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

@ -15,29 +15,17 @@
#include "raylib.h"
#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
#if defined(PLATFORM_ANDROID)
#include "android_native_app_glue.h"
#endif
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
void android_main(struct android_app *app)
#else
int main(void)
#endif
{
// Initialization
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
#if defined(PLATFORM_ANDROID)
InitWindow(screenWidth, screenHeight, app);
#else
InitWindow(screenWidth, screenHeight, "raylib template - standard game");
#endif
// TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
@ -150,7 +138,6 @@ int main(void)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
#if !defined(PLATFORM_ANDROID)
return 0;
#endif
}
}