release 0.1.0

This commit is contained in:
InoriRus
2022-05-21 22:04:50 +10:00
parent bc02c0560e
commit a37a9ca253
1056 changed files with 222884 additions and 41332 deletions
+93 -26
View File
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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
@@ -55,6 +55,10 @@
/* 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
@@ -79,15 +83,18 @@
*/
#define SDL_MAIN_NEEDED
#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
#endif
#endif /* SDL_MAIN_HANDLED */
#ifdef __cplusplus
#define C_LINKAGE "C"
#else
#define C_LINKAGE
#endif /* __cplusplus */
#ifndef SDLMAIN_DECLSPEC
#define SDLMAIN_DECLSPEC
#endif
@@ -111,33 +118,75 @@
#define main SDL_main
#endif
/**
* The prototype for the application's main() function
*/
extern C_LINKAGE SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
#include "begin_code.h"
#ifdef __cplusplus
extern "C" {
#endif
/**
* This is called by the real SDL main function to let the rest of the
* library know that initialization was done properly.
* 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.
*
* Calling this yourself without knowing what you're doing can cause
* crashes and hard to diagnose problems with your application.
* 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 2.0.0.
*
* \sa SDL_Init
*/
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
#ifdef __WIN32__
/**
* This can be called to set the application class at startup
* 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 2.0.2.
*/
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 2.0.2.
*/
extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
void *hInst);
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* __WIN32__ */
@@ -146,17 +195,35 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#ifdef __WINRT__
/**
* \brief Initializes and launches an SDL/WinRT application.
* Initialize and launch an SDL/WinRT application.
*
* \param mainFunction The SDL app's C-style main().
* \param reserved Reserved for future use; should be NULL
* \return 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
* information on the failure.
* \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(int (*mainFunction)(int, char **), void * reserved);
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
#endif /* __WINRT__ */
#if defined(__IPHONEOS__)
/**
* 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 2.0.10.
*/
extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
#endif /* __IPHONEOS__ */
#ifdef __cplusplus
}