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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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@ -22,10 +22,6 @@
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#include <stdio.h> // Required for: printf()
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#include <string.h> // Required for: strcpy()
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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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@ -60,11 +56,7 @@ static 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(int argc, char *argv[])
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#endif
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{
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// Initialization
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//---------------------------------------------------------
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@ -89,12 +81,11 @@ int main(int argc, char *argv[])
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}
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#endif
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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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#ifndef PLATFORM_ANDROID
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "GGJ17 - WAVE COLLECTOR");
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#endif
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// Note windowTitle is unused on Android
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InitWindow(screenWidth, screenHeight, "GGJ17 - WAVE COLLECTOR");
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// Global data loading (assets that must be available in all screens, i.e. fonts)
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InitAudioDevice();
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@ -143,9 +134,8 @@ int main(int argc, char *argv[])
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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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//----------------------------------------------------------------------------------
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