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Allow use of main instead of android_main
Inspired by #504. Instead of requiring the user to do PLATFORM_ANDROID #ifdefery, have the android_main entry point exported by raylib and call the user-defined main. This way many games could (in theory) run unmodified on Android and elsewhere. This is untested!
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@ -15,10 +15,6 @@
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#include "raylib.h"
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#include "screens/screens.h" // NOTE: Defines currentScreen
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#if defined(PLATFORM_ANDROID)
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#include "android_native_app_glue.h"
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#endif
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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@ -47,12 +43,7 @@ void UpdateDrawFrame(void); // Update and Draw one frame
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//----------------------------------------------------------------------------------
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// Main entry point
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//----------------------------------------------------------------------------------
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#if defined(PLATFORM_ANDROID)
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void android_main(struct android_app *app)
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#else
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int main(void)
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#endif
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{
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int main(void) {
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// Initialization
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//---------------------------------------------------------
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const int screenWidth = 1280;
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@ -62,11 +53,8 @@ int main(void)
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//ShowLogo();
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//SetConfigFlags(FLAG_FULLSCREEN_MODE);
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#if defined(PLATFORM_ANDROID)
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InitWindow(screenWidth, screenHeight, app);
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#else
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// Note that windowTitle is ignored on Android
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InitWindow(screenWidth, screenHeight, windowTitle);
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#endif
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// Load global data here (assets that must be available in all screens, i.e. fonts)
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font = LoadSpriteFont("resources/graphics/mainfont.png");
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@ -145,9 +133,8 @@ int main(void)
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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#if !defined(PLATFORM_ANDROID)
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return 0;
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#endif
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}
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void TransitionToScreen(int screen)
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@ -282,4 +269,4 @@ void UpdateDrawFrame(void)
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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}
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