main: Indented SDL_main headers for readability, removed SDL2 compat macros.
Specifically, SDL_WinRTRunApp, SDL_UIKitRunApp, and SDL_GDKRunApp macros were removed, as likely unnecessary to SDL3 users. A note was added to the migration doc about how to roll replacements. These are not going into SDL_oldnames.h. Fixes #8245.
This commit is contained in:
@@ -41,94 +41,93 @@
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*/
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#ifndef SDL_MAIN_HANDLED
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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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#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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If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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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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#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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Ideally, #include'ing SDL_main.h is enough to get a main() function working.
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However, that requires the source file your main() is in to be compiled
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as C++ *and* with the /ZW compiler flag. If that's not feasible, add an
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otherwise empty .cpp file that only contains `#include <SDL3/SDL_main.h>`
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and build that with /ZW (still include SDL_main.h in your other file with main()!).
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In XAML apps, instead the function SDL_RunApp() must be called with a pointer
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to the Direct3D-hosted XAML control passed in as the "reserved" argument.
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*/
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#define SDL_MAIN_NEEDED
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Ideally, #include'ing SDL_main.h is enough to get a main() function working.
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However, that requires the source file your main() is in to be compiled
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as C++ *and* with the /ZW compiler flag. If that's not feasible, add an
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otherwise empty .cpp file that only contains `#include <SDL3/SDL_main.h>`
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and build that with /ZW (still include SDL_main.h in your other file with main()!).
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In XAML apps, instead the function SDL_RunApp() must be called with a pointer
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to the Direct3D-hosted XAML control passed in as the "reserved" argument.
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*/
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#define SDL_MAIN_NEEDED
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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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#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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provide one that calls your main() function,
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#define SDL_MAIN_HANDLED before #include'ing SDL_main.h
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and call the SDL_RunApp function from your entry point.
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*/
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#define SDL_MAIN_NEEDED
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If you prefer to write your own WinMain-function instead of having SDL
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provide one that calls your main() function,
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#define SDL_MAIN_HANDLED before #include'ing SDL_main.h
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and call the SDL_RunApp function from your entry point.
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*/
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#define SDL_MAIN_NEEDED
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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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#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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To use it, just #include SDL_main.h in the source file that contains your
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main() function.
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To use it, just #include SDL_main.h in the source file that contains your
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main() function.
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See src/video/uikit/SDL_uikitappdelegate.m for more details.
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*/
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#define SDL_MAIN_NEEDED
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See src/video/uikit/SDL_uikitappdelegate.m for more details.
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*/
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#define SDL_MAIN_NEEDED
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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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#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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See docs/README-android.md for more details on extending that class.
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*/
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#define SDL_MAIN_NEEDED
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See docs/README-android.md for more details on extending that class.
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*/
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#define SDL_MAIN_NEEDED
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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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/* 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(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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#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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If you provide this yourself, you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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If you provide this yourself, you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(SDL_PLATFORM_PS2)
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#define SDL_MAIN_AVAILABLE
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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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#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(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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#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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If you provide this yourself, you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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If you provide this yourself, you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(SDL_PLATFORM_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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main implementation, but wasn't mentioned in SDL_main.h
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*/
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#define SDL_MAIN_AVAILABLE
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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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main implementation, but wasn't mentioned in SDL_main.h
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*/
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#define SDL_MAIN_AVAILABLE
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#endif
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#endif
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#endif /* SDL_MAIN_HANDLED */
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#ifndef SDLMAIN_DECLSPEC
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@@ -151,7 +150,7 @@
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*/
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#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
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#define main SDL_main
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#define main SDL_main
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#endif
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#include <SDL3/SDL_begin_code.h>
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@@ -470,26 +469,8 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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#endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK) */
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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 /* SDL_PLATFORM_WINRT */
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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 /* SDL_PLATFORM_IOS */
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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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/**
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* Callback from the application to let the suspend continue.
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*
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@@ -506,31 +487,29 @@ extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
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#include <SDL3/SDL_close_code.h>
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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(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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/* include header-only SDL_main implementations */
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#if defined(SDL_MAIN_USE_CALLBACKS) \
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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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/* 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(SDL_PLATFORM_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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#else
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/* Note: to get rid of the following warning, you can #define SDL_MAIN_NOIMPL before including SDL_main.h
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* in your C sourcefile that contains the standard main. Do *not* use SDL_MAIN_HANDLED for that, then SDL_main won't find your main()!
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*/
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#ifdef _MSC_VER
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#pragma message("Note: Your platform needs the SDL_main implementation in a C++ source file. You can keep your main() in plain C (then continue including SDL_main.h there!) and create a fresh .cpp file that only contains #include <SDL3/SDL_main.h>")
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#elif defined(__GNUC__) /* gcc, clang, mingw and compatible are matched by this and have #warning */
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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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#ifdef __cplusplus
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#include <SDL3/SDL_main_impl.h>
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#else
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/* Note: to get rid of the following warning, you can #define SDL_MAIN_NOIMPL before including SDL_main.h
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* in your C sourcefile that contains the standard main. Do *not* use SDL_MAIN_HANDLED for that, then SDL_main won't find your main()!
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*/
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#ifdef _MSC_VER
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#pragma message("Note: Your platform needs the SDL_main implementation in a C++ source file. You can keep your main() in plain C (then continue including SDL_main.h there!) and create a fresh .cpp file that only contains #include <SDL3/SDL_main.h>")
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#elif defined(__GNUC__) /* gcc, clang, mingw and compatible are matched by this and have #warning */
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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 /* C++ platforms like SDL_PLATFORM_WINRT etc */
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#endif /* SDL_MAIN_HANDLED */
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#endif /* C++ platforms like SDL_PLATFORM_WINRT etc */
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#endif
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#endif /* SDL_main_h_ */
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