SDL 3.0
SDL_main.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
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
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_DOS)
223 /*
224 On DOS, SDL provides a main function that sets up memory
225 page locking (code, data, stack are locked, future
226 malloc calls are not locked), and sets up the "fat DS"
227 trick, so we can use C pointers from protected mode that
228 access conventional memory. SDL _requires_ the "fat DS"
229 trick!
230
231 If you provide this yourself, you may define SDL_MAIN_HANDLED
232 */
233 #define SDL_MAIN_AVAILABLE
234
235 #elif defined(SDL_PLATFORM_3DS)
236 /*
237 On N3DS, SDL provides a main function that sets up the screens
238 and storage.
239
240 If you provide this yourself, you may define SDL_MAIN_HANDLED
241 */
242 #define SDL_MAIN_AVAILABLE
243
244 #endif
245#endif /* SDL_MAIN_HANDLED */
246
247
248#ifdef SDL_WIKI_DOCUMENTATION_SECTION
249
250/**
251 * A macro to tag a main entry point function as exported.
252 *
253 * Most platforms don't need this, and the macro will be defined to nothing.
254 * Some, like Android, keep the entry points in a shared library and need to
255 * explicitly export the symbols.
256 *
257 * External code rarely needs this, and if it needs something, it's almost
258 * always SDL_DECLSPEC instead.
259 *
260 * \since This macro is available since SDL 3.2.0.
261 *
262 * \sa SDL_DECLSPEC
263 */
264#define SDLMAIN_DECLSPEC
265
266#elif defined(SDL_MAIN_EXPORTED)
267/* We need to export SDL_main so it can be launched from external code,
268 like SDLActivity.java on Android */
269#define SDLMAIN_DECLSPEC SDL_DECLSPEC
270#else
271/* usually this is empty */
272#define SDLMAIN_DECLSPEC
273#endif /* SDL_WIKI_DOCUMENTATION_SECTION */
274
275#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS)
276#define main SDL_main
277#endif
278
279#include <SDL3/SDL_init.h>
280#include <SDL3/SDL_begin_code.h>
281#ifdef __cplusplus
282extern "C" {
283#endif
284
285/*
286 * You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including
287 * SDL_main.h, and then your application will _not_ have a standard
288 * "main" entry point. Instead, it will operate as a collection of
289 * functions that are called as necessary by the system. On some
290 * platforms, this is just a layer where SDL drives your program
291 * instead of your program driving SDL, on other platforms this might
292 * hook into the OS to manage the lifecycle. Programs on most platforms
293 * can use whichever approach they prefer, but the decision boils down
294 * to:
295 *
296 * - Using a standard "main" function: this works like it always has for
297 * the past 50+ years in C programming, and your app is in control.
298 * - Using the callback functions: this might clean up some code,
299 * avoid some #ifdef blocks in your program for some platforms, be more
300 * resource-friendly to the system, and possibly be the primary way to
301 * access some future platforms (but none require this at the moment).
302 *
303 * This is up to the app; both approaches are considered valid and supported
304 * ways to write SDL apps.
305 *
306 * If using the callbacks, don't define a "main" function. Instead, implement
307 * the functions listed below in your program.
308 */
309#ifdef SDL_MAIN_USE_CALLBACKS
310
311/**
312 * App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps.
313 *
314 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
315 * standard "main" function, you should not supply this.
316 *
317 * This function is called by SDL once, at startup. The function should
318 * initialize whatever is necessary, possibly create windows and open audio
319 * devices, etc. The `argc` and `argv` parameters work like they would with a
320 * standard "main" function.
321 *
322 * This function should not go into an infinite mainloop; it should do any
323 * one-time setup it requires and then return.
324 *
325 * The app may optionally assign a pointer to `*appstate`. This pointer will
326 * be provided on every future call to the other entry points, to allow
327 * application state to be preserved between functions without the app needing
328 * to use a global variable. If this isn't set, the pointer will be NULL in
329 * future entry points.
330 *
331 * If this function returns SDL_APP_CONTINUE, the app will proceed to normal
332 * operation, and will begin receiving repeated calls to SDL_AppIterate and
333 * SDL_AppEvent for the life of the program. If this function returns
334 * SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with
335 * an exit code that reports an error to the platform. If it returns
336 * SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code
337 * that reports success to the platform.
338 *
339 * This function is called by SDL on the main thread.
340 *
341 * \param appstate a place where the app can optionally store a pointer for
342 * future use.
343 * \param argc the standard ANSI C main's argc; number of elements in `argv`.
344 * \param argv the standard ANSI C main's argv; array of command line
345 * arguments.
346 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
347 * terminate with success, SDL_APP_CONTINUE to continue.
348 *
349 * \threadsafety This function is called once by SDL, at startup, on a single
350 * thread.
351 *
352 * \since This function is available since SDL 3.2.0.
353 *
354 * \sa SDL_AppIterate
355 * \sa SDL_AppEvent
356 * \sa SDL_AppQuit
357 */
358extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]);
359
360/**
361 * App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
362 *
363 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
364 * standard "main" function, you should not supply this.
365 *
366 * This function is called repeatedly by SDL after SDL_AppInit returns
367 * SDL_APP_CONTINUE. The function should operate as a single iteration the
368 * program's primary loop; it should update whatever state it needs and draw a
369 * new frame of video, usually.
370 *
371 * On some platforms, this function will be called at the refresh rate of the
372 * display (which might change during the life of your app!). There are no
373 * promises made about what frequency this function might run at. You should
374 * use SDL's timer functions if you need to see how much time has passed since
375 * the last iteration.
376 *
377 * There is no need to process the SDL event queue during this function; SDL
378 * will send events as they arrive in SDL_AppEvent, and in most cases the
379 * event queue will be empty when this function runs anyhow.
380 *
381 * This function should not go into an infinite mainloop; it should do one
382 * iteration of whatever the program does and return.
383 *
384 * The `appstate` parameter is an optional pointer provided by the app during
385 * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
386 *
387 * If this function returns SDL_APP_CONTINUE, the app will continue normal
388 * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
389 * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
390 * call SDL_AppQuit and terminate the process with an exit code that reports
391 * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
392 * SDL_AppQuit and terminates with an exit code that reports success to the
393 * platform.
394 *
395 * This function is called by SDL on the main thread.
396 *
397 * \param appstate an optional pointer, provided by the app in SDL_AppInit.
398 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
399 * terminate with success, SDL_APP_CONTINUE to continue.
400 *
401 * \threadsafety This function may get called concurrently with SDL_AppEvent()
402 * for events not pushed on the main thread.
403 *
404 * \since This function is available since SDL 3.2.0.
405 *
406 * \sa SDL_AppInit
407 * \sa SDL_AppEvent
408 */
409extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppIterate(void *appstate);
410
411/**
412 * App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
413 *
414 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
415 * standard "main" function, you should not supply this.
416 *
417 * This function is called as needed by SDL after SDL_AppInit returns
418 * SDL_APP_CONTINUE. It is called once for each new event.
419 *
420 * There is (currently) no guarantee about what thread this will be called
421 * from; whatever thread pushes an event onto SDL's queue will trigger this
422 * function. SDL is responsible for pumping the event queue between each call
423 * to SDL_AppIterate, so in normal operation one should only get events in a
424 * serial fashion, but be careful if you have a thread that explicitly calls
425 * SDL_PushEvent. SDL itself will push events to the queue on the main thread.
426 *
427 * Events sent to this function are not owned by the app; if you need to save
428 * the data, you should copy it.
429 *
430 * This function should not go into an infinite mainloop; it should handle the
431 * provided event appropriately and return.
432 *
433 * The `appstate` parameter is an optional pointer provided by the app during
434 * SDL_AppInit(). If the app never provided a pointer, this will be NULL.
435 *
436 * If this function returns SDL_APP_CONTINUE, the app will continue normal
437 * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for
438 * the life of the program. If this function returns SDL_APP_FAILURE, SDL will
439 * call SDL_AppQuit and terminate the process with an exit code that reports
440 * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls
441 * SDL_AppQuit and terminates with an exit code that reports success to the
442 * platform.
443 *
444 * \param appstate an optional pointer, provided by the app in SDL_AppInit.
445 * \param event the new event for the app to examine.
446 * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to
447 * terminate with success, SDL_APP_CONTINUE to continue.
448 *
449 * \threadsafety This function may get called concurrently with
450 * SDL_AppIterate() or SDL_AppQuit() for events not pushed from
451 * the main thread.
452 *
453 * \since This function is available since SDL 3.2.0.
454 *
455 * \sa SDL_AppInit
456 * \sa SDL_AppIterate
457 */
458extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event);
459
460/**
461 * App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
462 *
463 * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
464 * standard "main" function, you should not supply this.
465 *
466 * This function is called once by SDL before terminating the program.
467 *
468 * This function will be called in all cases, even if SDL_AppInit requests
469 * termination at startup.
470 *
471 * This function should not go into an infinite mainloop; it should
472 * deinitialize any resources necessary, perform whatever shutdown activities,
473 * and return.
474 *
475 * You do not need to call SDL_Quit() in this function, as SDL will call it
476 * after this function returns and before the process terminates, but it is
477 * safe to do so.
478 *
479 * The `appstate` parameter is an optional pointer provided by the app during
480 * SDL_AppInit(). If the app never provided a pointer, this will be NULL. This
481 * function call is the last time this pointer will be provided, so any
482 * resources to it should be cleaned up here.
483 *
484 * This function is called by SDL on the main thread.
485 *
486 * \param appstate an optional pointer, provided by the app in SDL_AppInit.
487 * \param result the result code that terminated the app (success or failure).
488 *
489 * \threadsafety SDL_AppEvent() may get called concurrently with this function
490 * if other threads that push events are still active.
491 *
492 * \since This function is available since SDL 3.2.0.
493 *
494 * \sa SDL_AppInit
495 */
496extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate, SDL_AppResult result);
497
498#endif /* SDL_MAIN_USE_CALLBACKS */
499
500
501/**
502 * The prototype for the application's main() function
503 *
504 * \param argc an ANSI-C style main function's argc.
505 * \param argv an ANSI-C style main function's argv.
506 * \returns an ANSI-C main return code; generally 0 is considered successful
507 * program completion, and small non-zero values are considered
508 * errors.
509 *
510 * \since This datatype is available since SDL 3.2.0.
511 */
512typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
513
514/**
515 * An app-supplied function for program entry.
516 *
517 * Apps do not directly create this function; they should create a standard
518 * ANSI-C `main` function instead. If SDL needs to insert some startup code
519 * before `main` runs, or the platform doesn't actually _use_ a function
520 * called "main", SDL will do some macro magic to redefine `main` to
521 * `SDL_main` and provide its own `main`.
522 *
523 * Apps should include `SDL_main.h` in the same file as their `main` function,
524 * and they should not use that symbol for anything else in that file, as it
525 * might get redefined.
526 *
527 * This function is only provided by the app if it isn't using
528 * SDL_MAIN_USE_CALLBACKS.
529 *
530 * Program startup is a surprisingly complex topic. Please see
531 * [README-main-functions](README-main-functions), (or
532 * docs/README-main-functions.md in the source tree) for a more detailed
533 * explanation.
534 *
535 * \param argc an ANSI-C style main function's argc.
536 * \param argv an ANSI-C style main function's argv.
537 * \returns an ANSI-C main return code; generally 0 is considered successful
538 * program completion, and small non-zero values are considered
539 * errors.
540 *
541 * \threadsafety This is the program entry point.
542 *
543 * \since This function is available since SDL 3.2.0.
544 */
545extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]);
546
547/**
548 * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
549 * point.
550 *
551 * This function is defined in SDL_main.h, along with the preprocessor rule to
552 * redefine main() as SDL_main(). Thus to ensure that your main() function
553 * will not be changed it is necessary to define SDL_MAIN_HANDLED before
554 * including SDL.h.
555 *
556 * \threadsafety This function is not thread safe.
557 *
558 * \since This function is available since SDL 3.2.0.
559 *
560 * \sa SDL_Init
561 */
562extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void);
563
564/**
565 * Initializes and launches an SDL application, by doing platform-specific
566 * initialization before calling your mainFunction and cleanups after it
567 * returns, if that is needed for a specific platform, otherwise it just calls
568 * mainFunction.
569 *
570 * You can use this if you want to use your own main() implementation without
571 * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
572 * *not* need SDL_SetMainReady().
573 *
574 * If `argv` is NULL, SDL will provide command line arguments, either by
575 * querying the OS for them if possible, or supplying a filler array if not.
576 *
577 * \param argc the argc parameter from the application's main() function, or 0
578 * if the platform's main-equivalent has no argc.
579 * \param argv the argv parameter from the application's main() function, or
580 * NULL if the platform's main-equivalent has no argv.
581 * \param mainFunction your SDL app's C-style main(). NOT the function you're
582 * calling this from! Its name doesn't matter; it doesn't
583 * literally have to be `main`.
584 * \param reserved should be NULL (reserved for future use, will probably be
585 * platform-specific then).
586 * \returns the return value from mainFunction: 0 on success, otherwise
587 * failure; SDL_GetError() might have more information on the
588 * failure.
589 *
590 * \threadsafety Generally this is called once, near startup, from the
591 * process's initial thread.
592 *
593 * \since This function is available since SDL 3.2.0.
594 */
595extern SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void *reserved);
596
597/**
598 * An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.
599 *
600 * Generally, you should not call this function directly. This only exists to
601 * hand off work into SDL as soon as possible, where it has a lot more control
602 * and functionality available, and make the inline code in SDL_main.h as
603 * small as possible.
604 *
605 * Not all platforms use this, it's actual use is hidden in a magic
606 * header-only library, and you should not call this directly unless you
607 * _really_ know what you're doing.
608 *
609 * \param argc standard Unix main argc.
610 * \param argv standard Unix main argv.
611 * \param appinit the application's SDL_AppInit function.
612 * \param appiter the application's SDL_AppIterate function.
613 * \param appevent the application's SDL_AppEvent function.
614 * \param appquit the application's SDL_AppQuit function.
615 * \returns standard Unix main return value.
616 *
617 * \threadsafety It is not safe to call this anywhere except as the only
618 * function call in SDL_main.
619 *
620 * \since This function is available since SDL 3.2.0.
621 */
622extern 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);
623
624
625#if defined(SDL_PLATFORM_WINDOWS)
626
627/**
628 * Register a win32 window class for SDL's use.
629 *
630 * This can be called to set the application window class at startup. It is
631 * safe to call this multiple times, as long as every call is eventually
632 * paired with a call to SDL_UnregisterApp, but a second registration attempt
633 * while a previous registration is still active will be ignored, other than
634 * to increment a counter.
635 *
636 * Most applications do not need to, and should not, call this directly; SDL
637 * will call it when initializing the video subsystem.
638 *
639 * If `name` is NULL, SDL currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` for
640 * the style, regardless of what is specified here.
641 *
642 * \param name the window class name, in UTF-8 encoding. If NULL, SDL
643 * currently uses "SDL_app" but this isn't guaranteed.
644 * \param style the value to use in WNDCLASSEX::style.
645 * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
646 * will use `GetModuleHandle(NULL)` instead.
647 * \returns true on success or false on failure; call SDL_GetError() for more
648 * information.
649 *
650 * \threadsafety This function is not thread safe.
651 *
652 * \since This function is available since SDL 3.2.0.
653 */
654extern SDL_DECLSPEC bool SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
655
656/**
657 * Deregister the win32 window class from an SDL_RegisterApp call.
658 *
659 * This can be called to undo the effects of SDL_RegisterApp.
660 *
661 * Most applications do not need to, and should not, call this directly; SDL
662 * will call it when deinitializing the video subsystem.
663 *
664 * It is safe to call this multiple times, as long as every call is eventually
665 * paired with a prior call to SDL_RegisterApp. The window class will only be
666 * deregistered when the registration counter in SDL_RegisterApp decrements to
667 * zero through calls to this function.
668 *
669 * \threadsafety This function is not thread safe.
670 *
671 * \since This function is available since SDL 3.2.0.
672 */
673extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
674
675#endif /* defined(SDL_PLATFORM_WINDOWS) */
676
677/**
678 * Callback from the application to let the suspend continue.
679 *
680 * This should be called in response to an `SDL_EVENT_DID_ENTER_BACKGROUND`
681 * event, which can be detected via event watch. However, do NOT call this
682 * function directly from within an event watch callback. Instead, wait until
683 * the app has suppressed all rendering operations, then call this from the
684 * application render thread.
685 *
686 * When using SDL_Render, this should be called after calling
687 * SDL_GDKSuspendRenderer.
688 *
689 * When using SDL_GPU, this should be called after calling SDL_GDKSuspendGPU.
690 *
691 * If you're writing your own D3D12 renderer, this should be called after
692 * calling `ID3D12CommandQueue::SuspendX`.
693 *
694 * This function is only needed for Xbox GDK support; all other platforms will
695 * do nothing and set an "unsupported" error message.
696 *
697 * \threadsafety This function is not thread safe.
698 *
699 * \since This function is available since SDL 3.2.0.
700 *
701 * \sa SDL_AddEventWatch
702 */
703extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
704
705#ifdef __cplusplus
706}
707#endif
708
709#include <SDL3/SDL_close_code.h>
710
711#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL)
712 /* include header-only SDL_main implementations */
713 #if defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
714 /* platforms which main (-equivalent) can be implemented in plain C */
715 #include <SDL3/SDL_main_impl.h>
716 #endif
717#endif
718
719#endif /* SDL_main_h_ */
SDL_AppResult(* SDL_AppEvent_func)(void *appstate, SDL_Event *event)
Definition SDL_init.h:164
SDL_AppResult(* SDL_AppInit_func)(void **appstate, int argc, char *argv[])
Definition SDL_init.h:133
SDL_AppResult
Definition SDL_init.h:110
void(* SDL_AppQuit_func)(void *appstate, SDL_AppResult result)
Definition SDL_init.h:178
SDL_AppResult(* SDL_AppIterate_func)(void *appstate)
Definition SDL_init.h:148
void SDL_SetMainReady(void)
SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[])
#define SDLMAIN_DECLSPEC
Definition SDL_main.h:272
int(* SDL_main_func)(int argc, char *argv[])
Definition SDL_main.h:512
int SDL_EnterAppMainCallbacks(int argc, char *argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit)
int SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void *reserved)
void SDL_GDKSuspendComplete(void)
uint32_t Uint32
Definition SDL_stdinc.h:495
void SDL_AppQuit(void *appstate, SDL_AppResult result)
Definition hello.c:65
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
Definition hello.c:20
SDL_AppResult SDL_AppIterate(void *appstate)
Definition hello.c:41
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
Definition hello.c:31