Set SDL_MAIN_AVAILABLE for all platforms

This commit is contained in:
Sam Lantinga
2025-11-30 10:23:48 -08:00
parent 778f70c906
commit 1c46c8a3dc
2 changed files with 21 additions and 8 deletions

View File

@@ -21,9 +21,15 @@
#include "SDL_internal.h"
#include "SDL_main_callbacks.h"
/* Most platforms that use/need SDL_main have their own SDL_RunApp() implementation.
* If not, you can special case it here by appending || defined(__YOUR_PLATFORM__) */
#if ( !defined(SDL_MAIN_NEEDED) && !defined(SDL_MAIN_AVAILABLE) ) || defined(SDL_PLATFORM_ANDROID)
// Add your platform here if you define a custom SDL_RunApp() implementation
#if !defined(SDL_PLATFORM_WIN32) && \
!defined(SDL_PLATFORM_GDK) && \
!defined(SDL_PLATFORM_IOS) && \
!defined(SDL_PLATFORM_TVOS) && \
!defined(SDL_PLATFORM_EMSCRIPTEN) && \
!defined(SDL_PLATFORM_PSP) && \
!defined(SDL_PLATFORM_PS2) && \
!defined(SDL_PLATFORM_3DS)
int SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void * reserved)
{