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!
This commit is contained in:
Ahmad Fatoum
2018-03-16 21:31:10 +01:00
parent 61e0e4b4f3
commit 2c219fb814
21 changed files with 77 additions and 315 deletions

View File

@ -17,10 +17,6 @@
#include <stdlib.h>
#include <stdio.h>
#if defined(PLATFORM_ANDROID)
#include "android_native_app_glue.h"
#endif
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
@ -55,20 +51,15 @@ static void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
void android_main(struct android_app *app)
#else
int main(void)
#endif
{
// Initialization
//---------------------------------------------------------
#if defined(PLATFORM_ANDROID)
InitWindow(screenWidth, screenHeight, app);
#else
#ifndef PLATFORM_ANDROID
SetConfigFlags(FLAG_SHOW_LOGO); // | FLAG_FULLSCREEN_MODE);
InitWindow(screenWidth, screenHeight, "raylib game - transmission mission");
#endif
// Note windowTitle is unused on Android
InitWindow(screenWidth, screenHeight, "raylib game - transmission mission");
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
@ -138,9 +129,8 @@ int main(void)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
#if !defined(PLATFORM_ANDROID)
return 0;
#endif
}
//----------------------------------------------------------------------------------
@ -462,4 +452,4 @@ void DrawButton(const char *text)
Vector2 measure = MeasureTextEx(fontMission, text, fontSizeButton, 0);
Vector2 textPos = {textPositionButton.x - measure.x/2 + 10, textPositionButton.y - measure.y/2 - 10};
DrawTextEx(fontMission, text, textPos , fontSizeButton, 0, textColorButton);
}
}