mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-23 18:25:36 +00:00
0e45984fa0
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
162 lines
4.5 KiB
C
162 lines
4.5 KiB
C
/*
|
|
Simple DirectMedia Layer
|
|
Copyright (C) 1997-2015 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
|
|
arising from the use of this software.
|
|
|
|
Permission is granted to anyone to use this software for any purpose,
|
|
including commercial applications, and to alter it and redistribute it
|
|
freely, subject to the following restrictions:
|
|
|
|
1. The origin of this software must not be misrepresented; you must not
|
|
claim that you wrote the original software. If you use this software
|
|
in a product, an acknowledgment in the product documentation would be
|
|
appreciated but is not required.
|
|
2. Altered source versions must be plainly marked as such, and must not be
|
|
misrepresented as being the original software.
|
|
3. This notice may not be removed or altered from any source distribution.
|
|
*/
|
|
|
|
#ifndef _SDL_main_h
|
|
#define _SDL_main_h
|
|
|
|
#include "SDL_stdinc.h"
|
|
|
|
/**
|
|
* \file SDL_main.h
|
|
*
|
|
* Redefine main() on some platforms so that it is called by SDL.
|
|
*/
|
|
|
|
#ifndef SDL_MAIN_HANDLED
|
|
#if defined(__WIN32__)
|
|
/* On Windows SDL provides WinMain(), which parses the command line and passes
|
|
the arguments to your main function.
|
|
|
|
If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
|
|
*/
|
|
#define SDL_MAIN_AVAILABLE
|
|
|
|
#elif defined(__WINRT__)
|
|
/* On WinRT, SDL provides a main function that initializes CoreApplication,
|
|
creating an instance of IFrameworkView in the process.
|
|
|
|
Please note that #include'ing SDL_main.h is not enough to get a main()
|
|
function working. In non-XAML apps, the file,
|
|
src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
|
|
into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
|
|
called, with a pointer to the Direct3D-hosted XAML control passed in.
|
|
*/
|
|
#define SDL_MAIN_NEEDED
|
|
|
|
#elif defined(__IPHONEOS__)
|
|
/* On iOS SDL provides a main function that creates an application delegate
|
|
and starts the iOS application run loop.
|
|
|
|
See src/video/uikit/SDL_uikitappdelegate.m for more details.
|
|
*/
|
|
#define SDL_MAIN_NEEDED
|
|
|
|
#elif defined(__ANDROID__)
|
|
/* On Android SDL provides a Java class in SDLActivity.java that is the
|
|
main activity entry point.
|
|
|
|
See README-android.txt for more details on extending that class.
|
|
*/
|
|
#define SDL_MAIN_NEEDED
|
|
|
|
#elif defined(__NACL__)
|
|
/* On NACL we use ppapi_simple to set up the application helper code,
|
|
then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
|
|
starting the user main function.
|
|
All user code is run in a separate thread by ppapi_simple, thus
|
|
allowing for blocking io to take place via nacl_io
|
|
*/
|
|
#define SDL_MAIN_NEEDED
|
|
|
|
#endif
|
|
#endif /* SDL_MAIN_HANDLED */
|
|
|
|
#ifdef __cplusplus
|
|
#define C_LINKAGE "C"
|
|
#else
|
|
#define C_LINKAGE
|
|
#endif /* __cplusplus */
|
|
|
|
/**
|
|
* \file SDL_main.h
|
|
*
|
|
* The application's main() function must be called with C linkage,
|
|
* and should be declared like this:
|
|
* \code
|
|
* #ifdef __cplusplus
|
|
* extern "C"
|
|
* #endif
|
|
* int main(int argc, char *argv[])
|
|
* {
|
|
* }
|
|
* \endcode
|
|
*/
|
|
|
|
#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
|
|
#define main SDL_main
|
|
#endif
|
|
|
|
/**
|
|
* The prototype for the application's main() function
|
|
*/
|
|
extern C_LINKAGE 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.
|
|
*
|
|
* Calling this yourself without knowing what you're doing can cause
|
|
* crashes and hard to diagnose problems with your application.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
|
|
|
|
#ifdef __WIN32__
|
|
|
|
/**
|
|
* This can be called to set the application class at startup
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
|
|
void *hInst);
|
|
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
|
|
|
|
#endif /* __WIN32__ */
|
|
|
|
|
|
#ifdef __WINRT__
|
|
|
|
/**
|
|
* \brief Initializes and launches 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.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved);
|
|
|
|
#endif /* __WINRT__ */
|
|
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include "close_code.h"
|
|
|
|
#endif /* _SDL_main_h */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|