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Also adjusted iOS demo's includes to <SDL3/..> and explicit SDL_main.h untested, I don't have Xcode (or a Mac, for that matter) The xcode projects (for both Xcode-iOS/ and Xcode/) will probably have to be adjusted for the SDL_main changes to work, but now at least the iOS demo source should work as is :)
142 lines
3.5 KiB
C
142 lines
3.5 KiB
C
/*
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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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#ifndef SDL_main_windows_h_
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#define SDL_main_windows_h_
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#if !defined(SDL_main_h_)
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#error "This header should not be included directly, but only via SDL_main.h!"
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#endif
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/* if someone wants to include SDL_main.h but doesn't want the main handing magic,
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(maybe to call SDL_RegisterApp()) they can #define SDL_MAIN_HANDLED first
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_SDL_MAIN_NOIMPL is for SDL-internal usage (only affects implementation,
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not definition of SDL_MAIN_AVAILABLE etc in SDL_main.h) */
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#if !defined(SDL_MAIN_HANDLED) && !defined(_SDL_MAIN_NOIMPL)
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#if defined(__WIN32__) || defined(__GDK__)
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/* these defines/typedefs are needed for the WinMain() definition */
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#ifndef WINAPI
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#define WINAPI __stdcall
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#endif
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#ifdef main
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# undef main
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#endif /* main */
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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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typedef struct HINSTANCE__ * HINSTANCE;
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typedef char* LPSTR;
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#ifndef __GDK__ /* this is only needed for Win32 */
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#if defined(_MSC_VER)
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/* The VC++ compiler needs main/wmain defined */
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# define console_ansi_main main
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# if defined(UNICODE) && UNICODE
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# define console_wmain wmain
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# endif
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#endif
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#if defined( UNICODE ) && UNICODE
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/* This is where execution begins [console apps, unicode] */
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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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}
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#else /* ANSI */
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/* This is where execution begins [console apps, 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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}
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#endif /* UNICODE/ANSI */
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#endif /* not __GDK__ */
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/* This is where execution begins [windowed apps and GDK] */
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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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}
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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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/* rename users main() function to SDL_main() so it can be called from the wrapper above */
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#define main SDL_main
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/* end of __WIN32__ and __GDK__ impls */
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#elif defined(__IOS__) || defined(__TVOS__)
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#ifdef main
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# undef main
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#endif /* main */
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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_UIKitRunApp(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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/* rename users main() function to SDL_main() so it can be called from the wrapper above */
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#define main SDL_main
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/* end of __IOS__ and __TVOS__ impls */
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/* TODO: remaining platforms */
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#endif /* __WIN32__ etc */
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#endif /* SDL_MAIN_HANDLED */
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#endif /* SDL_main_windows_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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