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-rw-r--r--vendor/sdl3/include/SDL_main.h48
1 files changed, 26 insertions, 22 deletions
diff --git a/vendor/sdl3/include/SDL_main.h b/vendor/sdl3/include/SDL_main.h
index 905d78e96..ff497a4c3 100644
--- a/vendor/sdl3/include/SDL_main.h
+++ b/vendor/sdl3/include/SDL_main.h
@@ -47,7 +47,7 @@
*
* For more information, see:
*
- * https://wiki.libsdl.org/SDL3/README/main-functions
+ * https://wiki.libsdl.org/SDL3/README-main-functions
*/
#ifndef SDL_main_h_
@@ -68,7 +68,7 @@
* proper entry point for the platform, and all the other magic details
* needed, like manually calling SDL_SetMainReady.
*
- * Please see [README/main-functions](README/main-functions), (or
+ * Please see [README-main-functions](README-main-functions), (or
* docs/README-main-functions.md in the source tree) for a more detailed
* explanation.
*
@@ -85,7 +85,7 @@
* SDL_AppQuit. The app should not provide a `main` function in this case, and
* doing so will likely cause the build to fail.
*
- * Please see [README/main-functions](README/main-functions), (or
+ * Please see [README-main-functions](README-main-functions), (or
* docs/README-main-functions.md in the source tree) for a more detailed
* explanation.
*
@@ -110,7 +110,8 @@
* Even if available, an app can define SDL_MAIN_HANDLED and provide their
* own, if they know what they're doing.
*
- * This macro is used internally by SDL, and apps probably shouldn't rely on it.
+ * This macro is used internally by SDL, and apps probably shouldn't rely on
+ * it.
*
* \since This macro is available since SDL 3.2.0.
*/
@@ -125,10 +126,11 @@
* This macro is defined by `SDL_main.h`, which is not automatically included
* by `SDL.h`.
*
- * Even if required, an app can define SDL_MAIN_HANDLED and provide their
- * own, if they know what they're doing.
+ * Even if required, an app can define SDL_MAIN_HANDLED and provide their own,
+ * if they know what they're doing.
*
- * This macro is used internally by SDL, and apps probably shouldn't rely on it.
+ * This macro is used internally by SDL, and apps probably shouldn't rely on
+ * it.
*
* \since This macro is available since SDL 3.2.0.
*/
@@ -165,12 +167,10 @@
*/
#define SDL_MAIN_NEEDED
- #elif defined(SDL_PLATFORM_IOS)
- /* On iOS SDL provides a main function that creates an application delegate
- and starts the iOS application run loop.
+ #elif defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS)
+ /* On iOS and tvOS SDL provides a main function that creates an application delegate and starts the application run loop.
- To use it, just #include SDL_main.h in the source file that contains your
- main() function.
+ To use it, just #include <SDL3/SDL_main.h> in the source file that contains your main() function.
See src/video/uikit/SDL_uikitappdelegate.m for more details.
*/
@@ -347,10 +347,10 @@ extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int a
* Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a
* standard "main" function, you should not supply this.
*
- * This function is called repeatedly by SDL after SDL_AppInit returns 0. The
- * function should operate as a single iteration the program's primary loop;
- * it should update whatever state it needs and draw a new frame of video,
- * usually.
+ * This function is called repeatedly by SDL after SDL_AppInit returns
+ * SDL_APP_CONTINUE. The function should operate as a single iteration the
+ * program's primary loop; it should update whatever state it needs and draw a
+ * new frame of video, usually.
*
* On some platforms, this function will be called at the refresh rate of the
* display (which might change during the life of your app!). There are no
@@ -449,8 +449,8 @@ extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_E
*
* This function is called once by SDL before terminating the program.
*
- * This function will be called no matter what, even if SDL_AppInit requests
- * termination.
+ * This function will be called in all cases, even if SDL_AppInit requests
+ * termination at startup.
*
* This function should not go into an infinite mainloop; it should
* deinitialize any resources necessary, perform whatever shutdown activities,
@@ -512,7 +512,7 @@ typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]);
* SDL_MAIN_USE_CALLBACKS.
*
* Program startup is a surprisingly complex topic. Please see
- * [README/main-functions](README/main-functions), (or
+ * [README-main-functions](README-main-functions), (or
* docs/README-main-functions.md in the source tree) for a more detailed
* explanation.
*
@@ -553,6 +553,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void);
* using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do
* *not* need SDL_SetMainReady().
*
+ * If `argv` is NULL, SDL will provide command line arguments, either by
+ * querying the OS for them if possible, or supplying a filler array if not.
+ *
* \param argc the argc parameter from the application's main() function, or 0
* if the platform's main-equivalent has no argc.
* \param argv the argv parameter from the application's main() function, or
@@ -615,11 +618,12 @@ extern SDL_DECLSPEC int SDLCALL SDL_EnterAppMainCallbacks(int argc, char *argv[]
* Most applications do not need to, and should not, call this directly; SDL
* will call it when initializing the video subsystem.
*
+ * If `name` is NULL, SDL currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` for
+ * the style, regardless of what is specified here.
+ *
* \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 style the value to use in WNDCLASSEX::style.
* \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
* will use `GetModuleHandle(NULL)` instead.
* \returns true on success or false on failure; call SDL_GetError() for more