mirror of
				https://github.com/libsdl-org/SDL.git
				synced 2025-10-26 12:27:44 +00:00 
			
		
		
		
	Switch header convention from #include "SDL.h" to #include <SDL3/SDLh>
				
					
				
			I ran this script in the include directory:
```sh
sed -i '' -e 's,#include "\(SDL.*\)",#include <SDL3/\1>,' *.h
```
I ran this script in the src directory:
```sh
for i in ../include/SDL3/SDL*.h
do hdr=$(basename $i)
   if [ x"$(echo $hdr | egrep 'SDL_main|SDL_name|SDL_test|SDL_syswm|SDL_opengl|SDL_egl|SDL_vulkan')" != x ]; then
        find . -type f -exec sed -i '' -e 's,#include "\('$hdr'\)",#include <SDL3/\1>,' {} \;
    else
        find . -type f -exec sed -i '' -e '/#include "'$hdr'"/d' {} \;
    fi
done
```
Fixes https://github.com/libsdl-org/SDL/issues/6575
			
			
This commit is contained in:
		
							
								
								
									
										273
									
								
								include/SDL3/SDL_main.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										273
									
								
								include/SDL3/SDL_main.h
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,273 @@ | ||||
| /* | ||||
|   Simple DirectMedia Layer | ||||
|   Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org> | ||||
|  | ||||
|   This software is provided 'as-is', without any express or implied | ||||
|   warranty.  In no event will the authors be held liable for any damages | ||||
|   arising from the use of this software. | ||||
|  | ||||
|   Permission is granted to anyone to use this software for any purpose, | ||||
|   including commercial applications, and to alter it and redistribute it | ||||
|   freely, subject to the following restrictions: | ||||
|  | ||||
|   1. The origin of this software must not be misrepresented; you must not | ||||
|      claim that you wrote the original software. If you use this software | ||||
|      in a product, an acknowledgment in the product documentation would be | ||||
|      appreciated but is not required. | ||||
|   2. Altered source versions must be plainly marked as such, and must not be | ||||
|      misrepresented as being the original software. | ||||
|   3. This notice may not be removed or altered from any source distribution. | ||||
| */ | ||||
|  | ||||
| #ifndef SDL_main_h_ | ||||
| #define SDL_main_h_ | ||||
|  | ||||
| #include <SDL3/SDL_stdinc.h> | ||||
|  | ||||
| /** | ||||
|  *  \file SDL_main.h | ||||
|  * | ||||
|  *  Redefine main() on some platforms so that it is called by SDL. | ||||
|  */ | ||||
|  | ||||
| #ifndef SDL_MAIN_HANDLED | ||||
| #if defined(__WIN32__) | ||||
| /* On Windows SDL provides WinMain(), which parses the command line and passes | ||||
|    the arguments to your main function. | ||||
|  | ||||
|    If you provide your own WinMain(), you may define SDL_MAIN_HANDLED | ||||
|  */ | ||||
| #define SDL_MAIN_AVAILABLE | ||||
|  | ||||
| #elif defined(__WINRT__) | ||||
| /* On WinRT, SDL provides a main function that initializes CoreApplication, | ||||
|    creating an instance of IFrameworkView in the process. | ||||
|  | ||||
|    Please note that #include'ing SDL_main.h is not enough to get a main() | ||||
|    function working.  In non-XAML apps, the file, | ||||
|    src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled | ||||
|    into the app itself.  In XAML apps, the function, SDL_WinRTRunApp must be | ||||
|    called, with a pointer to the Direct3D-hosted XAML control passed in. | ||||
| */ | ||||
| #define SDL_MAIN_NEEDED | ||||
|  | ||||
| #elif defined(__GDK__) | ||||
| /* On GDK, SDL provides a main function that initializes the game runtime. | ||||
|  | ||||
|    Please note that #include'ing SDL_main.h is not enough to get a main() | ||||
|    function working. You must either link against SDL3main or, if not possible, | ||||
|    call the SDL_GDKRunApp function from your entry point. | ||||
| */ | ||||
| #define SDL_MAIN_NEEDED | ||||
|  | ||||
| #elif defined(__IOS__) | ||||
| /* On iOS SDL provides a main function that creates an application delegate | ||||
|    and starts the iOS application run loop. | ||||
|  | ||||
|    If you link with SDL dynamically on iOS, the main function can't be in a | ||||
|    shared library, so you need to link with libSDLmain.a, which includes a | ||||
|    stub main function that calls into the shared library to start execution. | ||||
|  | ||||
|    See src/video/uikit/SDL_uikitappdelegate.m for more details. | ||||
|  */ | ||||
| #define SDL_MAIN_NEEDED | ||||
|  | ||||
| #elif defined(__ANDROID__) | ||||
| /* On Android SDL provides a Java class in SDLActivity.java that is the | ||||
|    main activity entry point. | ||||
|  | ||||
|    See docs/README-android.md for more details on extending that class. | ||||
|  */ | ||||
| #define SDL_MAIN_NEEDED | ||||
|  | ||||
| /* We need to export SDL_main so it can be launched from Java */ | ||||
| #define SDLMAIN_DECLSPEC    DECLSPEC | ||||
|  | ||||
| #elif defined(__PSP__) | ||||
| /* On PSP SDL provides a main function that sets the module info, | ||||
|    activates the GPU and starts the thread required to be able to exit | ||||
|    the software. | ||||
|  | ||||
|    If you provide this yourself, you may define SDL_MAIN_HANDLED | ||||
|  */ | ||||
| #define SDL_MAIN_AVAILABLE | ||||
|  | ||||
| #elif defined(__PS2__) | ||||
| #define SDL_MAIN_AVAILABLE | ||||
|  | ||||
| #define SDL_PS2_SKIP_IOP_RESET() \ | ||||
|    void reset_IOP(); \ | ||||
|    void reset_IOP() {} | ||||
|  | ||||
| #elif defined(__3DS__) | ||||
| /* | ||||
|   On N3DS, SDL provides a main function that sets up the screens | ||||
|   and storage. | ||||
|  | ||||
|   If you provide this yourself, you may define SDL_MAIN_HANDLED | ||||
| */ | ||||
| #define SDL_MAIN_AVAILABLE | ||||
|  | ||||
| #endif | ||||
| #endif /* SDL_MAIN_HANDLED */ | ||||
|  | ||||
| #ifndef SDLMAIN_DECLSPEC | ||||
| #define SDLMAIN_DECLSPEC | ||||
| #endif | ||||
|  | ||||
| /** | ||||
|  *  \file SDL_main.h | ||||
|  * | ||||
|  *  The application's main() function must be called with C linkage, | ||||
|  *  and should be declared like this: | ||||
|  *  \code | ||||
|  *  #ifdef __cplusplus | ||||
|  *  extern "C" | ||||
|  *  #endif | ||||
|  *  int main(int argc, char *argv[]) | ||||
|  *  { | ||||
|  *  } | ||||
|  *  \endcode | ||||
|  */ | ||||
|  | ||||
| #if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) | ||||
| #define main    SDL_main | ||||
| #endif | ||||
|  | ||||
| #include <SDL3/begin_code.h> | ||||
| #ifdef __cplusplus | ||||
| extern "C" { | ||||
| #endif | ||||
|  | ||||
| /** | ||||
|  *  The prototype for the application's main() function | ||||
|  */ | ||||
| typedef int (*SDL_main_func)(int argc, char *argv[]); | ||||
| extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]); | ||||
|  | ||||
|  | ||||
| /** | ||||
|  * Circumvent failure of SDL_Init() when not using SDL_main() as an entry | ||||
|  * point. | ||||
|  * | ||||
|  * This function is defined in SDL_main.h, along with the preprocessor rule to | ||||
|  * redefine main() as SDL_main(). Thus to ensure that your main() function | ||||
|  * will not be changed it is necessary to define SDL_MAIN_HANDLED before | ||||
|  * including SDL.h. | ||||
|  * | ||||
|  * \since This function is available since SDL 3.0.0. | ||||
|  * | ||||
|  * \sa SDL_Init | ||||
|  */ | ||||
| extern DECLSPEC void SDLCALL SDL_SetMainReady(void); | ||||
|  | ||||
| #if defined(__WIN32__) || defined(__GDK__) | ||||
|  | ||||
| /** | ||||
|  * Register a win32 window class for SDL's use. | ||||
|  * | ||||
|  * This can be called to set the application window class at startup. It is | ||||
|  * safe to call this multiple times, as long as every call is eventually | ||||
|  * paired with a call to SDL_UnregisterApp, but a second registration attempt | ||||
|  * while a previous registration is still active will be ignored, other than | ||||
|  * to increment a counter. | ||||
|  * | ||||
|  * Most applications do not need to, and should not, call this directly; SDL | ||||
|  * will call it when initializing the video subsystem. | ||||
|  * | ||||
|  * \param name the window class name, in UTF-8 encoding. If NULL, SDL | ||||
|  *             currently uses "SDL_app" but this isn't guaranteed. | ||||
|  * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL | ||||
|  *              currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of | ||||
|  *              what is specified here. | ||||
|  * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL | ||||
|  *              will use `GetModuleHandle(NULL)` instead. | ||||
|  * \returns 0 on success, -1 on error. SDL_GetError() may have details. | ||||
|  * | ||||
|  * \since This function is available since SDL 3.0.0. | ||||
|  */ | ||||
| extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); | ||||
|  | ||||
| /** | ||||
|  * Deregister the win32 window class from an SDL_RegisterApp call. | ||||
|  * | ||||
|  * This can be called to undo the effects of SDL_RegisterApp. | ||||
|  * | ||||
|  * Most applications do not need to, and should not, call this directly; SDL | ||||
|  * will call it when deinitializing the video subsystem. | ||||
|  * | ||||
|  * It is safe to call this multiple times, as long as every call is eventually | ||||
|  * paired with a prior call to SDL_RegisterApp. The window class will only be | ||||
|  * deregistered when the registration counter in SDL_RegisterApp decrements to | ||||
|  * zero through calls to this function. | ||||
|  * | ||||
|  * \since This function is available since SDL 3.0.0. | ||||
|  */ | ||||
| extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); | ||||
|  | ||||
| #endif /* defined(__WIN32__) || defined(__GDK__) */ | ||||
|  | ||||
|  | ||||
| #ifdef __WINRT__ | ||||
|  | ||||
| /** | ||||
|  * Initialize and launch an SDL/WinRT application. | ||||
|  * | ||||
|  * \param mainFunction the SDL app's C-style main(), an SDL_main_func | ||||
|  * \param reserved reserved for future use; should be NULL | ||||
|  * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve | ||||
|  *          more information on the failure. | ||||
|  * | ||||
|  * \since This function is available since SDL 2.0.3. | ||||
|  */ | ||||
| extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved); | ||||
|  | ||||
| #endif /* __WINRT__ */ | ||||
|  | ||||
| #if defined(__IOS__) | ||||
|  | ||||
| /** | ||||
|  * Initializes and launches an SDL application. | ||||
|  * | ||||
|  * \param argc The argc parameter from the application's main() function | ||||
|  * \param argv The argv parameter from the application's main() function | ||||
|  * \param mainFunction The SDL app's C-style main(), an SDL_main_func | ||||
|  * \return the return value from mainFunction | ||||
|  * | ||||
|  * \since This function is available since SDL 3.0.0. | ||||
|  */ | ||||
| extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction); | ||||
|  | ||||
| #endif /* __IOS__ */ | ||||
|  | ||||
| #ifdef __GDK__ | ||||
|  | ||||
| /** | ||||
|  * Initialize and launch an SDL GDK application. | ||||
|  * | ||||
|  * \param mainFunction the SDL app's C-style main(), an SDL_main_func | ||||
|  * \param reserved reserved for future use; should be NULL | ||||
|  * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve | ||||
|  *          more information on the failure. | ||||
|  * | ||||
|  * \since This function is available since SDL 3.0.0. | ||||
|  */ | ||||
| extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved); | ||||
|  | ||||
| /** | ||||
|  * Callback from the application to let the suspend continue. | ||||
|  * | ||||
|  * \since This function is available since SDL 3.0.0. | ||||
|  */ | ||||
| extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void); | ||||
|  | ||||
| #endif /* __GDK__ */ | ||||
|  | ||||
| #ifdef __cplusplus | ||||
| } | ||||
| #endif | ||||
| #include <SDL3/close_code.h> | ||||
|  | ||||
| #endif /* SDL_main_h_ */ | ||||
|  | ||||
| /* vi: set ts=4 sw=4 expandtab: */ | ||||
		Reference in New Issue
	
	Block a user
	 Sam Lantinga
					Sam Lantinga