Rename functions in SDL_system.h to match SDL 3.0 naming convention

Fixes https://github.com/libsdl-org/SDL/issues/10277
This commit is contained in:
Sam Lantinga 2024-07-15 16:13:23 -07:00
parent e38f971f46
commit 54366181c3
32 changed files with 252 additions and 158 deletions

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@ -3134,17 +3134,17 @@ typedef SDL_Colour, SDL_Color;
@@
@@
- SDL_WinRTGetFSPathUTF8
+ SDL_WinRTGetFSPath
+ SDL_GetWinRTFSPath
(...)
@@
@@
- SDL_iPhoneSetAnimationCallback
+ SDL_iOSSetAnimationCallback
+ SDL_SetiOSAnimationCallback
(...)
@@
@@
- SDL_iPhoneSetEventPump
+ SDL_iOSSetEventPump
+ SDL_SetiOSEventPump
(...)
@@
@@
@ -3501,3 +3501,58 @@ typedef SDL_Colour, SDL_Color;
- SDL_GL_DeleteContext
+ SDL_GL_DestroyContext
(...)
@@
@@
- SDL_AndroidGetActivity
+ SDL_GetAndroidActivity
(...)
@@
@@
- SDL_AndroidGetExternalStoragePath
+ SDL_GetAndroidExternalStoragePath
(...)
@@
@@
- SDL_AndroidGetExternalStorageState
+ SDL_GetAndroidExternalStorageState
(...)
@@
@@
- SDL_AndroidGetInternalStoragePath
+ SDL_GetAndroidInternalStoragePath
(...)
@@
@@
- SDL_AndroidGetJNIEnv
+ SDL_GetAndroidJNIEnv
(...)
@@
@@
- SDL_Direct3D9GetAdapterIndex
+ SDL_GetDirect3D9AdapterIndex
(...)
@@
@@
- SDL_GDKGetDefaultUser
+ SDL_GetGDKDefaultUser
(...)
@@
@@
- SDL_GDKGetTaskQueue
+ SDL_GetGDKTaskQueue
(...)
@@
@@
- SDL_WinRTGetDeviceFamily
+ SDL_GetWinRTDeviceFamily
(...)
@@
@@
- SDL_LinuxSetThreadPriority
+ SDL_SetLinuxThreadPriority
(...)
@@
@@
- SDL_LinuxSetThreadPriorityAndPolicy
+ SDL_SetLinuxThreadPriorityAndPolicy
(...)

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@ -169,10 +169,10 @@ them using the standard functions in SDL_iostream.h.
There are also a few Android specific functions that allow you to get other
useful paths for saving and loading data:
* SDL_AndroidGetInternalStoragePath()
* SDL_AndroidGetExternalStorageState()
* SDL_AndroidGetExternalStoragePath()
* SDL_AndroidGetCachePath()
* SDL_GetAndroidInternalStoragePath()
* SDL_GetAndroidExternalStorageState()
* SDL_GetAndroidExternalStoragePath()
* SDL_GetAndroidCachePath()
See SDL_system.h for more details on these functions.

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@ -28,10 +28,10 @@ The Windows GDK port supports the full set of Win32 APIs, renderers, controllers
* An implementation on `WinMain` that performs the above GDK setup that you can use by #include'ing SDL_main.h in the source file that includes your standard main() function. If you are unable to do this, you can instead manually call `SDL_RunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters. To use `SDL_RunApp`, `#define SDL_MAIN_HANDLED` before `#include <SDL3/SDL_main.h>`.
* Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`).
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
* You can get the handle of the global task queue through `SDL_GetGDKTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
* Single-player games have some additional features available:
* Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer.
* Call `SDL_GetGDKDefaultUser` to get the default XUserHandle pointer.
* `SDL_GetPrefPath` still works, but only for single-player titles.
These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values!

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@ -225,7 +225,7 @@ Game Center
Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
int SDL_iOSSetAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam);
int SDL_SetiOSAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam);
This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
@ -247,7 +247,7 @@ e.g.
// Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly.
SDL_iOSSetAnimationCallback(window, 1, ShowFrame, NULL);
SDL_SetiOSAnimationCallback(window, 1, ShowFrame, NULL);
#else
while ( running ) {
ShowFrame(0);
@ -258,7 +258,7 @@ e.g.
}
Note that if you are using main callbacks instead of a standard C main() function, your SDL_AppIterate() callback is already doing this and you don't need to use SDL_iOSSetAnimationCallback.
Note that if you are using main callbacks instead of a standard C main() function, your SDL_AppIterate() callback is already doing this and you don't need to use SDL_SetiOSAnimationCallback.
Deploying to older versions of iOS

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@ -1748,23 +1748,36 @@ The following symbols have been renamed:
SDL_WindowsMessageHook has changed signatures so the message may be modified and it can block further message processing.
SDL_AndroidGetExternalStorageState() takes the state as an output parameter and returns 0 if the function succeeds or a negative error code if there was an error.
SDL_GetAndroidExternalStorageState() takes the state as an output parameter and returns 0 if the function succeeds or a negative error code if there was an error.
SDL_AndroidRequestPermission is no longer a blocking call; the caller now provides a callback function that fires when a response is available.
SDL_iPhoneSetAnimationCallback() and SDL_iPhoneSetEventPump() have been renamed to SDL_iOSSetAnimationCallback() and SDL_iOSSetEventPump(), respectively. SDL2 has had macros to provide this new name with the old symbol since the introduction of the iPad, but now the correctly-named symbol is the only option.
SDL_iPhoneSetAnimationCallback() and SDL_iPhoneSetEventPump() have been renamed to SDL_SetiOSAnimationCallback() and SDL_SetiOSEventPump(), respectively. SDL2 has had macros to provide this new name with the old symbol since the introduction of the iPad, but now the correctly-named symbol is the only option.
The following functions have been removed:
* SDL_RenderGetD3D11Device() - replaced with the "SDL.renderer.d3d11.device" property
* SDL_RenderGetD3D12Device() - replaced with the "SDL.renderer.d3d12.device" property
* SDL_RenderGetD3D9Device() - replaced with the "SDL.renderer.d3d9.device" property
* SDL_WinRTGetFSPathUNICODE() - Use SDL_WinRTGetFSPath() and SDL_iconv_string to convert from UTF-8 to UTF-16.
* SDL_GetWinRTFSPathUNICODE() - Use SDL_GetWinRTFSPath() and SDL_iconv_string to convert from UTF-8 to UTF-16.
The following functions have been renamed:
* SDL_WinRTGetFSPathUTF8() => SDL_WinRTGetFSPath()
* SDL_iPhoneSetAnimationCallback() => SDL_iOSSetAnimationCallback()
* SDL_iPhoneSetEventPump() => SDL_iOSSetEventPump()
* SDL_AndroidGetActivity() => SDL_GetAndroidActivity()
* SDL_AndroidGetExternalStoragePath() => SDL_GetAndroidExternalStoragePath()
* SDL_AndroidGetExternalStorageState() => SDL_GetAndroidExternalStorageState()
* SDL_AndroidGetInternalStoragePath() => SDL_GetAndroidInternalStoragePath()
* SDL_AndroidGetJNIEnv() => SDL_GetAndroidJNIEnv()
* SDL_Direct3D9GetAdapterIndex() => SDL_GetDirect3D9AdapterIndex()
* SDL_GDKGetDefaultUser() => SDL_GetGDKDefaultUser()
* SDL_GDKGetTaskQueue() => SDL_GetGDKTaskQueue()
* SDL_LinuxSetThreadPriority() => SDL_SetLinuxThreadPriority()
* SDL_LinuxSetThreadPriorityAndPolicy() => SDL_SetLinuxThreadPriorityAndPolicy()
* SDL_WinRTGetDeviceFamily() => SDL_GetWinRTDeviceFamily()
* SDL_GetWinRTFSPathUTF8() => SDL_GetWinRTFSPath()
* SDL_iOSSetAnimationCallback() => SDL_SetiOSAnimationCallback()
* SDL_iOSSetEventPump() => SDL_SetiOSEventPump()
* SDL_iPhoneSetAnimationCallback() => SDL_SetiOSAnimationCallback()
* SDL_iPhoneSetEventPump() => SDL_SetiOSEventPump()
## SDL_syswm.h

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@ -129,7 +129,7 @@ SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
(and which require less work to use safely, in terms of data integrity).
Apps that wish to get their Roaming folder's path can do so either by using
SDL_WinRTGetFSPath(), or directly through the WinRT class,
SDL_GetWinRTFSPath(), or directly through the WinRT class,
Windows.Storage.ApplicationData.

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@ -599,9 +599,22 @@
#define SDL_UpperBlitScaled SDL_BlitSurfaceScaled
/* ##SDL_system.h */
#define SDL_WinRTGetFSPathUTF8 SDL_WinRTGetFSPath
#define SDL_iPhoneSetAnimationCallback SDL_iOSSetAnimationCallback
#define SDL_iPhoneSetEventPump SDL_iOSSetEventPump
#define SDL_AndroidGetActivity SDL_GetAndroidActivity
#define SDL_AndroidGetExternalStoragePath SDL_GetAndroidExternalStoragePath
#define SDL_AndroidGetExternalStorageState SDL_GetAndroidExternalStorageState
#define SDL_AndroidGetInternalStoragePath SDL_GetAndroidInternalStoragePath
#define SDL_AndroidGetJNIEnv SDL_GetAndroidJNIEnv
#define SDL_Direct3D9GetAdapterIndex SDL_GetDirect3D9AdapterIndex
#define SDL_GDKGetDefaultUser SDL_GetGDKDefaultUser
#define SDL_GDKGetTaskQueue SDL_GetGDKTaskQueue
#define SDL_LinuxSetThreadPriority SDL_SetLinuxThreadPriority
#define SDL_LinuxSetThreadPriorityAndPolicy SDL_SetLinuxThreadPriorityAndPolicy
#define SDL_WinRTGetDeviceFamily SDL_GetWinRTDeviceFamily
#define SDL_GetWinRTFSPathUTF8 SDL_GetWinRTFSPath
#define SDL_iOSSetAnimationCallback SDL_SetiOSAnimationCallback
#define SDL_iOSSetEventPump SDL_SetiOSEventPump
#define SDL_iPhoneSetAnimationCallback SDL_SetiOSAnimationCallback
#define SDL_iPhoneSetEventPump SDL_SetiOSEventPump
/* ##SDL_thread.h */
#define SDL_TLSCleanup SDL_CleanupTLS
@ -1197,7 +1210,20 @@
#define SDL_UpperBlitScaled SDL_UpperBlitScaled_renamed_SDL_BlitSurfaceScaled
/* ##SDL_system.h */
#define SDL_WinRTGetFSPathUTF8 SDL_WinRTGetFSPathUTF8_renamed_SDL_WinRTGetFSPath
#define SDL_AndroidGetActivity SDL_AndroidGetActivity_renamed_SDL_GetAndroidActivity
#define SDL_AndroidGetExternalStoragePath SDL_AndroidGetExternalStoragePath_renamed_SDL_GetAndroidExternalStoragePath
#define SDL_AndroidGetExternalStorageState SDL_AndroidGetExternalStorageState_renamed_SDL_GetAndroidExternalStorageState
#define SDL_AndroidGetInternalStoragePath SDL_AndroidGetInternalStoragePath_renamed_SDL_GetAndroidInternalStoragePath
#define SDL_AndroidGetJNIEnv SDL_AndroidGetJNIEnv_renamed_SDL_GetAndroidJNIEnv
#define SDL_Direct3D9GetAdapterIndex SDL_Direct3D9GetAdapterIndex_renamed_SDL_GetDirect3D9AdapterIndex
#define SDL_GDKGetDefaultUser SDL_GDKGetDefaultUser_renamed_SDL_GetGDKDefaultUser
#define SDL_GDKGetTaskQueue SDL_GDKGetTaskQueue_renamed_SDL_GetGDKTaskQueue
#define SDL_LinuxSetThreadPriority SDL_LinuxSetThreadPriority_renamed_SDL_SetLinuxThreadPriority
#define SDL_LinuxSetThreadPriorityAndPolicy SDL_LinuxSetThreadPriorityAndPolicy_renamed_SDL_SetLinuxThreadPriorityAndPolicy
#define SDL_WinRTGetDeviceFamily SDL_WinRTGetDeviceFamily_renamed_SDL_GetWinRTDeviceFamily
#define SDL_GetWinRTFSPathUTF8 SDL_GetWinRTFSPathUTF8_renamed_SDL_GetWinRTFSPath
#define SDL_iOSSetAnimationCallback SDL_iOSSetAnimationCallback_renamed_SDL_SetiOSAnimationCallback
#define SDL_iOSSetEventPump SDL_iOSSetEventPump_renamed_SDL_SetiOSEventPump
#define SDL_iPhoneSetAnimationCallback SDL_iPhoneSetAnimationCallback_renamed_SDL_iOSSetAnimationCallback
#define SDL_iPhoneSetEventPump SDL_iPhoneSetEventPump_renamed_SDL_iOSSetEventPump

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@ -106,7 +106,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHoo
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex(SDL_DisplayID displayID);
extern SDL_DECLSPEC int SDLCALL SDL_GetDirect3D9AdapterIndex(SDL_DisplayID displayID);
#endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) */
@ -166,7 +166,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetX11EventHook(SDL_X11EventHook callback,
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority);
extern SDL_DECLSPEC int SDLCALL SDL_SetLinuxThreadPriority(Sint64 threadID, int priority);
/**
* Sets the priority (not nice level) and scheduling policy for a thread.
@ -182,7 +182,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy);
extern SDL_DECLSPEC int SDLCALL SDL_SetLinuxThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy);
#endif /* SDL_PLATFORM_LINUX */
@ -197,15 +197,15 @@ extern SDL_DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threa
* This datatype is only useful on Apple iOS.
*
* After passing a function pointer of this type to
* SDL_iOSSetAnimationCallback, the system will call that function pointer at
* SDL_SetiOSAnimationCallback, the system will call that function pointer at
* a regular interval.
*
* \param userdata what was passed as `callbackParam` to
* SDL_iOSSetAnimationCallback as `callbackParam`.
* SDL_SetiOSAnimationCallback as `callbackParam`.
*
* \since This datatype is available since SDL 3.0.0.
*
* \sa SDL_iOSSetAnimationCallback
* \sa SDL_SetiOSAnimationCallback
*/
typedef void (SDLCALL *SDL_iOSAnimationCallback)(void *userdata);
@ -219,7 +219,7 @@ typedef void (SDLCALL *SDL_iOSAnimationCallback)(void *userdata);
* ```
*
* Where its parameter, `callbackParam`, is what was passed as `callbackParam`
* to SDL_iOSSetAnimationCallback().
* to SDL_SetiOSAnimationCallback().
*
* This function is only available on Apple iOS.
*
@ -244,9 +244,9 @@ typedef void (SDLCALL *SDL_iOSAnimationCallback)(void *userdata);
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_iOSSetEventPump
* \sa SDL_SetiOSEventPump
*/
extern SDL_DECLSPEC int SDLCALL SDL_iOSSetAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam);
extern SDL_DECLSPEC int SDLCALL SDL_SetiOSAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam);
/**
* Use this function to enable or disable the SDL event pump on Apple iOS.
@ -257,9 +257,9 @@ extern SDL_DECLSPEC int SDLCALL SDL_iOSSetAnimationCallback(SDL_Window * window,
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_iOSSetAnimationCallback
* \sa SDL_SetiOSAnimationCallback
*/
extern SDL_DECLSPEC void SDLCALL SDL_iOSSetEventPump(SDL_bool enabled);
extern SDL_DECLSPEC void SDLCALL SDL_SetiOSEventPump(SDL_bool enabled);
#endif /* SDL_PLATFORM_IOS */
@ -286,9 +286,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_iOSSetEventPump(SDL_bool enabled);
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AndroidGetActivity
* \sa SDL_GetAndroidActivity
*/
extern SDL_DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void);
extern SDL_DECLSPEC void * SDLCALL SDL_GetAndroidJNIEnv(void);
/**
* Retrieve the Java instance of the Android activity class.
@ -310,9 +310,9 @@ extern SDL_DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void);
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AndroidGetJNIEnv
* \sa SDL_GetAndroidJNIEnv
*/
extern SDL_DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void);
extern SDL_DECLSPEC void * SDLCALL SDL_GetAndroidActivity(void);
/**
* Query Android API level of the current device.
@ -414,9 +414,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_AndroidBackButton(void);
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AndroidGetExternalStorageState
* \sa SDL_GetAndroidExternalStorageState
*/
extern SDL_DECLSPEC const char *SDLCALL SDL_AndroidGetInternalStoragePath(void);
extern SDL_DECLSPEC const char *SDLCALL SDL_GetAndroidInternalStoragePath(void);
/**
* Get the current state of external storage for this Android application.
@ -433,9 +433,9 @@ extern SDL_DECLSPEC const char *SDLCALL SDL_AndroidGetInternalStoragePath(void);
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AndroidGetExternalStoragePath
* \sa SDL_GetAndroidExternalStoragePath
*/
extern SDL_DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(Uint32 *state);
extern SDL_DECLSPEC int SDLCALL SDL_GetAndroidExternalStorageState(Uint32 *state);
/**
* Get the path used for external storage for this Android application.
@ -457,9 +457,9 @@ extern SDL_DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(Uint32 *state
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AndroidGetExternalStorageState
* \sa SDL_GetAndroidExternalStorageState
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void);
extern SDL_DECLSPEC const char * SDLCALL SDL_GetAndroidExternalStoragePath(void);
/**
* Get the path used for caching data for this Android application.
@ -480,7 +480,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void)
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_AndroidGetCachePath(void);
extern SDL_DECLSPEC const char * SDLCALL SDL_GetAndroidCachePath(void);
typedef void (SDLCALL *SDL_AndroidRequestPermissionCallback)(void *userdata, const char *permission, SDL_bool granted);
@ -636,7 +636,7 @@ typedef enum SDL_WinRT_DeviceFamily
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_WinRTGetFSPath(SDL_WinRT_Path pathType);
extern SDL_DECLSPEC const char * SDLCALL SDL_GetWinRTFSPath(SDL_WinRT_Path pathType);
/**
* Detects the device family of WinRT platform at runtime.
@ -645,7 +645,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_WinRTGetFSPath(SDL_WinRT_Path pathT
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily();
extern SDL_DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_GetWinRTDeviceFamily();
#endif /* SDL_PLATFORM_WINRT */
@ -805,7 +805,7 @@ typedef struct XUser *XUserHandle;
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_GDKGetTaskQueue(XTaskQueueHandle * outTaskQueue);
extern SDL_DECLSPEC int SDLCALL SDL_GetGDKTaskQueue(XTaskQueueHandle * outTaskQueue);
/**
* Gets a reference to the default user handle for GDK.
@ -819,7 +819,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_GDKGetTaskQueue(XTaskQueueHandle * outTaskQu
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_GDKGetDefaultUser(XUserHandle * outUserHandle);
extern SDL_DECLSPEC int SDLCALL SDL_GetGDKDefaultUser(XUserHandle * outUserHandle);
#endif

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@ -31,16 +31,16 @@ void SDL_SetX11EventHook(SDL_X11EventHook callback, void *userdata)
#ifndef SDL_PLATFORM_LINUX
SDL_DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority);
int SDL_LinuxSetThreadPriority(Sint64 threadID, int priority)
SDL_DECLSPEC int SDLCALL SDL_SetLinuxThreadPriority(Sint64 threadID, int priority);
int SDL_SetLinuxThreadPriority(Sint64 threadID, int priority)
{
(void)threadID;
(void)priority;
return SDL_Unsupported();
}
SDL_DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy);
int SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy)
SDL_DECLSPEC int SDLCALL SDL_SetLinuxThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy);
int SDL_SetLinuxThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy)
{
(void)threadID;
(void)sdlPriority;
@ -58,8 +58,8 @@ void SDL_GDKSuspendComplete(void)
SDL_Unsupported();
}
SDL_DECLSPEC int SDLCALL SDL_GDKGetDefaultUser(void *outUserHandle); /* XUserHandle *outUserHandle */
int SDL_GDKGetDefaultUser(void *outUserHandle)
SDL_DECLSPEC int SDLCALL SDL_GetGDKDefaultUser(void *outUserHandle); /* XUserHandle *outUserHandle */
int SDL_GetGDKDefaultUser(void *outUserHandle)
{
return SDL_Unsupported();
}
@ -96,15 +96,15 @@ void SDL_UnregisterApp(void)
#ifndef SDL_PLATFORM_WINRT
/* Returns SDL_WinRT_DeviceFamily enum */
SDL_DECLSPEC int SDLCALL SDL_WinRTGetDeviceFamily(void);
int SDL_WinRTGetDeviceFamily()
SDL_DECLSPEC int SDLCALL SDL_GetWinRTDeviceFamily(void);
int SDL_GetWinRTDeviceFamily()
{
SDL_Unsupported();
return 0; /* SDL_WINRT_DEVICEFAMILY_UNKNOWN */
}
SDL_DECLSPEC const char *SDLCALL SDL_WinRTGetFSPath(int pathType); /* SDL_WinRT_Path pathType */
const char *SDL_WinRTGetFSPath(int pathType)
SDL_DECLSPEC const char *SDLCALL SDL_GetWinRTFSPath(int pathType); /* SDL_WinRT_Path pathType */
const char *SDL_GetWinRTFSPath(int pathType)
{
(void)pathType;
SDL_Unsupported();
@ -120,43 +120,43 @@ void SDL_AndroidBackButton()
SDL_Unsupported();
}
SDL_DECLSPEC void *SDLCALL SDL_AndroidGetActivity(void);
void *SDL_AndroidGetActivity()
SDL_DECLSPEC void *SDLCALL SDL_GetAndroidActivity(void);
void *SDL_GetAndroidActivity()
{
SDL_Unsupported();
return NULL;
}
SDL_DECLSPEC const char *SDLCALL SDL_AndroidGetCachePath(void);
const char* SDL_AndroidGetCachePath()
SDL_DECLSPEC const char *SDLCALL SDL_GetAndroidCachePath(void);
const char* SDL_GetAndroidCachePath()
{
SDL_Unsupported();
return NULL;
}
SDL_DECLSPEC const char *SDLCALL SDL_AndroidGetExternalStoragePath(void);
const char* SDL_AndroidGetExternalStoragePath()
SDL_DECLSPEC const char *SDLCALL SDL_GetAndroidExternalStoragePath(void);
const char* SDL_GetAndroidExternalStoragePath()
{
SDL_Unsupported();
return NULL;
}
SDL_DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(Uint32 *state);
int SDL_AndroidGetExternalStorageState(Uint32 *state)
SDL_DECLSPEC int SDLCALL SDL_GetAndroidExternalStorageState(Uint32 *state);
int SDL_GetAndroidExternalStorageState(Uint32 *state)
{
(void)state;
return SDL_Unsupported();
}
SDL_DECLSPEC const char *SDLCALL SDL_AndroidGetInternalStoragePath(void);
const char *SDL_AndroidGetInternalStoragePath(void)
SDL_DECLSPEC const char *SDLCALL SDL_GetAndroidInternalStoragePath(void);
const char *SDL_GetAndroidInternalStoragePath(void)
{
SDL_Unsupported();
return NULL;
}
SDL_DECLSPEC void *SDLCALL SDL_AndroidGetJNIEnv(void);
void *SDL_AndroidGetJNIEnv()
SDL_DECLSPEC void *SDLCALL SDL_GetAndroidJNIEnv(void);
void *SDL_GetAndroidJNIEnv()
{
SDL_Unsupported();
return NULL;

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@ -2392,12 +2392,12 @@ int Android_JNI_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *bu
//////////////////////////////////////////////////////////////////////////////
*/
void *SDL_AndroidGetJNIEnv(void)
void *SDL_GetAndroidJNIEnv(void)
{
return Android_JNI_GetEnv();
}
void *SDL_AndroidGetActivity(void)
void *SDL_GetAndroidActivity(void)
{
/* See SDL_system.h for caveats on using this function. */
@ -2453,7 +2453,7 @@ void SDL_AndroidBackButton(void)
}
// this caches a string until the process ends, so there's no need to use SDL_FreeLater.
const char *SDL_AndroidGetInternalStoragePath(void)
const char *SDL_GetAndroidInternalStoragePath(void)
{
static char *s_AndroidInternalFilesPath = NULL;
@ -2507,7 +2507,7 @@ const char *SDL_AndroidGetInternalStoragePath(void)
return s_AndroidInternalFilesPath;
}
int SDL_AndroidGetExternalStorageState(Uint32 *state)
int SDL_GetAndroidExternalStorageState(Uint32 *state)
{
struct LocalReferenceHolder refs = LocalReferenceHolder_Setup(__FUNCTION__);
jmethodID mid;
@ -2553,7 +2553,7 @@ int SDL_AndroidGetExternalStorageState(Uint32 *state)
}
// this caches a string until the process ends, so there's no need to use SDL_FreeLater.
const char *SDL_AndroidGetExternalStoragePath(void)
const char *SDL_GetAndroidExternalStoragePath(void)
{
static char *s_AndroidExternalFilesPath = NULL;
@ -2599,9 +2599,9 @@ const char *SDL_AndroidGetExternalStoragePath(void)
}
// this caches a string until the process ends, so there's no need to use SDL_FreeLater.
const char *SDL_AndroidGetCachePath(void)
const char *SDL_GetAndroidCachePath(void)
{
// !!! FIXME: lots of duplication with SDL_AndroidGetExternalStoragePath and SDL_AndroidGetInternalStoragePath; consolidate these functions!
// !!! FIXME: lots of duplication with SDL_GetAndroidExternalStoragePath and SDL_GetAndroidInternalStoragePath; consolidate these functions!
static char *s_AndroidCachePath = NULL;
if (!s_AndroidCachePath) {

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@ -35,7 +35,7 @@ PAPPCONSTRAIN_REGISTRATION hCPLM = {};
HANDLE plmSuspendComplete = nullptr;
extern "C"
int SDL_GDKGetTaskQueue(XTaskQueueHandle *outTaskQueue)
int SDL_GetGDKTaskQueue(XTaskQueueHandle *outTaskQueue)
{
/* If this is the first call, first create the global task queue. */
if (!GDK_GlobalTaskQueue) {
@ -82,7 +82,7 @@ void SDL_GDKSuspendComplete()
}
extern "C"
int SDL_GDKGetDefaultUser(XUserHandle *outUserHandle)
int SDL_GetGDKDefaultUser(XUserHandle *outUserHandle)
{
XAsyncBlock block = { 0 };
HRESULT result;

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@ -249,7 +249,7 @@ static SDL_bool rtkit_setpriority_realtime(pid_t thread, int rt_priority)
#endif /* threads */
/* this is a public symbol, so it has to exist even if threads are disabled. */
int SDL_LinuxSetThreadPriority(Sint64 threadID, int priority)
int SDL_SetLinuxThreadPriority(Sint64 threadID, int priority)
{
#ifdef SDL_THREADS_DISABLED
return SDL_Unsupported();
@ -281,7 +281,7 @@ int SDL_LinuxSetThreadPriority(Sint64 threadID, int priority)
}
/* this is a public symbol, so it has to exist even if threads are disabled. */
int SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy)
int SDL_SetLinuxThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy)
{
#ifdef SDL_THREADS_DISABLED
return SDL_Unsupported();

View File

@ -25,7 +25,7 @@
int (*WINRT_SDLAppEntryPoint)(int, char **) = NULL;
extern "C"
SDL_WinRT_DeviceFamily SDL_WinRTGetDeviceFamily()
SDL_WinRT_DeviceFamily SDL_GetWinRTDeviceFamily()
{
#if NTDDI_VERSION >= NTDDI_WIN10 /* !!! FIXME: I have no idea if this is the right test. This is a UWP API, I think. Older windows should...just return "mobile"? I don't know. --ryan. */
Platform::String ^ deviceFamily = Windows::System::Profile::AnalyticsInfo::VersionInfo->DeviceFamily;

View File

@ -13,12 +13,6 @@ SDL3_0.0.0 {
SDL_AddVulkanRenderSemaphores;
SDL_AllocateEventMemory;
SDL_AndroidBackButton;
SDL_AndroidGetActivity;
SDL_AndroidGetCachePath;
SDL_AndroidGetExternalStoragePath;
SDL_AndroidGetExternalStorageState;
SDL_AndroidGetInternalStoragePath;
SDL_AndroidGetJNIEnv;
SDL_AndroidRequestPermission;
SDL_AndroidSendMessage;
SDL_AndroidShowToast;
@ -113,7 +107,6 @@ SDL3_0.0.0 {
SDL_DestroyWindowSurface;
SDL_DetachThread;
SDL_DetachVirtualJoystick;
SDL_Direct3D9GetAdapterIndex;
SDL_DisableScreenSaver;
SDL_DuplicateSurface;
SDL_EGL_GetCurrentEGLConfig;
@ -136,8 +129,6 @@ SDL3_0.0.0 {
SDL_FlushEvent;
SDL_FlushEvents;
SDL_FlushRenderer;
SDL_GDKGetDefaultUser;
SDL_GDKGetTaskQueue;
SDL_GDKSuspendComplete;
SDL_GL_CreateContext;
SDL_GL_DestroyContext;
@ -162,6 +153,12 @@ SDL3_0.0.0 {
SDL_GamepadHasButton;
SDL_GamepadHasSensor;
SDL_GamepadSensorEnabled;
SDL_GetAndroidActivity;
SDL_GetAndroidCachePath;
SDL_GetAndroidExternalStoragePath;
SDL_GetAndroidExternalStorageState;
SDL_GetAndroidInternalStoragePath;
SDL_GetAndroidJNIEnv;
SDL_GetAndroidSDKVersion;
SDL_GetAssertionHandler;
SDL_GetAssertionReport;
@ -216,6 +213,7 @@ SDL3_0.0.0 {
SDL_GetDefaultKeyFromScancode;
SDL_GetDefaultScancodeFromKey;
SDL_GetDesktopDisplayMode;
SDL_GetDirect3D9AdapterIndex;
SDL_GetDisplayBounds;
SDL_GetDisplayContentScale;
SDL_GetDisplayForPoint;
@ -229,6 +227,8 @@ SDL3_0.0.0 {
SDL_GetEventFilter;
SDL_GetFloatProperty;
SDL_GetFullscreenDisplayModes;
SDL_GetGDKDefaultUser;
SDL_GetGDKTaskQueue;
SDL_GetGamepadAppleSFSymbolsNameForAxis;
SDL_GetGamepadAppleSFSymbolsNameForButton;
SDL_GetGamepadAxis;
@ -464,6 +464,8 @@ SDL3_0.0.0 {
SDL_GetUserFolder;
SDL_GetVersion;
SDL_GetVideoDriver;
SDL_GetWinRTDeviceFamily;
SDL_GetWinRTFSPath;
SDL_GetWindowAspectRatio;
SDL_GetWindowBordersSize;
SDL_GetWindowDisplayScale;
@ -541,8 +543,6 @@ SDL3_0.0.0 {
SDL_IsTablet;
SDL_JoystickConnected;
SDL_JoystickEventsEnabled;
SDL_LinuxSetThreadPriority;
SDL_LinuxSetThreadPriorityAndPolicy;
SDL_LoadBMP;
SDL_LoadBMP_IO;
SDL_LoadFile;
@ -724,6 +724,8 @@ SDL3_0.0.0 {
SDL_SetJoystickVirtualButton;
SDL_SetJoystickVirtualHat;
SDL_SetJoystickVirtualTouchpad;
SDL_SetLinuxThreadPriority;
SDL_SetLinuxThreadPriorityAndPolicy;
SDL_SetLogOutputFunction;
SDL_SetLogPriorities;
SDL_SetLogPriority;
@ -788,6 +790,8 @@ SDL3_0.0.0 {
SDL_SetWindowTitle;
SDL_SetWindowsMessageHook;
SDL_SetX11EventHook;
SDL_SetiOSAnimationCallback;
SDL_SetiOSEventPump;
SDL_ShowCursor;
SDL_ShowMessageBox;
SDL_ShowOpenFileDialog;
@ -857,8 +861,6 @@ SDL3_0.0.0 {
SDL_WarpMouseGlobal;
SDL_WarpMouseInWindow;
SDL_WasInit;
SDL_WinRTGetDeviceFamily;
SDL_WinRTGetFSPath;
SDL_WindowHasSurface;
SDL_WriteIO;
SDL_WriteS16BE;
@ -933,8 +935,6 @@ SDL3_0.0.0 {
SDL_hid_send_feature_report;
SDL_hid_set_nonblocking;
SDL_hid_write;
SDL_iOSSetAnimationCallback;
SDL_iOSSetEventPump;
SDL_iconv;
SDL_iconv_close;
SDL_iconv_open;

View File

@ -38,12 +38,6 @@
#define SDL_AddVulkanRenderSemaphores SDL_AddVulkanRenderSemaphores_REAL
#define SDL_AllocateEventMemory SDL_AllocateEventMemory_REAL
#define SDL_AndroidBackButton SDL_AndroidBackButton_REAL
#define SDL_AndroidGetActivity SDL_AndroidGetActivity_REAL
#define SDL_AndroidGetCachePath SDL_AndroidGetCachePath_REAL
#define SDL_AndroidGetExternalStoragePath SDL_AndroidGetExternalStoragePath_REAL
#define SDL_AndroidGetExternalStorageState SDL_AndroidGetExternalStorageState_REAL
#define SDL_AndroidGetInternalStoragePath SDL_AndroidGetInternalStoragePath_REAL
#define SDL_AndroidGetJNIEnv SDL_AndroidGetJNIEnv_REAL
#define SDL_AndroidRequestPermission SDL_AndroidRequestPermission_REAL
#define SDL_AndroidSendMessage SDL_AndroidSendMessage_REAL
#define SDL_AndroidShowToast SDL_AndroidShowToast_REAL
@ -138,7 +132,6 @@
#define SDL_DestroyWindowSurface SDL_DestroyWindowSurface_REAL
#define SDL_DetachThread SDL_DetachThread_REAL
#define SDL_DetachVirtualJoystick SDL_DetachVirtualJoystick_REAL
#define SDL_Direct3D9GetAdapterIndex SDL_Direct3D9GetAdapterIndex_REAL
#define SDL_DisableScreenSaver SDL_DisableScreenSaver_REAL
#define SDL_DuplicateSurface SDL_DuplicateSurface_REAL
#define SDL_EGL_GetCurrentEGLConfig SDL_EGL_GetCurrentEGLConfig_REAL
@ -161,8 +154,6 @@
#define SDL_FlushEvent SDL_FlushEvent_REAL
#define SDL_FlushEvents SDL_FlushEvents_REAL
#define SDL_FlushRenderer SDL_FlushRenderer_REAL
#define SDL_GDKGetDefaultUser SDL_GDKGetDefaultUser_REAL
#define SDL_GDKGetTaskQueue SDL_GDKGetTaskQueue_REAL
#define SDL_GDKSuspendComplete SDL_GDKSuspendComplete_REAL
#define SDL_GL_CreateContext SDL_GL_CreateContext_REAL
#define SDL_GL_DestroyContext SDL_GL_DestroyContext_REAL
@ -187,6 +178,12 @@
#define SDL_GamepadHasButton SDL_GamepadHasButton_REAL
#define SDL_GamepadHasSensor SDL_GamepadHasSensor_REAL
#define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL
#define SDL_GetAndroidActivity SDL_GetAndroidActivity_REAL
#define SDL_GetAndroidCachePath SDL_GetAndroidCachePath_REAL
#define SDL_GetAndroidExternalStoragePath SDL_GetAndroidExternalStoragePath_REAL
#define SDL_GetAndroidExternalStorageState SDL_GetAndroidExternalStorageState_REAL
#define SDL_GetAndroidInternalStoragePath SDL_GetAndroidInternalStoragePath_REAL
#define SDL_GetAndroidJNIEnv SDL_GetAndroidJNIEnv_REAL
#define SDL_GetAndroidSDKVersion SDL_GetAndroidSDKVersion_REAL
#define SDL_GetAssertionHandler SDL_GetAssertionHandler_REAL
#define SDL_GetAssertionReport SDL_GetAssertionReport_REAL
@ -241,6 +238,7 @@
#define SDL_GetDefaultKeyFromScancode SDL_GetDefaultKeyFromScancode_REAL
#define SDL_GetDefaultScancodeFromKey SDL_GetDefaultScancodeFromKey_REAL
#define SDL_GetDesktopDisplayMode SDL_GetDesktopDisplayMode_REAL
#define SDL_GetDirect3D9AdapterIndex SDL_GetDirect3D9AdapterIndex_REAL
#define SDL_GetDisplayBounds SDL_GetDisplayBounds_REAL
#define SDL_GetDisplayContentScale SDL_GetDisplayContentScale_REAL
#define SDL_GetDisplayForPoint SDL_GetDisplayForPoint_REAL
@ -254,6 +252,8 @@
#define SDL_GetEventFilter SDL_GetEventFilter_REAL
#define SDL_GetFloatProperty SDL_GetFloatProperty_REAL
#define SDL_GetFullscreenDisplayModes SDL_GetFullscreenDisplayModes_REAL
#define SDL_GetGDKDefaultUser SDL_GetGDKDefaultUser_REAL
#define SDL_GetGDKTaskQueue SDL_GetGDKTaskQueue_REAL
#define SDL_GetGamepadAppleSFSymbolsNameForAxis SDL_GetGamepadAppleSFSymbolsNameForAxis_REAL
#define SDL_GetGamepadAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton_REAL
#define SDL_GetGamepadAxis SDL_GetGamepadAxis_REAL
@ -489,6 +489,8 @@
#define SDL_GetUserFolder SDL_GetUserFolder_REAL
#define SDL_GetVersion SDL_GetVersion_REAL
#define SDL_GetVideoDriver SDL_GetVideoDriver_REAL
#define SDL_GetWinRTDeviceFamily SDL_GetWinRTDeviceFamily_REAL
#define SDL_GetWinRTFSPath SDL_GetWinRTFSPath_REAL
#define SDL_GetWindowAspectRatio SDL_GetWindowAspectRatio_REAL
#define SDL_GetWindowBordersSize SDL_GetWindowBordersSize_REAL
#define SDL_GetWindowDisplayScale SDL_GetWindowDisplayScale_REAL
@ -566,8 +568,6 @@
#define SDL_IsTablet SDL_IsTablet_REAL
#define SDL_JoystickConnected SDL_JoystickConnected_REAL
#define SDL_JoystickEventsEnabled SDL_JoystickEventsEnabled_REAL
#define SDL_LinuxSetThreadPriority SDL_LinuxSetThreadPriority_REAL
#define SDL_LinuxSetThreadPriorityAndPolicy SDL_LinuxSetThreadPriorityAndPolicy_REAL
#define SDL_LoadBMP SDL_LoadBMP_REAL
#define SDL_LoadBMP_IO SDL_LoadBMP_IO_REAL
#define SDL_LoadFile SDL_LoadFile_REAL
@ -749,6 +749,8 @@
#define SDL_SetJoystickVirtualButton SDL_SetJoystickVirtualButton_REAL
#define SDL_SetJoystickVirtualHat SDL_SetJoystickVirtualHat_REAL
#define SDL_SetJoystickVirtualTouchpad SDL_SetJoystickVirtualTouchpad_REAL
#define SDL_SetLinuxThreadPriority SDL_SetLinuxThreadPriority_REAL
#define SDL_SetLinuxThreadPriorityAndPolicy SDL_SetLinuxThreadPriorityAndPolicy_REAL
#define SDL_SetLogOutputFunction SDL_SetLogOutputFunction_REAL
#define SDL_SetLogPriorities SDL_SetLogPriorities_REAL
#define SDL_SetLogPriority SDL_SetLogPriority_REAL
@ -813,6 +815,8 @@
#define SDL_SetWindowTitle SDL_SetWindowTitle_REAL
#define SDL_SetWindowsMessageHook SDL_SetWindowsMessageHook_REAL
#define SDL_SetX11EventHook SDL_SetX11EventHook_REAL
#define SDL_SetiOSAnimationCallback SDL_SetiOSAnimationCallback_REAL
#define SDL_SetiOSEventPump SDL_SetiOSEventPump_REAL
#define SDL_ShowCursor SDL_ShowCursor_REAL
#define SDL_ShowMessageBox SDL_ShowMessageBox_REAL
#define SDL_ShowOpenFileDialog SDL_ShowOpenFileDialog_REAL
@ -882,8 +886,6 @@
#define SDL_WarpMouseGlobal SDL_WarpMouseGlobal_REAL
#define SDL_WarpMouseInWindow SDL_WarpMouseInWindow_REAL
#define SDL_WasInit SDL_WasInit_REAL
#define SDL_WinRTGetDeviceFamily SDL_WinRTGetDeviceFamily_REAL
#define SDL_WinRTGetFSPath SDL_WinRTGetFSPath_REAL
#define SDL_WindowHasSurface SDL_WindowHasSurface_REAL
#define SDL_WriteIO SDL_WriteIO_REAL
#define SDL_WriteS16BE SDL_WriteS16BE_REAL
@ -958,8 +960,6 @@
#define SDL_hid_send_feature_report SDL_hid_send_feature_report_REAL
#define SDL_hid_set_nonblocking SDL_hid_set_nonblocking_REAL
#define SDL_hid_write SDL_hid_write_REAL
#define SDL_iOSSetAnimationCallback SDL_iOSSetAnimationCallback_REAL
#define SDL_iOSSetEventPump SDL_iOSSetEventPump_REAL
#define SDL_iconv SDL_iconv_REAL
#define SDL_iconv_close SDL_iconv_close_REAL
#define SDL_iconv_open SDL_iconv_open_REAL

View File

@ -58,12 +58,6 @@ SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimerNS,(Uint64 a, SDL_NSTimerCallback b, voi
SDL_DYNAPI_PROC(int,SDL_AddVulkanRenderSemaphores,(SDL_Renderer *a, Uint32 b, Sint64 c, Sint64 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void*,SDL_AllocateEventMemory,(size_t a),(a),return)
SDL_DYNAPI_PROC(void,SDL_AndroidBackButton,(void),(),)
SDL_DYNAPI_PROC(void*,SDL_AndroidGetActivity,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_AndroidGetCachePath,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_AndroidGetExternalStoragePath,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_AndroidGetExternalStorageState,(Uint32 *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_AndroidGetInternalStoragePath,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_AndroidGetJNIEnv,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_AndroidRequestPermission,(const char *a, SDL_AndroidRequestPermissionCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_AndroidSendMessage,(Uint32 a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_AndroidShowToast,(const char *a, int b, int c, int d, int e),(a,b,c,d,e),return)
@ -158,7 +152,6 @@ SDL_DYNAPI_PROC(void,SDL_DestroyWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(int,SDL_DestroyWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_DetachThread,(SDL_Thread *a),(a),)
SDL_DYNAPI_PROC(int,SDL_DetachVirtualJoystick,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_Direct3D9GetAdapterIndex,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_DisableScreenSaver,(void),(),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_DuplicateSurface,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_EGLConfig,SDL_EGL_GetCurrentEGLConfig,(void),(),return)
@ -181,8 +174,6 @@ SDL_DYNAPI_PROC(int,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_FlushRenderer,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GDKGetDefaultUser,(XUserHandle *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GDKGetTaskQueue,(XTaskQueueHandle *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GDKSuspendComplete,(void),(),)
SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_DestroyContext,(SDL_GLContext a),(a),return)
@ -207,6 +198,12 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_GetAndroidActivity,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAndroidCachePath,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAndroidExternalStoragePath,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetAndroidExternalStorageState,(Uint32 *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAndroidInternalStoragePath,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_GetAndroidJNIEnv,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetAndroidSDKVersion,(void),(),return)
SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return)
SDL_DYNAPI_PROC(const SDL_AssertData*,SDL_GetAssertionReport,(void),(),return)
@ -261,6 +258,7 @@ SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetDefaultCursor,(void),(),return)
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetDefaultKeyFromScancode,(SDL_Scancode a, SDL_Keymod b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetDefaultScancodeFromKey,(SDL_Keycode a, SDL_Keymod *b),(a,b),return)
SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetDesktopDisplayMode,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetDirect3D9AdapterIndex,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetDisplayBounds,(SDL_DisplayID a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_GetDisplayContentScale,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetDisplayForPoint,(const SDL_Point *a),(a),return)
@ -274,6 +272,8 @@ SDL_DYNAPI_PROC(const char*,SDL_GetError,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetEventFilter,(SDL_EventFilter *a, void **b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_GetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(const SDL_DisplayMode**,SDL_GetFullscreenDisplayModes,(SDL_DisplayID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetGDKDefaultUser,(XUserHandle *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetGDKTaskQueue,(XTaskQueueHandle *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
@ -509,6 +509,8 @@ SDL_DYNAPI_PROC(SDL_Finger**,SDL_GetTouchFingers,(SDL_TouchID a, int *b),(a,b),r
SDL_DYNAPI_PROC(char*,SDL_GetUserFolder,(SDL_Folder a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetVersion,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetVideoDriver,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_WinRT_DeviceFamily,SDL_GetWinRTDeviceFamily,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetWinRTFSPath,(SDL_WinRT_Path a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowAspectRatio,(SDL_Window *a, float *b, float *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(float,SDL_GetWindowDisplayScale,(SDL_Window *a),(a),return)
@ -585,8 +587,6 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_IsMouseHaptic,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsTablet,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickConnected,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickEventsEnabled,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriority,(Sint64 a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriorityAndPolicy,(Sint64 a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP_IO,(SDL_IOStream *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_LoadFile,(const char *a, size_t *b),(a,b),return)
@ -759,6 +759,8 @@ SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualBall,(SDL_Joystick *a, int b, Sint16 c
SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualButton,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualHat,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualTouchpad,(SDL_Joystick *a, int b, int c, Uint8 d, float e, float f, float g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(int,SDL_SetLinuxThreadPriority,(Sint64 a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetLinuxThreadPriorityAndPolicy,(Sint64 a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SetLogOutputFunction,(SDL_LogOutputFunction a, void *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetLogPriorities,(SDL_LogPriority a),(a),)
SDL_DYNAPI_PROC(void,SDL_SetLogPriority,(int a, SDL_LogPriority b),(a,b),)
@ -823,6 +825,8 @@ SDL_DYNAPI_PROC(int,SDL_SetWindowSurfaceVSync,(SDL_Window *a, int b),(a,b),retur
SDL_DYNAPI_PROC(int,SDL_SetWindowTitle,(SDL_Window *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_SetWindowsMessageHook,(SDL_WindowsMessageHook a, void *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetX11EventHook,(SDL_X11EventHook a, void *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_SetiOSAnimationCallback,(SDL_Window *a, int b, SDL_iOSAnimationCallback c, void *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_SetiOSEventPump,(SDL_bool a),(a),)
SDL_DYNAPI_PROC(int,SDL_ShowCursor,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_ShowMessageBox,(const SDL_MessageBoxData *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_ShowOpenFileDialog,(SDL_DialogFileCallback a, void *b, SDL_Window *c, const SDL_DialogFileFilter *d, int e, const char *f, SDL_bool g),(a,b,c,d,e,f,g),)
@ -892,8 +896,6 @@ SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_WarpMouseGlobal,(float a, float b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_WarpMouseInWindow,(SDL_Window *a, float b, float c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_InitFlags,SDL_WasInit,(SDL_InitFlags a),(a),return)
SDL_DYNAPI_PROC(SDL_WinRT_DeviceFamily,SDL_WinRTGetDeviceFamily,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_WinRTGetFSPath,(SDL_WinRT_Path a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WindowHasSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(size_t,SDL_WriteIO,(SDL_IOStream *a, const void *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS16BE,(SDL_IOStream *a, Sint16 b),(a,b),return)
@ -967,8 +969,6 @@ SDL_DYNAPI_PROC(int,SDL_hid_read_timeout,(SDL_hid_device *a, unsigned char *b, s
SDL_DYNAPI_PROC(int,SDL_hid_send_feature_report,(SDL_hid_device *a, const unsigned char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_hid_set_nonblocking,(SDL_hid_device *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_hid_write,(SDL_hid_device *a, const unsigned char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_iOSSetAnimationCallback,(SDL_Window *a, int b, SDL_iOSAnimationCallback c, void *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_iOSSetEventPump,(SDL_bool a),(a),)
SDL_DYNAPI_PROC(size_t,SDL_iconv,(SDL_iconv_t a, const char **b, size_t *c, char **d, size_t *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_iconv_close,(SDL_iconv_t a),(a),return)
SDL_DYNAPI_PROC(SDL_iconv_t,SDL_iconv_open,(const char *a, const char *b),(a,b),return)

View File

@ -578,7 +578,7 @@ SDL_IOStream *SDL_IOFromFile(const char *file, const char *mode)
} else {
/* Try opening it from internal storage if it's a relative path */
char *path = NULL;
SDL_asprintf(&path, "%s/%s", SDL_AndroidGetInternalStoragePath(), file);
SDL_asprintf(&path, "%s/%s", SDL_GetAndroidInternalStoragePath(), file);
if (path) {
FILE *fp = fopen(path, mode);
SDL_free(path);

View File

@ -36,7 +36,7 @@ char *SDL_GetBasePath(void)
char *SDL_GetPrefPath(const char *org, const char *app)
{
const char *path = SDL_AndroidGetInternalStoragePath();
const char *path = SDL_GetAndroidInternalStoragePath();
if (path) {
size_t pathlen = SDL_strlen(path) + 2;
char *fullpath = (char *)SDL_malloc(pathlen);

View File

@ -99,7 +99,7 @@ SDL_GetPrefPath(const char *org, const char *app)
return SDL_strdup("T:\\");
}
if (SDL_GDKGetDefaultUser(&user) < 0) {
if (SDL_GetGDKDefaultUser(&user) < 0) {
/* Error already set, just return */
return NULL;
}

View File

@ -35,7 +35,7 @@ extern "C" {
using namespace std;
using namespace Windows::Storage;
static const wchar_t *SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType)
static const wchar_t *SDL_GetWinRTFSPathUNICODE(SDL_WinRT_Path pathType)
{
switch (pathType) {
case SDL_WINRT_PATH_INSTALLED_LOCATION:
@ -94,7 +94,7 @@ static const wchar_t *SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType)
}
// this caches a string until the process ends, so there's no need to use SDL_FreeLater.
extern "C" const char *SDL_WinRTGetFSPath(SDL_WinRT_Path pathType)
extern "C" const char *SDL_GetWinRTFSPath(SDL_WinRT_Path pathType)
{
typedef unordered_map<SDL_WinRT_Path, string> UTF8PathMap;
static UTF8PathMap utf8Paths;
@ -104,7 +104,7 @@ extern "C" const char *SDL_WinRTGetFSPath(SDL_WinRT_Path pathType)
return searchResult->second.c_str();
}
const wchar_t *ucs2Path = SDL_WinRTGetFSPathUNICODE(pathType);
const wchar_t *ucs2Path = SDL_GetWinRTFSPathUNICODE(pathType);
if (!ucs2Path) {
return NULL;
}
@ -117,7 +117,7 @@ extern "C" const char *SDL_WinRTGetFSPath(SDL_WinRT_Path pathType)
extern "C" char *SDL_GetBasePath(void)
{
const char *srcPath = SDL_WinRTGetFSPath(SDL_WINRT_PATH_INSTALLED_LOCATION);
const char *srcPath = SDL_GetWinRTFSPath(SDL_WINRT_PATH_INSTALLED_LOCATION);
size_t destPathLen;
char *destPath = NULL;
@ -160,7 +160,7 @@ extern "C" char *SDL_GetPrefPath(const char *org, const char *app)
org = "";
}
srcPath = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_LOCAL_FOLDER);
srcPath = SDL_GetWinRTFSPathUNICODE(SDL_WINRT_PATH_LOCAL_FOLDER);
if (!srcPath) {
SDL_SetError("Unable to find a source path");
return NULL;

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@ -2313,7 +2313,7 @@ static SDL_bool SDL_GetGamepadMappingFilePath(char *path, size_t size)
}
#ifdef SDL_PLATFORM_ANDROID
return SDL_snprintf(path, size, "%s/gamepad_map.txt", SDL_AndroidGetInternalStoragePath()) < size;
return SDL_snprintf(path, size, "%s/gamepad_map.txt", SDL_GetAndroidInternalStoragePath()) < size;
#else
return SDL_FALSE;
#endif

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@ -84,7 +84,7 @@ int SDL_RunApp(int, char**, SDL_main_func mainFunction, void *reserved)
hr = XGameRuntimeInitialize();
if (SUCCEEDED(hr) && SDL_GDKGetTaskQueue(&taskQueue) == 0) {
if (SUCCEEDED(hr) && SDL_GetGDKTaskQueue(&taskQueue) == 0) {
Uint32 titleid = 0;
char scidBuffer[64];
XblInitArgs xblArgs;

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@ -1679,7 +1679,7 @@ int D3D_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Propertie
/* Get the adapter for the display that the window is on */
displayID = SDL_GetDisplayForWindow(window);
data->adapter = SDL_Direct3D9GetAdapterIndex(displayID);
data->adapter = SDL_GetDirect3D9AdapterIndex(displayID);
result = IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
if (FAILED(result)) {

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@ -1262,7 +1262,7 @@ SDL_bool SDLTest_CommonInit(SDLTest_CommonState *state)
#if defined(SDL_VIDEO_DRIVER_WINDOWS) && !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)
/* Print the D3D9 adapter index */
adapterIndex = SDL_Direct3D9GetAdapterIndex(displayID);
adapterIndex = SDL_GetDirect3D9AdapterIndex(displayID);
SDL_Log("D3D9 Adapter Index: %d", adapterIndex);
/* Print the DXGI adapter and output indices */

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@ -238,7 +238,7 @@ int SDL_SYS_SetThreadPriority(SDL_ThreadPriority priority)
#ifdef SDL_PLATFORM_LINUX
{
pid_t linuxTid = syscall(SYS_gettid);
return SDL_LinuxSetThreadPriorityAndPolicy(linuxTid, priority, policy);
return SDL_SetLinuxThreadPriorityAndPolicy(linuxTid, priority, policy);
}
#else
if (priority == SDL_THREAD_PRIORITY_LOW) {

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@ -52,8 +52,8 @@ SDL_bool SDL_DXGIGetOutputInfo(SDL_DisplayID displayID, int *adapterIndex, int *
return SDL_FALSE;
}
SDL_DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex(SDL_DisplayID displayID);
int SDL_Direct3D9GetAdapterIndex(SDL_DisplayID displayID)
SDL_DECLSPEC int SDLCALL SDL_GetDirect3D9AdapterIndex(SDL_DisplayID displayID);
int SDL_GetDirect3D9AdapterIndex(SDL_DisplayID displayID)
{
(void)displayID;
return SDL_Unsupported();
@ -61,8 +61,8 @@ int SDL_Direct3D9GetAdapterIndex(SDL_DisplayID displayID)
#elif defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
SDL_DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex(SDL_DisplayID displayID);
int SDL_Direct3D9GetAdapterIndex(SDL_DisplayID displayID)
SDL_DECLSPEC int SDLCALL SDL_GetDirect3D9AdapterIndex(SDL_DisplayID displayID);
int SDL_GetDirect3D9AdapterIndex(SDL_DisplayID displayID)
{
(void)displayID;
return SDL_Unsupported();
@ -72,8 +72,8 @@ int SDL_Direct3D9GetAdapterIndex(SDL_DisplayID displayID)
#ifndef SDL_PLATFORM_GDK
SDL_DECLSPEC int SDLCALL SDL_GDKGetTaskQueue(void *outTaskQueue);
int SDL_GDKGetTaskQueue(void *outTaskQueue)
SDL_DECLSPEC int SDLCALL SDL_GetGDKTaskQueue(void *outTaskQueue);
int SDL_GetGDKTaskQueue(void *outTaskQueue)
{
(void)outTaskQueue;
return SDL_Unsupported();
@ -94,8 +94,8 @@ void SDL_OnApplicationDidChangeStatusBarOrientation(void)
#ifndef SDL_VIDEO_DRIVER_UIKIT
typedef void (SDLCALL *SDL_iOSAnimationCallback)(void *userdata);
SDL_DECLSPEC int SDLCALL SDL_iOSSetAnimationCallback(SDL_Window *window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam);
int SDL_iOSSetAnimationCallback(SDL_Window *window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam)
SDL_DECLSPEC int SDLCALL SDL_SetiOSAnimationCallback(SDL_Window *window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam);
int SDL_SetiOSAnimationCallback(SDL_Window *window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam)
{
(void)window;
(void)interval;
@ -104,8 +104,8 @@ int SDL_iOSSetAnimationCallback(SDL_Window *window, int interval, SDL_iOSAnimati
return SDL_Unsupported();
}
SDL_DECLSPEC void SDLCALL SDL_iOSSetEventPump(SDL_bool enabled);
void SDL_iOSSetEventPump(SDL_bool enabled)
SDL_DECLSPEC void SDLCALL SDL_SetiOSEventPump(SDL_bool enabled);
void SDL_SetiOSEventPump(SDL_bool enabled)
{
(void)enabled;
SDL_Unsupported();

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@ -100,7 +100,7 @@ static void SDLCALL GDK_InternalHintCallback(
static int GDK_InternalEnsureTaskQueue(void)
{
if (!g_TextTaskQueue) {
if (SDL_GDKGetTaskQueue(&g_TextTaskQueue) < 0) {
if (SDL_GetGDKTaskQueue(&g_TextTaskQueue) < 0) {
/* SetError will be done for us. */
return -1;
}

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@ -404,9 +404,9 @@ static UIImage *SDL_LoadLaunchImageNamed(NSString *name, int screenh)
[self performSelector:@selector(hideLaunchScreen) withObject:nil afterDelay:0.0];
/* run the user's application, passing argc and argv */
SDL_iOSSetEventPump(SDL_TRUE);
SDL_SetiOSEventPump(SDL_TRUE);
exit_status = forward_main(forward_argc, forward_argv);
SDL_iOSSetEventPump(SDL_FALSE);
SDL_SetiOSEventPump(SDL_FALSE);
if (launchWindow) {
launchWindow.hidden = YES;

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@ -126,7 +126,7 @@ Uint64 UIKit_GetEventTimestamp(NSTimeInterval nsTimestamp)
return timestamp;
}
void SDL_iOSSetEventPump(SDL_bool enabled)
void SDL_SetiOSEventPump(SDL_bool enabled)
{
UIKit_EventPumpEnabled = enabled;

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@ -453,7 +453,7 @@ UIKit_GetSupportedOrientations(SDL_Window *window)
}
#endif /* !SDL_PLATFORM_TVOS */
int SDL_iOSSetAnimationCallback(SDL_Window *window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam)
int SDL_SetiOSAnimationCallback(SDL_Window *window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam)
{
if (!window || !window->driverdata) {
return SDL_SetError("Invalid window");

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@ -590,7 +590,7 @@ SDL_bool D3D_LoadDLL(void **pD3DDLL, IDirect3D9 **pDirect3D9Interface)
return SDL_FALSE;
}
int SDL_Direct3D9GetAdapterIndex(SDL_DisplayID displayID)
int SDL_GetDirect3D9AdapterIndex(SDL_DisplayID displayID)
{
void *pD3DDLL;
IDirect3D9 *pD3D;

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@ -171,7 +171,7 @@ SDL_bool WINRT_IsScreenKeyboardShown(SDL_VideoDevice *_this, SDL_Window *window)
using namespace Windows::UI::ViewManagement;
InputPane ^ inputPane = InputPane::GetForCurrentView();
if (inputPane) {
switch (SDL_WinRTGetDeviceFamily()) {
switch (SDL_GetWinRTDeviceFamily()) {
case SDL_WINRT_DEVICEFAMILY_XBOX:
// Documentation recommends using inputPane->Visible
// https://learn.microsoft.com/en-us/uwp/api/windows.ui.viewmanagement.inputpane.visible?view=winrt-22621