif defined(SDL_PLATFORM_PS2)
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#define SDL_MAIN_AVAILABLE
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#define SDL_PS2_SKIP_IOP_RESET() \
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void reset_IOP(); \
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void reset_IOP() {}
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#elif defined(__3DS__)
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#elif defined(SDL_PLATFORM_3DS)
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/*
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On N3DS, SDL provides a main function that sets up the screens
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and storage.
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@ -119,7 +120,7 @@
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(__NGAGE__)
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#elif defined(SDL_PLATFORM_NGAGE)
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/*
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TODO: not sure if it should be SDL_MAIN_NEEDED, in SDL2 ngage had a
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@ -422,7 +423,7 @@ extern DECLSPEC int SDLCALL SDL_RunApp(int argc, char* argv[], SDL_main_func mai
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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);
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#if defined(__WIN32__) || defined(__GDK__)
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#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK)
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/**
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* Register a win32 window class for SDL's use.
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@ -467,24 +468,24 @@ extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void
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*/
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extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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#endif /* defined(__WIN32__) || defined(__GDK__) */
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#endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) */
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#ifdef __WINRT__
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#ifdef SDL_PLATFORM_WINRT
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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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#endif /* SDL_PLATFORM_WINRT */
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#ifdef __IOS__
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#ifdef SDL_PLATFORM_IOS
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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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#endif /* SDL_PLATFORM_IOS */
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#ifdef __GDK__
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#ifdef SDL_PLATFORM_GDK
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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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@ -496,7 +497,7 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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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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#endif /* SDL_PLATFORM_GDK */
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#ifdef __cplusplus
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}
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@ -507,13 +508,13 @@ extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
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#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
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/* include header-only SDL_main implementations */
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#if defined(SDL_MAIN_USE_CALLBACKS) \
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|| defined(__WIN32__) || defined(__GDK__) || defined(__IOS__) || defined(__TVOS__) \
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|| defined(__3DS__) || defined(__NGAGE__) || defined(__PS2__) || defined(__PSP__)
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|| defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) || defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS) \
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|| defined(SDL_PLATFORM_3DS) || defined(SDL_PLATFORM_NGAGE) || defined(SDL_PLATFORM_PS2) || defined(SDL_PLATFORM_PSP)
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/* platforms which main (-equivalent) can be implemented in plain C */
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#include <SDL3/SDL_main_impl.h>
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#elif defined(__WINRT__) /* C++ platforms */
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#elif defined(SDL_PLATFORM_WINRT) /* C++ platforms */
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#ifdef __cplusplus
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#include <SDL3/SDL_main_impl.h>
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@ -528,7 +529,7 @@ extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
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#endif /* __GNUC__ */
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#endif /* __cplusplus */
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#endif /* C++ platforms like __WINRT__ etc */
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#endif /* C++ platforms like SDL_PLATFORM_WINRT etc */
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#endif /* SDL_MAIN_HANDLED */
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