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1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2025 Sam Lantinga <[email protected]> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20*/ 21 22/** 23 * # CategoryMain 24 * 25 * Redefine main() if necessary so that it is called by SDL. 26 * 27 * In order to make this consistent on all platforms, the application's main() 28 * should look like this: 29 * 30 * ```c 31 * #include <SDL3/SDL.h> 32 * #include <SDL3/SDL_main.h> 33 * 34 * int main(int argc, char *argv[]) 35 * { 36 * } 37 * ``` 38 * 39 * SDL will take care of platform specific details on how it gets called. 40 * 41 * This is also where an app can be configured to use the main callbacks, via 42 * the SDL_MAIN_USE_CALLBACKS macro. 43 * 44 * SDL_main.h is a "single-header library," which is to say that including 45 * this header inserts code into your program, and you should only include it 46 * once in most cases. SDL.h does not include this header automatically. 47 * 48 * For more information, see: 49 * 50 * https://wiki.libsdl.org/SDL3/README-main-functions 51 */ 52 53#ifndef SDL_main_h_ 54#define SDL_main_h_ 55 56#include <SDL3/SDL_platform_defines.h> 57#include <SDL3/SDL_stdinc.h> 58#include <SDL3/SDL_error.h> 59#include <SDL3/SDL_events.h> 60 61#ifdef SDL_WIKI_DOCUMENTATION_SECTION 62 63/** 64 * Inform SDL that the app is providing an entry point instead of SDL. 65 * 66 * SDL does not define this macro, but will check if it is defined when 67 * including `SDL_main.h`. If defined, SDL will expect the app to provide the 68 * proper entry point for the platform, and all the other magic details 69 * needed, like manually calling SDL_SetMainReady. 70 * 71 * Please see [README-main-functions](README-main-functions), (or 72 * docs/README-main-functions.md in the source tree) for a more detailed 73 * explanation. 74 * 75 * \since This macro is used by the headers since SDL 3.2.0. 76 */ 77#define SDL_MAIN_HANDLED 1 78 79/** 80 * Inform SDL to use the main callbacks instead of main. 81 * 82 * SDL does not define this macro, but will check if it is defined when 83 * including `SDL_main.h`. If defined, SDL will expect the app to provide 84 * several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and 85 * SDL_AppQuit. The app should not provide a `main` function in this case, and 86 * doing so will likely cause the build to fail. 87 * 88 * Please see [README-main-functions](README-main-functions), (or 89 * docs/README-main-functions.md in the source tree) for a more detailed 90 * explanation. 91 * 92 * \since This macro is used by the headers since SDL 3.2.0. 93 * 94 * \sa SDL_AppInit 95 * \sa SDL_AppEvent 96 * \sa SDL_AppIterate 97 * \sa SDL_AppQuit 98 */ 99#define SDL_MAIN_USE_CALLBACKS 1 100 101/** 102 * Defined if the target platform offers a special mainline through SDL. 103 * 104 * This won't be defined otherwise. If defined, SDL's headers will redefine 105 * `main` to `SDL_main`. 106 * 107 * This macro is defined by `SDL_main.h`, which is not automatically included 108 * by `SDL.h`. 109 * 110 * Even if available, an app can define SDL_MAIN_HANDLED and provide their 111 * own, if they know what they're doing. 112 * 113 * This macro is used internally by SDL, and apps probably shouldn't rely on 114 * it. 115 * 116 * \since This macro is available since SDL 3.2.0. 117 */ 118#define SDL_MAIN_AVAILABLE 119 120/** 121 * Defined if the target platform _requires_ a special mainline through SDL. 122 * 123 * This won't be defined otherwise. If defined, SDL's headers will redefine 124 * `main` to `SDL_main`. 125 * 126 * This macro is defined by `SDL_main.h`, which is not automatically included 127 * by `SDL.h`. 128 * 129 * Even if required, an app can define SDL_MAIN_HANDLED and provide their own, 130 * if they know what they're doing. 131 * 132 * This macro is used internally by SDL, and apps probably shouldn't rely on 133 * it. 134 * 135 * \since This macro is available since SDL 3.2.0. 136 */ 137#define SDL_MAIN_NEEDED 138 139#endif 140 141#if defined(__has_include) 142 #if __has_include("SDL_main_private.h") && __has_include("SDL_main_impl_private.h") 143 #define SDL_PLATFORM_PRIVATE_MAIN 144 #endif 145#endif 146 147#ifndef SDL_MAIN_HANDLED 148 #if defined(SDL_PLATFORM_PRIVATE_MAIN) 149 /* Private platforms may have their own ideas about entry points. */ 150 #include "SDL_main_private.h" 151 152 #elif defined(SDL_PLATFORM_WIN32) 153 /* On Windows SDL provides WinMain(), which parses the command line and passes 154 the arguments to your main function. 155 156 If you provide your own WinMain(), you may define SDL_MAIN_HANDLED 157 */ 158 #define SDL_MAIN_AVAILABLE 159 160 #elif defined(SDL_PLATFORM_GDK) 161 /* On GDK, SDL provides a main function that initializes the game runtime. 162 163 If you prefer to write your own WinMain-function instead of having SDL 164 provide one that calls your main() function, 165 #define SDL_MAIN_HANDLED before #include'ing SDL_main.h 166 and call the SDL_RunApp function from your entry point. 167 */ 168 #define SDL_MAIN_NEEDED 169 170 #elif defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS) 171 /* On iOS and tvOS SDL provides a main function that creates an application delegate and starts the application run loop. 172 173 To use it, just #include <SDL3/SDL_main.h> in the source file that contains your main() function. 174 175 See src/video/uikit/SDL_uikitappdelegate.m for more details. 176 */ 177 #define SDL_MAIN_NEEDED 178 179 #elif defined(SDL_PLATFORM_ANDROID) 180 /* On Android SDL provides a Java class in SDLActivity.java that is the 181 main activity entry point. 182 183 See docs/README-android.md for more details on extending that class. 184 */ 185 #define SDL_MAIN_NEEDED 186 187 /* As this is launched from Java, the real entry point (main() function) 188 is outside of the the binary built from this code. 189 This define makes sure that, unlike on other platforms, SDL_main.h 190 and SDL_main_impl.h export an `SDL_main()` function (to be called 191 from Java), but don't implement a native `int main(int argc, char* argv[])` 192 or similar. 193 */ 194 #define SDL_MAIN_EXPORTED 195 196 #elif defined(SDL_PLATFORM_EMSCRIPTEN) 197 /* On Emscripten, SDL provides a main function that converts URL 198 parameters that start with "SDL_" to environment variables, so 199 they can be used as SDL hints, etc. 200 201 This is 100% optional, so if you don't want this to happen, you may 202 define SDL_MAIN_HANDLED 203 */ 204 #define SDL_MAIN_AVAILABLE 205 206 #elif defined(SDL_PLATFORM_PSP) 207 /* On PSP SDL provides a main function that sets the module info, 208 activates the GPU and starts the thread required to be able to exit 209 the software. 210 211 If you provide this yourself, you may define SDL_MAIN_HANDLED 212 */ 213 #define SDL_MAIN_AVAILABLE 214 215 #elif defined(SDL_PLATFORM_PS2) 216 #define SDL_MAIN_AVAILABLE 217 218 #define SDL_PS2_SKIP_IOP_RESET() \ 219 void reset_IOP(); \ 220 void reset_IOP() {} 221 222 #elif defined(SDL_PLATFORM_3DS) 223 /* 224 On N3DS, SDL provides a main function that sets up the screens 225 and storage. 226 227 If you provide this yourself, you may define SDL_MAIN_HANDLED 228 */ 229 #define SDL_MAIN_AVAILABLE 230 231 #endif 232#endif /* SDL_MAIN_HANDLED */ 233 234 235#ifdef SDL_WIKI_DOCUMENTATION_SECTION 236 237/** 238 * A macro to tag a main entry point function as exported. 239 * 240 * Most platforms don't need this, and the macro will be defined to nothing. 241 * Some, like Android, keep the entry points in a shared library and need to 242 * explicitly export the symbols. 243 * 244 * External code rarely needs this, and if it needs something, it's almost 245 * always SDL_DECLSPEC instead. 246 * 247 * \since This macro is available since SDL 3.2.0. 248 * 249 * \sa SDL_DECLSPEC 250 */ 251#define SDLMAIN_DECLSPEC 252 253#elif defined(SDL_MAIN_EXPORTED) 254/* We need to export SDL_main so it can be launched from external code, 255 like SDLActivity.java on Android */ 256#define SDLMAIN_DECLSPEC SDL_DECLSPEC 257#else 258/* usually this is empty */ 259#define SDLMAIN_DECLSPEC 260#endif /* SDL_MAIN_EXPORTED */ 261 262#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS) 263#define main SDL_main 264#endif 265 266#include <SDL3/SDL_init.h> 267#include <SDL3/SDL_begin_code.h> 268#ifdef __cplusplus 269extern "C" { 270#endif 271 272/* 273 * You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including 274 * SDL_main.h, and then your application will _not_ have a standard 275 * "main" entry point. Instead, it will operate as a collection of 276 * functions that are called as necessary by the system. On some 277 * platforms, this is just a layer where SDL drives your program 278 * instead of your program driving SDL, on other platforms this might 279 * hook into the OS to manage the lifecycle. Programs on most platforms 280 * can use whichever approach they prefer, but the decision boils down 281 * to: 282 * 283 * - Using a standard "main" function: this works like it always has for 284 * the past 50+ years in C programming, and your app is in control. 285 * - Using the callback functions: this might clean up some code, 286 * avoid some #ifdef blocks in your program for some platforms, be more 287 * resource-friendly to the system, and possibly be the primary way to 288 * access some future platforms (but none require this at the moment). 289 * 290 * This is up to the app; both approaches are considered valid and supported 291 * ways to write SDL apps. 292 * 293 * If using the callbacks, don't define a "main" function. Instead, implement 294 * the functions listed below in your program. 295 */ 296#ifdef SDL_MAIN_USE_CALLBACKS 297 298/** 299 * App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps. 300 * 301 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a 302 * standard "main" function, you should not supply this. 303 * 304 * This function is called by SDL once, at startup. The function should 305 * initialize whatever is necessary, possibly create windows and open audio 306 * devices, etc. The `argc` and `argv` parameters work like they would with a 307 * standard "main" function. 308 * 309 * This function should not go into an infinite mainloop; it should do any 310 * one-time setup it requires and then return. 311 * 312 * The app may optionally assign a pointer to `*appstate`. This pointer will 313 * be provided on every future call to the other entry points, to allow 314 * application state to be preserved between functions without the app needing 315 * to use a global variable. If this isn't set, the pointer will be NULL in 316 * future entry points. 317 * 318 * If this function returns SDL_APP_CONTINUE, the app will proceed to normal 319 * operation, and will begin receiving repeated calls to SDL_AppIterate and 320 * SDL_AppEvent for the life of the program. If this function returns 321 * SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with 322 * an exit code that reports an error to the platform. If it returns 323 * SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code 324 * that reports success to the platform. 325 * 326 * This function is called by SDL on the main thread. 327 * 328 * \param appstate a place where the app can optionally store a pointer for 329 * future use. 330 * \param argc the standard ANSI C main's argc; number of elements in `argv`. 331 * \param argv the standard ANSI C main's argv; array of command line 332 * arguments. 333 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to 334 * terminate with success, SDL_APP_CONTINUE to continue. 335 * 336 * \since This function is available since SDL 3.2.0. 337 * 338 * \sa SDL_AppIterate 339 * \sa SDL_AppEvent 340 * \sa SDL_AppQuit 341 */ 342extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]); 343 344/** 345 * App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps. 346 * 347 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a 348 * standard "main" function, you should not supply this. 349 * 350 * This function is called repeatedly by SDL after SDL_AppInit returns 351 * SDL_APP_CONTINUE. The function should operate as a single iteration the 352 * program's primary loop; it should update whatever state it needs and draw a 353 * new frame of video, usually. 354 * 355 * On some platforms, this function will be called at the refresh rate of the 356 * display (which might change during the life of your app!). There are no 357 * promises made about what frequency this function might run at. You should 358 * use SDL's timer functions if you need to see how much time has passed since 359 * the last iteration. 360 * 361 * There is no need to process the SDL event queue during this function; SDL 362 * will send events as they arrive in SDL_AppEvent, and in most cases the 363 * event queue will be empty when this function runs anyhow. 364 * 365 * This function should not go into an infinite mainloop; it should do one 366 * iteration of whatever the program does and return. 367 * 368 * The `appstate` parameter is an optional pointer provided by the app during 369 * SDL_AppInit(). If the app never provided a pointer, this will be NULL. 370 * 371 * If this function returns SDL_APP_CONTINUE, the app will continue normal 372 * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for 373 * the life of the program. If this function returns SDL_APP_FAILURE, SDL will 374 * call SDL_AppQuit and terminate the process with an exit code that reports 375 * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls 376 * SDL_AppQuit and terminates with an exit code that reports success to the 377 * platform. 378 * 379 * This function is called by SDL on the main thread. 380 * 381 * \param appstate an optional pointer, provided by the app in SDL_AppInit. 382 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to 383 * terminate with success, SDL_APP_CONTINUE to continue. 384 * 385 * \threadsafety This function may get called concurrently with SDL_AppEvent() 386 * for events not pushed on the main thread. 387 * 388 * \since This function is available since SDL 3.2.0. 389 * 390 * \sa SDL_AppInit 391 * \sa SDL_AppEvent 392 */ 393extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppIterate(void *appstate); 394 395/** 396 * App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps. 397 * 398 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a 399 * standard "main" function, you should not supply this. 400 * 401 * This function is called as needed by SDL after SDL_AppInit returns 402 * SDL_APP_CONTINUE. It is called once for each new event. 403 * 404 * There is (currently) no guarantee about what thread this will be called 405 * from; whatever thread pushes an event onto SDL's queue will trigger this 406 * function. SDL is responsible for pumping the event queue between each call 407 * to SDL_AppIterate, so in normal operation one should only get events in a 408 * serial fashion, but be careful if you have a thread that explicitly calls 409 * SDL_PushEvent. SDL itself will push events to the queue on the main thread. 410 * 411 * Events sent to this function are not owned by the app; if you need to save 412 * the data, you should copy it. 413 * 414 * This function should not go into an infinite mainloop; it should handle the 415 * provided event appropriately and return. 416 * 417 * The `appstate` parameter is an optional pointer provided by the app during 418 * SDL_AppInit(). If the app never provided a pointer, this will be NULL. 419 * 420 * If this function returns SDL_APP_CONTINUE, the app will continue normal 421 * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for 422 * the life of the program. If this function returns SDL_APP_FAILURE, SDL will 423 * call SDL_AppQuit and terminate the process with an exit code that reports 424 * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls 425 * SDL_AppQuit and terminates with an exit code that reports success to the 426 * platform. 427 * 428 * \param appstate an optional pointer, provided by the app in SDL_AppInit. 429 * \param event the new event for the app to examine. 430 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to 431 * terminate with success, SDL_APP_CONTINUE to continue. 432 * 433 * \threadsafety This function may get called concurrently with 434 * SDL_AppIterate() or SDL_AppQuit() for events not pushed from 435 * the main thread. 436 * 437 * \since This function is available since SDL 3.2.0. 438 * 439 * \sa SDL_AppInit 440 * \sa SDL_AppIterate 441 */ 442extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event); 443 444/** 445 * App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps. 446 * 447 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a 448 * standard "main" function, you should not supply this. 449 * 450 * This function is called once by SDL before terminating the program. 451 * 452 * This function will be called in all cases, even if SDL_AppInit requests 453 * termination at startup. 454 * 455 * This function should not go into an infinite mainloop; it should 456 * deinitialize any resources necessary, perform whatever shutdown activities, 457 * and return. 458 * 459 * You do not need to call SDL_Quit() in this function, as SDL will call it 460 * after this function returns and before the process terminates, but it is 461 * safe to do so. 462 * 463 * The `appstate` parameter is an optional pointer provided by the app during 464 * SDL_AppInit(). If the app never provided a pointer, this will be NULL. This 465 * function call is the last time this pointer will be provided, so any 466 * resources to it should be cleaned up here. 467 * 468 * This function is called by SDL on the main thread. 469 * 470 * \param appstate an optional pointer, provided by the app in SDL_AppInit. 471 * \param result the result code that terminated the app (success or failure). 472 * 473 * \threadsafety SDL_AppEvent() may get called concurrently with this function 474 * if other threads that push events are still active. 475 * 476 * \since This function is available since SDL 3.2.0. 477 * 478 * \sa SDL_AppInit 479 */ 480extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate, SDL_AppResult result); 481 482#endif /* SDL_MAIN_USE_CALLBACKS */ 483 484 485/** 486 * The prototype for the application's main() function 487 * 488 * \param argc an ANSI-C style main function's argc. 489 * \param argv an ANSI-C style main function's argv. 490 * \returns an ANSI-C main return code; generally 0 is considered successful 491 * program completion, and small non-zero values are considered 492 * errors. 493 * 494 * \since This datatype is available since SDL 3.2.0. 495 */ 496typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]); 497 498/** 499 * An app-supplied function for program entry. 500 * 501 * Apps do not directly create this function; they should create a standard 502 * ANSI-C `main` function instead. If SDL needs to insert some startup code 503 * before `main` runs, or the platform doesn't actually _use_ a function 504 * called "main", SDL will do some macro magic to redefine `main` to 505 * `SDL_main` and provide its own `main`. 506 * 507 * Apps should include `SDL_main.h` in the same file as their `main` function, 508 * and they should not use that symbol for anything else in that file, as it 509 * might get redefined. 510 * 511 * This function is only provided by the app if it isn't using 512 * SDL_MAIN_USE_CALLBACKS. 513 * 514 * Program startup is a surprisingly complex topic. Please see 515 * [README-main-functions](README-main-functions), (or 516 * docs/README-main-functions.md in the source tree) for a more detailed 517 * explanation. 518 * 519 * \param argc an ANSI-C style main function's argc. 520 * \param argv an ANSI-C style main function's argv. 521 * \returns an ANSI-C main return code; generally 0 is considered successful 522 * program completion, and small non-zero values are considered 523 * errors. 524 * 525 * \threadsafety This is the program entry point. 526 * 527 * \since This function is available since SDL 3.2.0. 528 */ 529extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]); 530 531/** 532 * Circumvent failure of SDL_Init() when not using SDL_main() as an entry 533 * point. 534 * 535 * This function is defined in SDL_main.h, along with the preprocessor rule to 536 * redefine main() as SDL_main(). Thus to ensure that your main() function 537 * will not be changed it is necessary to define SDL_MAIN_HANDLED before 538 * including SDL.h. 539 * 540 * \since This function is available since SDL 3.2.0. 541 * 542 * \sa SDL_Init 543 */ 544extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void); 545 546/** 547 * Initializes and launches an SDL application, by doing platform-specific 548 * initialization before calling your mainFunction and cleanups after it 549 * returns, if that is needed for a specific platform, otherwise it just calls 550 * mainFunction. 551 * 552 * You can use this if you want to use your own main() implementation without 553 * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do 554 * *not* need SDL_SetMainReady(). 555 * 556 * If `argv` is NULL, SDL will provide command line arguments, either by 557 * querying the OS for them if possible, or supplying a filler array if not. 558 * 559 * \param argc the argc parameter from the application's main() function, or 0 560 * if the platform's main-equivalent has no argc. 561 * \param argv the argv parameter from the application's main() function, or 562 * NULL if the platform's main-equivalent has no argv. 563 * \param mainFunction your SDL app's C-style main(). NOT the function you're 564 * calling this from! Its name doesn't matter; it doesn't 565 * literally have to be `main`. 566 * \param reserved should be NULL (reserved for future use, will probably be 567 * platform-specific then). 568 * \returns the return value from mainFunction: 0 on success, otherwise 569 * failure; SDL_GetError() might have more information on the 570 * failure. 571 * 572 * \threadsafety Generally this is called once, near startup, from the 573 * process's initial thread. 574 * 575 * \since This function is available since SDL 3.2.0. 576 */ 577extern SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void *reserved); 578 579/** 580 * An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS. 581 * 582 * Generally, you should not call this function directly. This only exists to 583 * hand off work into SDL as soon as possible, where it has a lot more control 584 * and functionality available, and make the inline code in SDL_main.h as 585 * small as possible. 586 * 587 * Not all platforms use this, it's actual use is hidden in a magic 588 * header-only library, and you should not call this directly unless you 589 * _really_ know what you're doing. 590 * 591 * \param argc standard Unix main argc. 592 * \param argv standard Unix main argv. 593 * \param appinit the application's SDL_AppInit function. 594 * \param appiter the application's SDL_AppIterate function. 595 * \param appevent the application's SDL_AppEvent function. 596 * \param appquit the application's SDL_AppQuit function. 597 * \returns standard Unix main return value. 598 * 599 * \threadsafety It is not safe to call this anywhere except as the only 600 * function call in SDL_main. 601 * 602 * \since This function is available since SDL 3.2.0. 603 */ 604extern SDL_DECLSPEC int SDLCALL SDL_EnterAppMainCallbacks(int argc, char *argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit); 605 606 607#if defined(SDL_PLATFORM_WINDOWS) 608 609/** 610 * Register a win32 window class for SDL's use. 611 * 612 * This can be called to set the application window class at startup. It is 613 * safe to call this multiple times, as long as every call is eventually 614 * paired with a call to SDL_UnregisterApp, but a second registration attempt 615 * while a previous registration is still active will be ignored, other than 616 * to increment a counter. 617 * 618 * Most applications do not need to, and should not, call this directly; SDL 619 * will call it when initializing the video subsystem. 620 * 621 * If `name` is NULL, SDL currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` for 622 * the style, regardless of what is specified here. 623 * 624 * \param name the window class name, in UTF-8 encoding. If NULL, SDL 625 * currently uses "SDL_app" but this isn't guaranteed. 626 * \param style the value to use in WNDCLASSEX::style. 627 * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL 628 * will use `GetModuleHandle(NULL)` instead. 629 * \returns true on success or false on failure; call SDL_GetError() for more 630 * information. 631 * 632 * \since This function is available since SDL 3.2.0. 633 */ 634extern SDL_DECLSPEC bool SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); 635 636/** 637 * Deregister the win32 window class from an SDL_RegisterApp call. 638 * 639 * This can be called to undo the effects of SDL_RegisterApp. 640 * 641 * Most applications do not need to, and should not, call this directly; SDL 642 * will call it when deinitializing the video subsystem. 643 * 644 * It is safe to call this multiple times, as long as every call is eventually 645 * paired with a prior call to SDL_RegisterApp. The window class will only be 646 * deregistered when the registration counter in SDL_RegisterApp decrements to 647 * zero through calls to this function. 648 * 649 * \since This function is available since SDL 3.2.0. 650 */ 651extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void); 652 653#endif /* defined(SDL_PLATFORM_WINDOWS) */ 654 655/** 656 * Callback from the application to let the suspend continue. 657 * 658 * This function is only needed for Xbox GDK support; all other platforms will 659 * do nothing and set an "unsupported" error message. 660 * 661 * \since This function is available since SDL 3.2.0. 662 */ 663extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void); 664 665#ifdef __cplusplus 666} 667#endif 668 669#include <SDL3/SDL_close_code.h> 670 671#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL) 672 /* include header-only SDL_main implementations */ 673 #if defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) 674 /* platforms which main (-equivalent) can be implemented in plain C */ 675 #include <SDL3/SDL_main_impl.h> 676 #endif 677#endif 678 679#endif /* SDL_main_h_ */ 680
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