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Set SDL_MAIN_AVAILABLE for all platforms
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@@ -167,12 +167,10 @@
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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) || defined(SDL_PLATFORM_TVOS)
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/* On iOS and tvOS SDL provides a main function that creates an application delegate and starts the 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 <SDL3/SDL_main.h> in the source file that contains your main() function.
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See src/video/uikit/SDL_uikitappdelegate.m for more details.
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*/
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@@ -230,6 +228,15 @@
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*/
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#define SDL_MAIN_AVAILABLE
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#else
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/*
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This platform SDL provides a main function that sets up the main
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thread and calls your main function.
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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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#endif
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#endif /* SDL_MAIN_HANDLED */
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@@ -21,9 +21,15 @@
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#include "SDL_internal.h"
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#include "SDL_main_callbacks.h"
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/* Most platforms that use/need SDL_main have their own SDL_RunApp() implementation.
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* If not, you can special case it here by appending || defined(__YOUR_PLATFORM__) */
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#if ( !defined(SDL_MAIN_NEEDED) && !defined(SDL_MAIN_AVAILABLE) ) || defined(SDL_PLATFORM_ANDROID)
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// Add your platform here if you define a custom SDL_RunApp() implementation
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#if !defined(SDL_PLATFORM_WIN32) && \
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!defined(SDL_PLATFORM_GDK) && \
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!defined(SDL_PLATFORM_IOS) && \
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!defined(SDL_PLATFORM_TVOS) && \
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!defined(SDL_PLATFORM_EMSCRIPTEN) && \
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!defined(SDL_PLATFORM_PSP) && \
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!defined(SDL_PLATFORM_PS2) && \
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!defined(SDL_PLATFORM_3DS)
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int SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void * reserved)
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{
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