mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-03-20 15:51:07 +01:00
@@ -48,20 +48,6 @@
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(SDL_PLATFORM_WINRT)
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/* On WinRT, SDL provides a main function that initializes CoreApplication,
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creating an instance of IFrameworkView in the process.
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Ideally, #include'ing SDL_main.h is enough to get a main() function working.
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However, that requires the source file your main() is in to be compiled
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as C++ *and* with the /ZW compiler flag. If that's not feasible, add an
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otherwise empty .cpp file that only contains `#include <SDL3/SDL_main.h>`
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and build that with /ZW (still include SDL_main.h in your other file with main()!).
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In XAML apps, instead the function SDL_RunApp() must be called with a pointer
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to the Direct3D-hosted XAML control passed in as the "reserved" argument.
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(SDL_PLATFORM_GDK)
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/* On GDK, SDL provides a main function that initializes the game runtime.
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@@ -591,7 +577,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
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/* platforms which main (-equivalent) can be implemented in plain C */
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#include <SDL3/SDL_main_impl.h>
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#elif defined(SDL_PLATFORM_WINRT) /* C++ platforms */
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#elif 0 /* C++ platforms (currently none, this used to be here for WinRT, but is left for future platforms that might arrive. */
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#ifdef __cplusplus
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#include <SDL3/SDL_main_impl.h>
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#else
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@@ -605,7 +591,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
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#endif /* __GNUC__ */
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#endif /* __cplusplus */
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#endif /* C++ platforms like SDL_PLATFORM_WINRT etc */
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#endif /* C++ platforms */
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#endif
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#endif /* SDL_main_h_ */
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