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	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.
		
			
				
	
	
		
			216 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			216 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SDL_main_impl_h_
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#define SDL_main_impl_h_
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#ifndef SDL_main_h_
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#error "This header should not be included directly, but only via SDL_main.h!"
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#endif
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/* if someone wants to include SDL_main.h but doesn't want the main handing magic,
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   (maybe to call SDL_RegisterApp()) they can #define SDL_MAIN_HANDLED first
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   SDL_MAIN_NOIMPL is for SDL-internal usage (only affects implementation,
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   not definition of SDL_MAIN_AVAILABLE etc in SDL_main.h) and if the user wants
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   to have the SDL_main implementation (from this header) in another source file
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   than their main() function, for example if SDL_main requires C++
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   and main() is implemented in plain C */
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#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
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    /* the implementations below must be able to use the implement real main(), nothing renamed
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       (the user's main() will be renamed to SDL_main so it can be called from here) */
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    #ifdef main
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        #undef main
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    #endif
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    #ifdef SDL_MAIN_USE_CALLBACKS
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        #if 0
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            /* currently there are no platforms that _need_ a magic entry point here
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               for callbacks, but if one shows up, implement it here. */
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        #else /* use a standard SDL_main, which the app SHOULD NOT ALSO SUPPLY. */
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            /* this define makes the normal SDL_main entry point stuff work...we just provide SDL_main() instead of the app. */
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            #define SDL_MAIN_CALLBACK_STANDARD 1
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            int SDL_main(int argc, char **argv)
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            {
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                return SDL_EnterAppMainCallbacks(argc, argv, SDL_AppInit, SDL_AppIterate, SDL_AppEvent, SDL_AppQuit);
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            }
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        #endif  /* platform-specific tests */
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    #endif  /* SDL_MAIN_USE_CALLBACKS */
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    /* set up the usual SDL_main stuff if we're not using callbacks or if we are but need the normal entry point. */
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    #if !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD)
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        #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK)
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            /* these defines/typedefs are needed for the WinMain() definition */
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            #ifndef WINAPI
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                #define WINAPI __stdcall
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            #endif
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            typedef struct HINSTANCE__ * HINSTANCE;
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            typedef char* LPSTR;
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            typedef wchar_t* PWSTR;
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            /* The VC++ compiler needs main/wmain defined, but not for GDK */
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            #if defined(_MSC_VER) && !defined(SDL_PLATFORM_GDK)
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                /* This is where execution begins [console apps] */
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                #if defined( UNICODE ) && UNICODE
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                    int wmain(int argc, wchar_t *wargv[], wchar_t *wenvp)
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                    {
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                        (void)argc;
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                        (void)wargv;
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                        (void)wenvp;
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                        return SDL_RunApp(0, NULL, SDL_main, NULL);
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                    }
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                #else /* ANSI */
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                    int main(int argc, char *argv[])
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                    {
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                        (void)argc;
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                        (void)argv;
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                        return SDL_RunApp(0, NULL, SDL_main, NULL);
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                    }
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                #endif /* UNICODE */
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            #endif /* _MSC_VER && ! SDL_PLATFORM_GDK */
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            /* This is where execution begins [windowed apps and GDK] */
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            #ifdef __cplusplus
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            extern "C" {
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            #endif
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            #if defined( UNICODE ) && UNICODE
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            int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE hPrev, PWSTR szCmdLine, int sw)
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            #else /* ANSI */
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            int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
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            #endif
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            {
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                (void)hInst;
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                (void)hPrev;
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                (void)szCmdLine;
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                (void)sw;
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                return SDL_RunApp(0, NULL, SDL_main, NULL);
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            }
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            #ifdef __cplusplus
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            } /* extern "C" */
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            #endif
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            /* end of SDL_PLATFORM_WIN32 and SDL_PLATFORM_GDK impls */
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        #elif defined(SDL_PLATFORM_WINRT)
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            /* WinRT main based on SDL_winrt_main_NonXAML.cpp, placed in the public domain by David Ludwig  3/13/14 */
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            #include <wrl.h>
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            /* At least one file in any SDL/WinRT app appears to require compilation
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               with C++/CX, otherwise a Windows Metadata file won't get created, and
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               an APPX0702 build error can appear shortly after linking.
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               The following set of preprocessor code forces this file to be compiled
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               as C++/CX, which appears to cause Visual C++ 2012's build tools to
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               create this .winmd file, and will help allow builds of SDL/WinRT apps
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               to proceed without error.
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               If other files in an app's project enable C++/CX compilation, then it might
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               be possible for the .cpp file including SDL_main.h to be compiled without /ZW,
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               for Visual C++'s build tools to create a winmd file, and for the app to
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               build without APPX0702 errors.  In this case, if
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               SDL_WINRT_METADATA_FILE_AVAILABLE is defined as a C/C++ macro, then
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               the #error (to force C++/CX compilation) will be disabled.
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               Please note that /ZW can be specified on a file-by-file basis.  To do this,
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               right click on the file in Visual C++, click Properties, then change the
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               setting through the dialog that comes up.
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            */
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            #ifndef SDL_WINRT_METADATA_FILE_AVAILABLE
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                #if !defined(__cplusplus) || !defined(__cplusplus_winrt)
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                    #error The C++ file that includes SDL_main.h must be compiled as C++ code with /ZW, otherwise build errors due to missing .winmd files can occur.
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                #endif
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            #endif
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            /* Prevent MSVC++ from warning about threading models when defining our
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               custom WinMain.  The threading model will instead be set via a direct
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               call to Windows::Foundation::Initialize (rather than via an attributed
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               function).
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               To note, this warning (C4447) does not seem to come up unless this file
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               is compiled with C++/CX enabled (via the /ZW compiler flag).
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            */
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            #ifdef _MSC_VER
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            #pragma warning(disable : 4447)
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            /* Make sure the function to initialize the Windows Runtime gets linked in. */
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            #pragma comment(lib, "runtimeobject.lib")
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            #endif
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            #ifdef __cplusplus
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            extern "C" {
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            #endif
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            int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
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            {
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                return SDL_RunApp(0, NULL, SDL_main, NULL);
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            }
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            #ifdef __cplusplus
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            } /* extern "C" */
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            #endif
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            /* end of WinRT impl */
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        #elif defined(SDL_PLATFORM_NGAGE)
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            /* same typedef as in ngage SDKs e32def.h */
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            typedef signed int TInt;
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            /* TODO: if it turns out that this only works when built as C++,
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                     move SDL_PLATFORM_NGAGE into the C++ section in SDL_main.h */
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            TInt E32Main()
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            {
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                return SDL_RunApp(0, NULL, SDL_main, NULL);
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            }
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            /* end of SDL_PLATFORM_NGAGE impl */
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        #else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */
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            int main(int argc, char *argv[])
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            {
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                return SDL_RunApp(argc, argv, SDL_main, NULL);
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            }
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            /* end of impls for standard-conforming platforms */
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        #endif /* SDL_PLATFORM_WIN32 etc */
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    #endif /* !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD) */
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    /* rename users main() function to SDL_main() so it can be called from the wrappers above */
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    #define main    SDL_main
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#endif /* SDL_MAIN_HANDLED */
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#endif /* SDL_main_impl_h_ */
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