mirror of https://github.com/libsdl-org/SDL
Re-sorted SDL 3.0 API list
This commit is contained in:
parent
80890f3aae
commit
abd051f89e
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@ -73,6 +73,7 @@ SDL3_0.0.0 {
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SDL_CreateWindow;
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SDL_CreateWindowAndRenderer;
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SDL_CreateWindowFrom;
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SDL_CursorVisible;
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SDL_DXGIGetOutputInfo;
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SDL_DelEventWatch;
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SDL_DelHintCallback;
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@ -101,6 +102,7 @@ SDL3_0.0.0 {
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SDL_EGL_SetEGLAttributeCallbacks;
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SDL_EnableScreenSaver;
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SDL_Error;
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SDL_EventEnabled;
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SDL_FillSurfaceRect;
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SDL_FillSurfaceRects;
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SDL_FilterEvents;
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@ -132,12 +134,15 @@ SDL3_0.0.0 {
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SDL_GL_UnloadLibrary;
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SDL_GUIDFromString;
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SDL_GUIDToString;
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SDL_GamepadConnected;
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SDL_GamepadEventsEnabled;
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SDL_GamepadHasAxis;
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SDL_GamepadHasButton;
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SDL_GamepadHasLED;
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SDL_GamepadHasRumble;
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SDL_GamepadHasRumbleTriggers;
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SDL_GamepadHasSensor;
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SDL_GamepadSensorEnabled;
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SDL_GetAndroidSDKVersion;
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SDL_GetAssertionHandler;
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SDL_GetAssertionReport;
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@ -293,6 +298,8 @@ SDL3_0.0.0 {
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SDL_GetRelativeMouseMode;
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SDL_GetRelativeMouseState;
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SDL_GetRenderClipRect;
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SDL_GetRenderD3D11Device;
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SDL_GetRenderD3D9Device;
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SDL_GetRenderDrawBlendMode;
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SDL_GetRenderDrawColor;
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SDL_GetRenderDriver;
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@ -419,6 +426,7 @@ SDL3_0.0.0 {
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SDL_HasSSE;
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SDL_HasScreenKeyboardSupport;
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SDL_HasSensors;
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SDL_HideCursor;
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SDL_HideWindow;
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SDL_Init;
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SDL_InitSubSystem;
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@ -426,18 +434,11 @@ SDL3_0.0.0 {
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SDL_IsChromebook;
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SDL_IsDeXMode;
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SDL_IsGamepad;
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SDL_GamepadConnected;
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SDL_GamepadSensorEnabled;
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SDL_JoystickConnected;
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SDL_IsJoystickVirtual;
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SDL_RenderClipEnabled;
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SDL_RenderTargetSupported;
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SDL_ScreenKeyboardShown;
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SDL_ScreenSaverEnabled;
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SDL_IsShapedWindow;
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SDL_IsTablet;
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SDL_TextInputActive;
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SDL_TextInputShown;
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SDL_JoystickConnected;
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SDL_JoystickEventsEnabled;
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SDL_JoystickHasLED;
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SDL_JoystickHasRumble;
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SDL_JoystickHasRumbleTriggers;
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@ -532,6 +533,7 @@ SDL3_0.0.0 {
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SDL_RegisterEvents;
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SDL_RemoveTimer;
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SDL_RenderClear;
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SDL_RenderClipEnabled;
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SDL_RenderFillRect;
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SDL_RenderFillRectF;
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SDL_RenderFillRects;
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@ -539,9 +541,7 @@ SDL3_0.0.0 {
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SDL_RenderFlush;
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SDL_RenderGeometry;
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SDL_RenderGeometryRaw;
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SDL_GetRenderD3D11Device;
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SDL_RenderGetD3D12Device;
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SDL_GetRenderD3D9Device;
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SDL_RenderLine;
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SDL_RenderLineF;
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SDL_RenderLines;
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@ -557,6 +557,7 @@ SDL3_0.0.0 {
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SDL_RenderRectF;
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SDL_RenderRects;
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SDL_RenderRectsF;
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SDL_RenderTargetSupported;
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SDL_RenderTexture;
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SDL_RenderTextureF;
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SDL_RenderTextureRotated;
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@ -578,6 +579,8 @@ SDL3_0.0.0 {
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SDL_SIMDGetAlignment;
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SDL_SIMDRealloc;
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SDL_SaveBMP_RW;
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SDL_ScreenKeyboardShown;
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SDL_ScreenSaverEnabled;
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SDL_SemPost;
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SDL_SemTryWait;
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SDL_SemValue;
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@ -589,12 +592,15 @@ SDL3_0.0.0 {
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SDL_SetClipboardText;
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SDL_SetCursor;
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SDL_SetError;
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SDL_SetEventEnabled;
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SDL_SetEventFilter;
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SDL_SetGamepadEventsEnabled;
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SDL_SetGamepadLED;
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SDL_SetGamepadPlayerIndex;
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SDL_SetGamepadSensorEnabled;
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SDL_SetHint;
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SDL_SetHintWithPriority;
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SDL_SetJoystickEventsEnabled;
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SDL_SetJoystickLED;
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SDL_SetJoystickPlayerIndex;
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SDL_SetJoystickVirtualAxis;
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@ -653,6 +659,7 @@ SDL3_0.0.0 {
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SDL_SetWindowTitle;
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SDL_SetWindowsMessageHook;
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SDL_SetYUVConversionMode;
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SDL_ShowCursor;
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SDL_ShowMessageBox;
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SDL_ShowSimpleMessageBox;
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SDL_ShowWindow;
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@ -666,6 +673,8 @@ SDL3_0.0.0 {
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SDL_TLSCreate;
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SDL_TLSGet;
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SDL_TLSSet;
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SDL_TextInputActive;
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SDL_TextInputShown;
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SDL_ThreadID;
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SDL_TryLockMutex;
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SDL_UnloadObject;
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@ -850,15 +859,6 @@ SDL3_0.0.0 {
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SDL_wcsncasecmp;
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SDL_wcsncmp;
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SDL_wcsstr;
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SDL_SetEventEnabled;
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SDL_EventEnabled;
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SDL_SetGamepadEventsEnabled;
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SDL_GamepadEventsEnabled;
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SDL_SetJoystickEventsEnabled;
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SDL_JoystickEventsEnabled;
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SDL_ShowCursor;
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SDL_HideCursor;
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SDL_CursorVisible;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@ -99,6 +99,7 @@
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#define SDL_CreateWindow SDL_CreateWindow_REAL
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#define SDL_CreateWindowAndRenderer SDL_CreateWindowAndRenderer_REAL
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#define SDL_CreateWindowFrom SDL_CreateWindowFrom_REAL
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#define SDL_CursorVisible SDL_CursorVisible_REAL
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#define SDL_DXGIGetOutputInfo SDL_DXGIGetOutputInfo_REAL
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#define SDL_DelEventWatch SDL_DelEventWatch_REAL
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#define SDL_DelHintCallback SDL_DelHintCallback_REAL
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@ -127,6 +128,7 @@
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#define SDL_EGL_SetEGLAttributeCallbacks SDL_EGL_SetEGLAttributeCallbacks_REAL
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#define SDL_EnableScreenSaver SDL_EnableScreenSaver_REAL
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#define SDL_Error SDL_Error_REAL
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#define SDL_EventEnabled SDL_EventEnabled_REAL
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#define SDL_FillSurfaceRect SDL_FillSurfaceRect_REAL
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#define SDL_FillSurfaceRects SDL_FillSurfaceRects_REAL
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#define SDL_FilterEvents SDL_FilterEvents_REAL
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@ -158,12 +160,15 @@
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#define SDL_GL_UnloadLibrary SDL_GL_UnloadLibrary_REAL
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#define SDL_GUIDFromString SDL_GUIDFromString_REAL
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#define SDL_GUIDToString SDL_GUIDToString_REAL
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#define SDL_GamepadConnected SDL_GamepadConnected_REAL
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#define SDL_GamepadEventsEnabled SDL_GamepadEventsEnabled_REAL
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#define SDL_GamepadHasAxis SDL_GamepadHasAxis_REAL
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#define SDL_GamepadHasButton SDL_GamepadHasButton_REAL
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#define SDL_GamepadHasLED SDL_GamepadHasLED_REAL
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#define SDL_GamepadHasRumble SDL_GamepadHasRumble_REAL
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#define SDL_GamepadHasRumbleTriggers SDL_GamepadHasRumbleTriggers_REAL
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#define SDL_GamepadHasSensor SDL_GamepadHasSensor_REAL
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#define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL
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#define SDL_GetAndroidSDKVersion SDL_GetAndroidSDKVersion_REAL
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#define SDL_GetAssertionHandler SDL_GetAssertionHandler_REAL
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#define SDL_GetAssertionReport SDL_GetAssertionReport_REAL
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@ -319,6 +324,8 @@
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#define SDL_GetRelativeMouseMode SDL_GetRelativeMouseMode_REAL
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#define SDL_GetRelativeMouseState SDL_GetRelativeMouseState_REAL
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#define SDL_GetRenderClipRect SDL_GetRenderClipRect_REAL
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#define SDL_GetRenderD3D11Device SDL_GetRenderD3D11Device_REAL
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#define SDL_GetRenderD3D9Device SDL_GetRenderD3D9Device_REAL
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#define SDL_GetRenderDrawBlendMode SDL_GetRenderDrawBlendMode_REAL
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#define SDL_GetRenderDrawColor SDL_GetRenderDrawColor_REAL
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#define SDL_GetRenderDriver SDL_GetRenderDriver_REAL
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@ -445,6 +452,7 @@
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#define SDL_HasSSE42 SDL_HasSSE42_REAL
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#define SDL_HasScreenKeyboardSupport SDL_HasScreenKeyboardSupport_REAL
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#define SDL_HasSensors SDL_HasSensors_REAL
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#define SDL_HideCursor SDL_HideCursor_REAL
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#define SDL_HideWindow SDL_HideWindow_REAL
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#define SDL_Init SDL_Init_REAL
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#define SDL_InitSubSystem SDL_InitSubSystem_REAL
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@ -452,18 +460,11 @@
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#define SDL_IsChromebook SDL_IsChromebook_REAL
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#define SDL_IsDeXMode SDL_IsDeXMode_REAL
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#define SDL_IsGamepad SDL_IsGamepad_REAL
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#define SDL_GamepadConnected SDL_GamepadConnected_REAL
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#define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL
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#define SDL_JoystickConnected SDL_JoystickConnected_REAL
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#define SDL_IsJoystickVirtual SDL_IsJoystickVirtual_REAL
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#define SDL_RenderClipEnabled SDL_RenderClipEnabled_REAL
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#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
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#define SDL_ScreenKeyboardShown SDL_ScreenKeyboardShown_REAL
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#define SDL_ScreenSaverEnabled SDL_ScreenSaverEnabled_REAL
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#define SDL_IsShapedWindow SDL_IsShapedWindow_REAL
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#define SDL_IsTablet SDL_IsTablet_REAL
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#define SDL_TextInputActive SDL_TextInputActive_REAL
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#define SDL_TextInputShown SDL_TextInputShown_REAL
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#define SDL_JoystickConnected SDL_JoystickConnected_REAL
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#define SDL_JoystickEventsEnabled SDL_JoystickEventsEnabled_REAL
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#define SDL_JoystickHasLED SDL_JoystickHasLED_REAL
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#define SDL_JoystickHasRumble SDL_JoystickHasRumble_REAL
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#define SDL_JoystickHasRumbleTriggers SDL_JoystickHasRumbleTriggers_REAL
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@ -558,6 +559,7 @@
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#define SDL_RegisterEvents SDL_RegisterEvents_REAL
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#define SDL_RemoveTimer SDL_RemoveTimer_REAL
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#define SDL_RenderClear SDL_RenderClear_REAL
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#define SDL_RenderClipEnabled SDL_RenderClipEnabled_REAL
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#define SDL_RenderFillRect SDL_RenderFillRect_REAL
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#define SDL_RenderFillRectF SDL_RenderFillRectF_REAL
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#define SDL_RenderFillRects SDL_RenderFillRects_REAL
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@ -565,9 +567,7 @@
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#define SDL_RenderFlush SDL_RenderFlush_REAL
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#define SDL_RenderGeometry SDL_RenderGeometry_REAL
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#define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL
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#define SDL_GetRenderD3D11Device SDL_GetRenderD3D11Device_REAL
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#define SDL_RenderGetD3D12Device SDL_RenderGetD3D12Device_REAL
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#define SDL_GetRenderD3D9Device SDL_GetRenderD3D9Device_REAL
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#define SDL_RenderLine SDL_RenderLine_REAL
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#define SDL_RenderLineF SDL_RenderLineF_REAL
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#define SDL_RenderLines SDL_RenderLines_REAL
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@ -583,6 +583,7 @@
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#define SDL_RenderRectF SDL_RenderRectF_REAL
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#define SDL_RenderRects SDL_RenderRects_REAL
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#define SDL_RenderRectsF SDL_RenderRectsF_REAL
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#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
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#define SDL_RenderTexture SDL_RenderTexture_REAL
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#define SDL_RenderTextureF SDL_RenderTextureF_REAL
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#define SDL_RenderTextureRotated SDL_RenderTextureRotated_REAL
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@ -604,6 +605,8 @@
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#define SDL_SIMDGetAlignment SDL_SIMDGetAlignment_REAL
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#define SDL_SIMDRealloc SDL_SIMDRealloc_REAL
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#define SDL_SaveBMP_RW SDL_SaveBMP_RW_REAL
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#define SDL_ScreenKeyboardShown SDL_ScreenKeyboardShown_REAL
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#define SDL_ScreenSaverEnabled SDL_ScreenSaverEnabled_REAL
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#define SDL_SemPost SDL_SemPost_REAL
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#define SDL_SemTryWait SDL_SemTryWait_REAL
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#define SDL_SemValue SDL_SemValue_REAL
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@ -615,12 +618,15 @@
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#define SDL_SetClipboardText SDL_SetClipboardText_REAL
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#define SDL_SetCursor SDL_SetCursor_REAL
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#define SDL_SetError SDL_SetError_REAL
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#define SDL_SetEventEnabled SDL_SetEventEnabled_REAL
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#define SDL_SetEventFilter SDL_SetEventFilter_REAL
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#define SDL_SetGamepadEventsEnabled SDL_SetGamepadEventsEnabled_REAL
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#define SDL_SetGamepadLED SDL_SetGamepadLED_REAL
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#define SDL_SetGamepadPlayerIndex SDL_SetGamepadPlayerIndex_REAL
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#define SDL_SetGamepadSensorEnabled SDL_SetGamepadSensorEnabled_REAL
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#define SDL_SetHint SDL_SetHint_REAL
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#define SDL_SetHintWithPriority SDL_SetHintWithPriority_REAL
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#define SDL_SetJoystickEventsEnabled SDL_SetJoystickEventsEnabled_REAL
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#define SDL_SetJoystickLED SDL_SetJoystickLED_REAL
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#define SDL_SetJoystickPlayerIndex SDL_SetJoystickPlayerIndex_REAL
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#define SDL_SetJoystickVirtualAxis SDL_SetJoystickVirtualAxis_REAL
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@ -679,6 +685,7 @@
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#define SDL_SetWindowTitle SDL_SetWindowTitle_REAL
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#define SDL_SetWindowsMessageHook SDL_SetWindowsMessageHook_REAL
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#define SDL_SetYUVConversionMode SDL_SetYUVConversionMode_REAL
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#define SDL_ShowCursor SDL_ShowCursor_REAL
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#define SDL_ShowMessageBox SDL_ShowMessageBox_REAL
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#define SDL_ShowSimpleMessageBox SDL_ShowSimpleMessageBox_REAL
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#define SDL_ShowWindow SDL_ShowWindow_REAL
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@ -692,6 +699,8 @@
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#define SDL_TLSCreate SDL_TLSCreate_REAL
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#define SDL_TLSGet SDL_TLSGet_REAL
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#define SDL_TLSSet SDL_TLSSet_REAL
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#define SDL_TextInputActive SDL_TextInputActive_REAL
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#define SDL_TextInputShown SDL_TextInputShown_REAL
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#define SDL_ThreadID SDL_ThreadID_REAL
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#define SDL_TryLockMutex SDL_TryLockMutex_REAL
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#define SDL_UnloadObject SDL_UnloadObject_REAL
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#define SDL_wcsstr SDL_wcsstr_REAL
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/* New API symbols are added at the end */
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#define SDL_SetEventEnabled SDL_SetEventEnabled_REAL
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#define SDL_EventEnabled SDL_EventEnabled_REAL
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#define SDL_SetGamepadEventsEnabled SDL_SetGamepadEventsEnabled_REAL
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#define SDL_GamepadEventsEnabled SDL_GamepadEventsEnabled_REAL
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#define SDL_SetJoystickEventsEnabled SDL_SetJoystickEventsEnabled_REAL
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#define SDL_JoystickEventsEnabled SDL_JoystickEventsEnabled_REAL
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#define SDL_ShowCursor SDL_ShowCursor_REAL
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#define SDL_HideCursor SDL_HideCursor_REAL
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#define SDL_CursorVisible SDL_CursorVisible_REAL
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@ -178,6 +178,7 @@ SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureFromSurface,(SDL_Renderer *a, SDL_
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SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindow,(const char *a, int b, int c, int d, int e, Uint32 f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_CreateWindowAndRenderer,(int a, int b, Uint32 c, SDL_Window **d, SDL_Renderer **e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindowFrom,(const void *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_CursorVisible,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_DelEventWatch,(SDL_EventFilter a, void *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_DelHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_Delay,(Uint32 a),(a),)
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@ -204,6 +205,7 @@ SDL_DYNAPI_PROC(SDL_EGLSurface,SDL_EGL_GetWindowEGLSurface,(SDL_Window *a),(a),r
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SDL_DYNAPI_PROC(void,SDL_EGL_SetEGLAttributeCallbacks,(SDL_EGLAttribArrayCallback a, SDL_EGLIntArrayCallback b, SDL_EGLIntArrayCallback c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_EnableScreenSaver,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_Error,(SDL_errorcode a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_EventEnabled,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_FillSurfaceRect,(SDL_Surface *a, const SDL_Rect *b, Uint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_FillSurfaceRects,(SDL_Surface *a, const SDL_Rect *b, int c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_FilterEvents,(SDL_EventFilter a, void *b),(a,b),)
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@ -233,12 +235,15 @@ SDL_DYNAPI_PROC(int,SDL_GL_UnbindTexture,(SDL_Texture *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
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SDL_DYNAPI_PROC(SDL_GUID,SDL_GUIDFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadConnected,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadEventsEnabled,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasLED,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasRumble,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasRumbleTriggers,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return)
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SDL_DYNAPI_PROC(const SDL_AssertData*,SDL_GetAssertionReport,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetAudioDeviceName,(int a, int b),(a,b),return)
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@ -519,22 +524,16 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE41,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE42,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasScreenKeyboardSupport,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSensors,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_HideCursor,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_HideWindow,(SDL_Window *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_Init,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_InitSubSystem,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepad,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadConnected,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickConnected,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_IsJoystickVirtual,(SDL_JoystickID a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderClipEnabled,(SDL_Renderer *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenKeyboardShown,(SDL_Window *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenSaverEnabled,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsShapedWindow,(const SDL_Window *a),(a),return)
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||||
SDL_DYNAPI_PROC(SDL_bool,SDL_IsTablet,(void),(),return)
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||||
SDL_DYNAPI_PROC(SDL_bool,SDL_TextInputActive,(void),(),return)
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||||
SDL_DYNAPI_PROC(SDL_bool,SDL_TextInputShown,(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(SDL_bool,SDL_JoystickHasLED,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumble,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumbleTriggers,(SDL_Joystick *a),(a),return)
|
||||
|
@ -617,6 +616,7 @@ SDL_DYNAPI_PROC(Uint8,SDL_ReadU8,(SDL_RWops *a),(a),return)
|
|||
SDL_DYNAPI_PROC(Uint32,SDL_RegisterEvents,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveTimer,(SDL_TimerID a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RenderClear,(SDL_Renderer *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderClipEnabled,(SDL_Renderer *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RenderFillRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
|
||||
|
@ -639,6 +639,7 @@ SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),re
|
|||
SDL_DYNAPI_PROC(int,SDL_RenderRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RenderRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RenderTextureF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d, const double e, const SDL_Point *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
|
||||
|
@ -660,6 +661,8 @@ SDL_DYNAPI_PROC(void,SDL_SIMDFree,(void *a),(a),)
|
|||
SDL_DYNAPI_PROC(size_t,SDL_SIMDGetAlignment,(void),(),return)
|
||||
SDL_DYNAPI_PROC(void*,SDL_SIMDRealloc,(void *a, const size_t b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_SaveBMP_RW,(SDL_Surface *a, SDL_RWops *b, int c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenKeyboardShown,(SDL_Window *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenSaverEnabled,(void),(),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_SemPost,(SDL_sem *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_SemTryWait,(SDL_sem *a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint32,SDL_SemValue,(SDL_sem *a),(a),return)
|
||||
|
@ -670,12 +673,15 @@ SDL_DYNAPI_PROC(int,SDL_SendJoystickEffect,(SDL_Joystick *a, const void *b, int
|
|||
SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),)
|
||||
SDL_DYNAPI_PROC(int,SDL_SetClipboardText,(const char *a),(a),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetCursor,(SDL_Cursor *a),(a),)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, SDL_bool b),(a,b),)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetGamepadEventsEnabled,(SDL_bool a),(a),)
|
||||
SDL_DYNAPI_PROC(int,SDL_SetGamepadLED,(SDL_Gamepad *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetGamepadPlayerIndex,(SDL_Gamepad *a, int b),(a,b),)
|
||||
SDL_DYNAPI_PROC(int,SDL_SetGamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b, SDL_bool c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_SetHint,(const char *a, const char *b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_SetHintWithPriority,(const char *a, const char *b, SDL_HintPriority c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetJoystickEventsEnabled,(SDL_bool a),(a),)
|
||||
SDL_DYNAPI_PROC(int,SDL_SetJoystickLED,(SDL_Joystick *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetJoystickPlayerIndex,(SDL_Joystick *a, int b),(a,b),)
|
||||
SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualAxis,(SDL_Joystick *a, int b, Sint16 c),(a,b,c),return)
|
||||
|
@ -733,6 +739,7 @@ SDL_DYNAPI_PROC(int,SDL_SetWindowShape,(SDL_Window *a, SDL_Surface *b, SDL_Windo
|
|||
SDL_DYNAPI_PROC(void,SDL_SetWindowSize,(SDL_Window *a, int b, int c),(a,b,c),)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetWindowTitle,(SDL_Window *a, const char *b),(a,b),)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetYUVConversionMode,(SDL_YUV_CONVERSION_MODE 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(int,SDL_ShowSimpleMessageBox,(Uint32 a, const char *b, const char *c, SDL_Window *d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_ShowWindow,(SDL_Window *a),(a),)
|
||||
|
@ -746,6 +753,8 @@ SDL_DYNAPI_PROC(void,SDL_TLSCleanup,(void),(),)
|
|||
SDL_DYNAPI_PROC(SDL_TLSID,SDL_TLSCreate,(void),(),return)
|
||||
SDL_DYNAPI_PROC(void*,SDL_TLSGet,(SDL_TLSID a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_TLSSet,(SDL_TLSID a, const void *b, void (SDLCALL *c)(void*)),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_TextInputActive,(void),(),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_TextInputShown,(void),(),return)
|
||||
SDL_DYNAPI_PROC(SDL_threadID,SDL_ThreadID,(void),(),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_TryLockMutex,(SDL_mutex *a),(a),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),)
|
||||
|
@ -923,12 +932,3 @@ SDL_DYNAPI_PROC(int,SDL_wcsncmp,(const wchar_t *a, const wchar_t *b, size_t c),(
|
|||
SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return)
|
||||
|
||||
/* New API symbols are added at the end */
|
||||
SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, SDL_bool b),(a,b),)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_EventEnabled,(Uint32 a),(a),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetGamepadEventsEnabled,(SDL_bool a),(a),)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadEventsEnabled,(void),(),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetJoystickEventsEnabled,(SDL_bool a),(a),)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickEventsEnabled,(void),(),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_ShowCursor,(void),(),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_HideCursor,(void),(),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_CursorVisible,(void),(),return)
|
||||
|
|
Loading…
Reference in New Issue