Port PS2 SDL_main to header-only + SDL_RunApp()
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4 changed files with 119 additions and 89 deletions
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@ -280,9 +280,12 @@ 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(__WIN32__) || defined(__GDK__) || defined(__IOS__) || defined(__TVOS__) \
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|| defined(__3DS__) || defined(__NGAGE__) /* TODO: other platforms */
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|| defined(__3DS__) || defined(__NGAGE__) || defined(__PS2__)
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/* platforms whichs 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__) /* TODO: other C++ platforms */
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#elif defined(__WINRT__) /* C++ platforms */
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#ifdef __cplusplus
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#include <SDL3/SDL_main_impl.h>
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@ -296,7 +299,8 @@ extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
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#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>"
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#endif /* __GNUC__ */
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#endif /* __cplusplus */
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#endif /* __WINRT__ etc */
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#endif /* C++ platforms like __WINRT__ etc */
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#endif /* SDL_MAIN_HANDLED */
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