forked from Green-Sky/tomato
sdl (master post 3.1 preview) Merge commit 'e4f454091a943345938608570b104400f62fd625'
This commit is contained in:
275
external/sdl/SDL/include/SDL3/SDL_main_impl.h
vendored
275
external/sdl/SDL/include/SDL3/SDL_main_impl.h
vendored
@@ -35,181 +35,180 @@
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and main() is implemented in plain C */
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#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
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/* the implementations below must be able to use the implement real main(), nothing renamed
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(the user's main() will be renamed to SDL_main so it can be called from here) */
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#ifdef main
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# undef main
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#endif /* main */
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/* the implementations below must be able to use the implement real main(), nothing renamed
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(the user's main() will be renamed to SDL_main so it can be called from here) */
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#ifdef main
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#undef main
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#endif
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#ifdef SDL_MAIN_USE_CALLBACKS
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#ifdef SDL_MAIN_USE_CALLBACKS
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#if 0
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/* currently there are no platforms that _need_ a magic entry point here
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for callbacks, but if one shows up, implement it here. */
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#if 0
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/* currently there are no platforms that _need_ a magic entry point here
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for callbacks, but if one shows up, implement it here. */
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#else /* use a standard SDL_main, which the app SHOULD NOT ALSO SUPPLY. */
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#else /* use a standard SDL_main, which the app SHOULD NOT ALSO SUPPLY. */
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/* this define makes the normal SDL_main entry point stuff work...we just provide SDL_main() instead of the app. */
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#define SDL_MAIN_CALLBACK_STANDARD 1
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/* this define makes the normal SDL_main entry point stuff work...we just provide SDL_main() instead of the app. */
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#define SDL_MAIN_CALLBACK_STANDARD 1
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int SDL_main(int argc, char **argv)
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{
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return SDL_EnterAppMainCallbacks(argc, argv, SDL_AppInit, SDL_AppIterate, SDL_AppEvent, SDL_AppQuit);
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}
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int SDL_main(int argc, char **argv)
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{
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return SDL_EnterAppMainCallbacks(argc, argv, SDL_AppInit, SDL_AppIterate, SDL_AppEvent, SDL_AppQuit);
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}
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#endif /* platform-specific tests */
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#endif /* platform-specific tests */
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#endif /* SDL_MAIN_USE_CALLBACKS */
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#endif /* SDL_MAIN_USE_CALLBACKS */
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/* set up the usual SDL_main stuff if we're not using callbacks or if we are but need the normal entry point. */
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#if !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD)
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/* set up the usual SDL_main stuff if we're not using callbacks or if we are but need the normal entry point. */
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#if !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD)
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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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/* 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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/* 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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typedef struct HINSTANCE__ * HINSTANCE;
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typedef char* LPSTR;
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typedef wchar_t* PWSTR;
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typedef struct HINSTANCE__ * HINSTANCE;
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typedef char* LPSTR;
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typedef wchar_t* PWSTR;
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/* The VC++ compiler needs main/wmain defined, but not for GDK */
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#if defined(_MSC_VER) && !defined(__GDK__)
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/* The VC++ compiler needs main/wmain defined, but not for GDK */
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#if defined(_MSC_VER) && !defined(SDL_PLATFORM_GDK)
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/* This is where execution begins [console apps] */
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#if defined( UNICODE ) && UNICODE
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int wmain(int argc, wchar_t *wargv[], wchar_t *wenvp)
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{
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(void)argc;
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(void)wargv;
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(void)wenvp;
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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 main(int argc, char *argv[])
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{
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(void)argc;
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(void)argv;
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return SDL_RunApp(0, NULL, SDL_main, NULL);
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}
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#endif /* UNICODE */
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/* This is where execution begins [console apps] */
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#if defined( UNICODE ) && UNICODE
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int wmain(int argc, wchar_t *wargv[], wchar_t *wenvp)
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{
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(void)argc;
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(void)wargv;
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(void)wenvp;
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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 main(int argc, char *argv[])
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{
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(void)argc;
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(void)argv;
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return SDL_RunApp(0, NULL, SDL_main, NULL);
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}
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#endif /* UNICODE */
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#endif /* _MSC_VER && ! __GDK__ */
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#endif /* _MSC_VER && ! SDL_PLATFORM_GDK */
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/* This is where execution begins [windowed apps and GDK] */
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/* This is where execution begins [windowed apps and GDK] */
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#ifdef __cplusplus
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extern "C" {
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#endif
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#if defined( UNICODE ) && UNICODE
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int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE hPrev, PWSTR szCmdLine, int sw)
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#else /* ANSI */
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int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
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#endif
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{
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(void)hInst;
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(void)hPrev;
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(void)szCmdLine;
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(void)sw;
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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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} /* extern "C" */
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* end of __WIN32__ and __GDK__ impls */
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#elif defined(__WINRT__)
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#if defined( UNICODE ) && UNICODE
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int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE hPrev, PWSTR szCmdLine, int sw)
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#else /* ANSI */
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int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
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#endif
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{
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(void)hInst;
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(void)hPrev;
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(void)szCmdLine;
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(void)sw;
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return SDL_RunApp(0, NULL, SDL_main, NULL);
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}
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/* WinRT main based on SDL_winrt_main_NonXAML.cpp, placed in the public domain by David Ludwig 3/13/14 */
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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#include <wrl.h>
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/* end of SDL_PLATFORM_WIN32 and SDL_PLATFORM_GDK impls */
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/* At least one file in any SDL/WinRT app appears to require compilation
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with C++/CX, otherwise a Windows Metadata file won't get created, and
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an APPX0702 build error can appear shortly after linking.
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#elif defined(SDL_PLATFORM_WINRT)
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The following set of preprocessor code forces this file to be compiled
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as C++/CX, which appears to cause Visual C++ 2012's build tools to
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create this .winmd file, and will help allow builds of SDL/WinRT apps
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to proceed without error.
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/* WinRT main based on SDL_winrt_main_NonXAML.cpp, placed in the public domain by David Ludwig 3/13/14 */
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If other files in an app's project enable C++/CX compilation, then it might
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be possible for the .cpp file including SDL_main.h to be compiled without /ZW,
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for Visual C++'s build tools to create a winmd file, and for the app to
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build without APPX0702 errors. In this case, if
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SDL_WINRT_METADATA_FILE_AVAILABLE is defined as a C/C++ macro, then
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the #error (to force C++/CX compilation) will be disabled.
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#include <wrl.h>
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Please note that /ZW can be specified on a file-by-file basis. To do this,
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right click on the file in Visual C++, click Properties, then change the
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setting through the dialog that comes up.
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*/
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#ifndef SDL_WINRT_METADATA_FILE_AVAILABLE
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#if !defined(__cplusplus) || !defined(__cplusplus_winrt)
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#error The C++ file that includes SDL_main.h must be compiled as C++ code with /ZW, otherwise build errors due to missing .winmd files can occur.
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#endif
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#endif
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/* At least one file in any SDL/WinRT app appears to require compilation
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with C++/CX, otherwise a Windows Metadata file won't get created, and
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an APPX0702 build error can appear shortly after linking.
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/* Prevent MSVC++ from warning about threading models when defining our
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custom WinMain. The threading model will instead be set via a direct
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call to Windows::Foundation::Initialize (rather than via an attributed
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function).
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The following set of preprocessor code forces this file to be compiled
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as C++/CX, which appears to cause Visual C++ 2012's build tools to
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create this .winmd file, and will help allow builds of SDL/WinRT apps
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to proceed without error.
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To note, this warning (C4447) does not seem to come up unless this file
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is compiled with C++/CX enabled (via the /ZW compiler flag).
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*/
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#ifdef _MSC_VER
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#pragma warning(disable : 4447)
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#endif
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If other files in an app's project enable C++/CX compilation, then it might
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be possible for the .cpp file including SDL_main.h to be compiled without /ZW,
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for Visual C++'s build tools to create a winmd file, and for the app to
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build without APPX0702 errors. In this case, if
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SDL_WINRT_METADATA_FILE_AVAILABLE is defined as a C/C++ macro, then
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the #error (to force C++/CX compilation) will be disabled.
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/* Make sure the function to initialize the Windows Runtime gets linked in. */
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#ifdef _MSC_VER
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#pragma comment(lib, "runtimeobject.lib")
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#endif
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Please note that /ZW can be specified on a file-by-file basis. To do this,
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right click on the file in Visual C++, click Properties, then change the
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setting through the dialog that comes up.
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*/
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#ifndef SDL_WINRT_METADATA_FILE_AVAILABLE
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#if !defined(__cplusplus) || !defined(__cplusplus_winrt)
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#error The C++ file that includes SDL_main.h must be compiled as C++ code with /ZW, otherwise build errors due to missing .winmd files can occur.
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#endif
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
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{
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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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} /* extern "C" */
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#endif
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/* Prevent MSVC++ from warning about threading models when defining our
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custom WinMain. The threading model will instead be set via a direct
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call to Windows::Foundation::Initialize (rather than via an attributed
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function).
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/* end of WinRT impl */
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#elif defined(__NGAGE__)
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To note, this warning (C4447) does not seem to come up unless this file
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is compiled with C++/CX enabled (via the /ZW compiler flag).
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*/
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#ifdef _MSC_VER
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#pragma warning(disable : 4447)
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/* Make sure the function to initialize the Windows Runtime gets linked in. */
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#pragma comment(lib, "runtimeobject.lib")
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#endif
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/* same typedef as in ngage SDKs e32def.h */
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typedef signed int TInt;
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/* TODO: if it turns out that this only works when built as C++,
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move __NGAGE__ into the C++ section in SDL_main.h */
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TInt E32Main()
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{
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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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extern "C" {
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#endif
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int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
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{
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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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} /* extern "C" */
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#endif
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/* end of __NGAGE__ impl */
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/* end of WinRT impl */
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#else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */
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#elif defined(SDL_PLATFORM_NGAGE)
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/* same typedef as in ngage SDKs e32def.h */
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typedef signed int TInt;
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/* TODO: if it turns out that this only works when built as C++,
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move SDL_PLATFORM_NGAGE into the C++ section in SDL_main.h */
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TInt E32Main()
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{
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return SDL_RunApp(0, NULL, SDL_main, NULL);
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}
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int main(int argc, char *argv[])
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{
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return SDL_RunApp(argc, argv, SDL_main, NULL);
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}
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/* end of SDL_PLATFORM_NGAGE impl */
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/* end of impls for standard-conforming platforms */
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#else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */
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int main(int argc, char *argv[])
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{
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return SDL_RunApp(argc, argv, SDL_main, NULL);
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}
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#endif /* __WIN32__ etc */
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/* end of impls for standard-conforming platforms */
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#endif /* !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD) */
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#endif /* SDL_PLATFORM_WIN32 etc */
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/* rename users main() function to SDL_main() so it can be called from the wrappers above */
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#define main SDL_main
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#endif /* !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD) */
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/* rename users main() function to SDL_main() so it can be called from the wrappers above */
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#define main SDL_main
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#endif /* SDL_MAIN_HANDLED */
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