From abd051f89ed0ccc745ddb3e43dec46145a595642 Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Wed, 28 Dec 2022 19:55:54 -0800 Subject: [PATCH] Re-sorted SDL 3.0 API list --- src/dynapi/SDL_dynapi.sym | 40 +++++++++++++++---------------- src/dynapi/SDL_dynapi_overrides.h | 40 +++++++++++++++---------------- src/dynapi/SDL_dynapi_procs.h | 36 ++++++++++++++-------------- 3 files changed, 58 insertions(+), 58 deletions(-) diff --git a/src/dynapi/SDL_dynapi.sym b/src/dynapi/SDL_dynapi.sym index 851065b96..02da56957 100644 --- a/src/dynapi/SDL_dynapi.sym +++ b/src/dynapi/SDL_dynapi.sym @@ -73,6 +73,7 @@ SDL3_0.0.0 { SDL_CreateWindow; SDL_CreateWindowAndRenderer; SDL_CreateWindowFrom; + SDL_CursorVisible; SDL_DXGIGetOutputInfo; SDL_DelEventWatch; SDL_DelHintCallback; @@ -101,6 +102,7 @@ SDL3_0.0.0 { SDL_EGL_SetEGLAttributeCallbacks; SDL_EnableScreenSaver; SDL_Error; + SDL_EventEnabled; SDL_FillSurfaceRect; SDL_FillSurfaceRects; SDL_FilterEvents; @@ -132,12 +134,15 @@ SDL3_0.0.0 { SDL_GL_UnloadLibrary; SDL_GUIDFromString; SDL_GUIDToString; + SDL_GamepadConnected; + SDL_GamepadEventsEnabled; SDL_GamepadHasAxis; SDL_GamepadHasButton; SDL_GamepadHasLED; SDL_GamepadHasRumble; SDL_GamepadHasRumbleTriggers; SDL_GamepadHasSensor; + SDL_GamepadSensorEnabled; SDL_GetAndroidSDKVersion; SDL_GetAssertionHandler; SDL_GetAssertionReport; @@ -293,6 +298,8 @@ SDL3_0.0.0 { SDL_GetRelativeMouseMode; SDL_GetRelativeMouseState; SDL_GetRenderClipRect; + SDL_GetRenderD3D11Device; + SDL_GetRenderD3D9Device; SDL_GetRenderDrawBlendMode; SDL_GetRenderDrawColor; SDL_GetRenderDriver; @@ -419,6 +426,7 @@ SDL3_0.0.0 { SDL_HasSSE; SDL_HasScreenKeyboardSupport; SDL_HasSensors; + SDL_HideCursor; SDL_HideWindow; SDL_Init; SDL_InitSubSystem; @@ -426,18 +434,11 @@ SDL3_0.0.0 { SDL_IsChromebook; SDL_IsDeXMode; SDL_IsGamepad; - SDL_GamepadConnected; - SDL_GamepadSensorEnabled; - SDL_JoystickConnected; SDL_IsJoystickVirtual; - SDL_RenderClipEnabled; - SDL_RenderTargetSupported; - SDL_ScreenKeyboardShown; - SDL_ScreenSaverEnabled; SDL_IsShapedWindow; SDL_IsTablet; - SDL_TextInputActive; - SDL_TextInputShown; + SDL_JoystickConnected; + SDL_JoystickEventsEnabled; SDL_JoystickHasLED; SDL_JoystickHasRumble; SDL_JoystickHasRumbleTriggers; @@ -532,6 +533,7 @@ SDL3_0.0.0 { SDL_RegisterEvents; SDL_RemoveTimer; SDL_RenderClear; + SDL_RenderClipEnabled; SDL_RenderFillRect; SDL_RenderFillRectF; SDL_RenderFillRects; @@ -539,9 +541,7 @@ SDL3_0.0.0 { SDL_RenderFlush; SDL_RenderGeometry; SDL_RenderGeometryRaw; - SDL_GetRenderD3D11Device; SDL_RenderGetD3D12Device; - SDL_GetRenderD3D9Device; SDL_RenderLine; SDL_RenderLineF; SDL_RenderLines; @@ -557,6 +557,7 @@ SDL3_0.0.0 { SDL_RenderRectF; SDL_RenderRects; SDL_RenderRectsF; + SDL_RenderTargetSupported; SDL_RenderTexture; SDL_RenderTextureF; SDL_RenderTextureRotated; @@ -578,6 +579,8 @@ SDL3_0.0.0 { SDL_SIMDGetAlignment; SDL_SIMDRealloc; SDL_SaveBMP_RW; + SDL_ScreenKeyboardShown; + SDL_ScreenSaverEnabled; SDL_SemPost; SDL_SemTryWait; SDL_SemValue; @@ -589,12 +592,15 @@ SDL3_0.0.0 { SDL_SetClipboardText; SDL_SetCursor; SDL_SetError; + SDL_SetEventEnabled; SDL_SetEventFilter; + SDL_SetGamepadEventsEnabled; SDL_SetGamepadLED; SDL_SetGamepadPlayerIndex; SDL_SetGamepadSensorEnabled; SDL_SetHint; SDL_SetHintWithPriority; + SDL_SetJoystickEventsEnabled; SDL_SetJoystickLED; SDL_SetJoystickPlayerIndex; SDL_SetJoystickVirtualAxis; @@ -653,6 +659,7 @@ SDL3_0.0.0 { SDL_SetWindowTitle; SDL_SetWindowsMessageHook; SDL_SetYUVConversionMode; + SDL_ShowCursor; SDL_ShowMessageBox; SDL_ShowSimpleMessageBox; SDL_ShowWindow; @@ -666,6 +673,8 @@ SDL3_0.0.0 { SDL_TLSCreate; SDL_TLSGet; SDL_TLSSet; + SDL_TextInputActive; + SDL_TextInputShown; SDL_ThreadID; SDL_TryLockMutex; SDL_UnloadObject; @@ -850,15 +859,6 @@ SDL3_0.0.0 { SDL_wcsncasecmp; SDL_wcsncmp; SDL_wcsstr; - SDL_SetEventEnabled; - SDL_EventEnabled; - SDL_SetGamepadEventsEnabled; - SDL_GamepadEventsEnabled; - SDL_SetJoystickEventsEnabled; - SDL_JoystickEventsEnabled; - SDL_ShowCursor; - SDL_HideCursor; - SDL_CursorVisible; # extra symbols go here (don't modify this line) local: *; }; diff --git a/src/dynapi/SDL_dynapi_overrides.h b/src/dynapi/SDL_dynapi_overrides.h index 071cf0728..502019fac 100644 --- a/src/dynapi/SDL_dynapi_overrides.h +++ b/src/dynapi/SDL_dynapi_overrides.h @@ -99,6 +99,7 @@ #define SDL_CreateWindow SDL_CreateWindow_REAL #define SDL_CreateWindowAndRenderer SDL_CreateWindowAndRenderer_REAL #define SDL_CreateWindowFrom SDL_CreateWindowFrom_REAL +#define SDL_CursorVisible SDL_CursorVisible_REAL #define SDL_DXGIGetOutputInfo SDL_DXGIGetOutputInfo_REAL #define SDL_DelEventWatch SDL_DelEventWatch_REAL #define SDL_DelHintCallback SDL_DelHintCallback_REAL @@ -127,6 +128,7 @@ #define SDL_EGL_SetEGLAttributeCallbacks SDL_EGL_SetEGLAttributeCallbacks_REAL #define SDL_EnableScreenSaver SDL_EnableScreenSaver_REAL #define SDL_Error SDL_Error_REAL +#define SDL_EventEnabled SDL_EventEnabled_REAL #define SDL_FillSurfaceRect SDL_FillSurfaceRect_REAL #define SDL_FillSurfaceRects SDL_FillSurfaceRects_REAL #define SDL_FilterEvents SDL_FilterEvents_REAL @@ -158,12 +160,15 @@ #define SDL_GL_UnloadLibrary SDL_GL_UnloadLibrary_REAL #define SDL_GUIDFromString SDL_GUIDFromString_REAL #define SDL_GUIDToString SDL_GUIDToString_REAL +#define SDL_GamepadConnected SDL_GamepadConnected_REAL +#define SDL_GamepadEventsEnabled SDL_GamepadEventsEnabled_REAL #define SDL_GamepadHasAxis SDL_GamepadHasAxis_REAL #define SDL_GamepadHasButton SDL_GamepadHasButton_REAL #define SDL_GamepadHasLED SDL_GamepadHasLED_REAL #define SDL_GamepadHasRumble SDL_GamepadHasRumble_REAL #define SDL_GamepadHasRumbleTriggers SDL_GamepadHasRumbleTriggers_REAL #define SDL_GamepadHasSensor SDL_GamepadHasSensor_REAL +#define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL #define SDL_GetAndroidSDKVersion SDL_GetAndroidSDKVersion_REAL #define SDL_GetAssertionHandler SDL_GetAssertionHandler_REAL #define SDL_GetAssertionReport SDL_GetAssertionReport_REAL @@ -319,6 +324,8 @@ #define SDL_GetRelativeMouseMode SDL_GetRelativeMouseMode_REAL #define SDL_GetRelativeMouseState SDL_GetRelativeMouseState_REAL #define SDL_GetRenderClipRect SDL_GetRenderClipRect_REAL +#define SDL_GetRenderD3D11Device SDL_GetRenderD3D11Device_REAL +#define SDL_GetRenderD3D9Device SDL_GetRenderD3D9Device_REAL #define SDL_GetRenderDrawBlendMode SDL_GetRenderDrawBlendMode_REAL #define SDL_GetRenderDrawColor SDL_GetRenderDrawColor_REAL #define SDL_GetRenderDriver SDL_GetRenderDriver_REAL @@ -445,6 +452,7 @@ #define SDL_HasSSE42 SDL_HasSSE42_REAL #define SDL_HasScreenKeyboardSupport SDL_HasScreenKeyboardSupport_REAL #define SDL_HasSensors SDL_HasSensors_REAL +#define SDL_HideCursor SDL_HideCursor_REAL #define SDL_HideWindow SDL_HideWindow_REAL #define SDL_Init SDL_Init_REAL #define SDL_InitSubSystem SDL_InitSubSystem_REAL @@ -452,18 +460,11 @@ #define SDL_IsChromebook SDL_IsChromebook_REAL #define SDL_IsDeXMode SDL_IsDeXMode_REAL #define SDL_IsGamepad SDL_IsGamepad_REAL -#define SDL_GamepadConnected SDL_GamepadConnected_REAL -#define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL -#define SDL_JoystickConnected SDL_JoystickConnected_REAL #define SDL_IsJoystickVirtual SDL_IsJoystickVirtual_REAL -#define SDL_RenderClipEnabled SDL_RenderClipEnabled_REAL -#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL -#define SDL_ScreenKeyboardShown SDL_ScreenKeyboardShown_REAL -#define SDL_ScreenSaverEnabled SDL_ScreenSaverEnabled_REAL #define SDL_IsShapedWindow SDL_IsShapedWindow_REAL #define SDL_IsTablet SDL_IsTablet_REAL -#define SDL_TextInputActive SDL_TextInputActive_REAL -#define SDL_TextInputShown SDL_TextInputShown_REAL +#define SDL_JoystickConnected SDL_JoystickConnected_REAL +#define SDL_JoystickEventsEnabled SDL_JoystickEventsEnabled_REAL #define SDL_JoystickHasLED SDL_JoystickHasLED_REAL #define SDL_JoystickHasRumble SDL_JoystickHasRumble_REAL #define SDL_JoystickHasRumbleTriggers SDL_JoystickHasRumbleTriggers_REAL @@ -558,6 +559,7 @@ #define SDL_RegisterEvents SDL_RegisterEvents_REAL #define SDL_RemoveTimer SDL_RemoveTimer_REAL #define SDL_RenderClear SDL_RenderClear_REAL +#define SDL_RenderClipEnabled SDL_RenderClipEnabled_REAL #define SDL_RenderFillRect SDL_RenderFillRect_REAL #define SDL_RenderFillRectF SDL_RenderFillRectF_REAL #define SDL_RenderFillRects SDL_RenderFillRects_REAL @@ -565,9 +567,7 @@ #define SDL_RenderFlush SDL_RenderFlush_REAL #define SDL_RenderGeometry SDL_RenderGeometry_REAL #define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL -#define SDL_GetRenderD3D11Device SDL_GetRenderD3D11Device_REAL #define SDL_RenderGetD3D12Device SDL_RenderGetD3D12Device_REAL -#define SDL_GetRenderD3D9Device SDL_GetRenderD3D9Device_REAL #define SDL_RenderLine SDL_RenderLine_REAL #define SDL_RenderLineF SDL_RenderLineF_REAL #define SDL_RenderLines SDL_RenderLines_REAL @@ -583,6 +583,7 @@ #define SDL_RenderRectF SDL_RenderRectF_REAL #define SDL_RenderRects SDL_RenderRects_REAL #define SDL_RenderRectsF SDL_RenderRectsF_REAL +#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL #define SDL_RenderTexture SDL_RenderTexture_REAL #define SDL_RenderTextureF SDL_RenderTextureF_REAL #define SDL_RenderTextureRotated SDL_RenderTextureRotated_REAL @@ -604,6 +605,8 @@ #define SDL_SIMDGetAlignment SDL_SIMDGetAlignment_REAL #define SDL_SIMDRealloc SDL_SIMDRealloc_REAL #define SDL_SaveBMP_RW SDL_SaveBMP_RW_REAL +#define SDL_ScreenKeyboardShown SDL_ScreenKeyboardShown_REAL +#define SDL_ScreenSaverEnabled SDL_ScreenSaverEnabled_REAL #define SDL_SemPost SDL_SemPost_REAL #define SDL_SemTryWait SDL_SemTryWait_REAL #define SDL_SemValue SDL_SemValue_REAL @@ -615,12 +618,15 @@ #define SDL_SetClipboardText SDL_SetClipboardText_REAL #define SDL_SetCursor SDL_SetCursor_REAL #define SDL_SetError SDL_SetError_REAL +#define SDL_SetEventEnabled SDL_SetEventEnabled_REAL #define SDL_SetEventFilter SDL_SetEventFilter_REAL +#define SDL_SetGamepadEventsEnabled SDL_SetGamepadEventsEnabled_REAL #define SDL_SetGamepadLED SDL_SetGamepadLED_REAL #define SDL_SetGamepadPlayerIndex SDL_SetGamepadPlayerIndex_REAL #define SDL_SetGamepadSensorEnabled SDL_SetGamepadSensorEnabled_REAL #define SDL_SetHint SDL_SetHint_REAL #define SDL_SetHintWithPriority SDL_SetHintWithPriority_REAL +#define SDL_SetJoystickEventsEnabled SDL_SetJoystickEventsEnabled_REAL #define SDL_SetJoystickLED SDL_SetJoystickLED_REAL #define SDL_SetJoystickPlayerIndex SDL_SetJoystickPlayerIndex_REAL #define SDL_SetJoystickVirtualAxis SDL_SetJoystickVirtualAxis_REAL @@ -679,6 +685,7 @@ #define SDL_SetWindowTitle SDL_SetWindowTitle_REAL #define SDL_SetWindowsMessageHook SDL_SetWindowsMessageHook_REAL #define SDL_SetYUVConversionMode SDL_SetYUVConversionMode_REAL +#define SDL_ShowCursor SDL_ShowCursor_REAL #define SDL_ShowMessageBox SDL_ShowMessageBox_REAL #define SDL_ShowSimpleMessageBox SDL_ShowSimpleMessageBox_REAL #define SDL_ShowWindow SDL_ShowWindow_REAL @@ -692,6 +699,8 @@ #define SDL_TLSCreate SDL_TLSCreate_REAL #define SDL_TLSGet SDL_TLSGet_REAL #define SDL_TLSSet SDL_TLSSet_REAL +#define SDL_TextInputActive SDL_TextInputActive_REAL +#define SDL_TextInputShown SDL_TextInputShown_REAL #define SDL_ThreadID SDL_ThreadID_REAL #define SDL_TryLockMutex SDL_TryLockMutex_REAL #define SDL_UnloadObject SDL_UnloadObject_REAL @@ -878,12 +887,3 @@ #define SDL_wcsstr SDL_wcsstr_REAL /* New API symbols are added at the end */ -#define SDL_SetEventEnabled SDL_SetEventEnabled_REAL -#define SDL_EventEnabled SDL_EventEnabled_REAL -#define SDL_SetGamepadEventsEnabled SDL_SetGamepadEventsEnabled_REAL -#define SDL_GamepadEventsEnabled SDL_GamepadEventsEnabled_REAL -#define SDL_SetJoystickEventsEnabled SDL_SetJoystickEventsEnabled_REAL -#define SDL_JoystickEventsEnabled SDL_JoystickEventsEnabled_REAL -#define SDL_ShowCursor SDL_ShowCursor_REAL -#define SDL_HideCursor SDL_HideCursor_REAL -#define SDL_CursorVisible SDL_CursorVisible_REAL diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h index f84b2c842..8eb13994b 100644 --- a/src/dynapi/SDL_dynapi_procs.h +++ b/src/dynapi/SDL_dynapi_procs.h @@ -178,6 +178,7 @@ SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureFromSurface,(SDL_Renderer *a, SDL_ 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) SDL_DYNAPI_PROC(int,SDL_CreateWindowAndRenderer,(int a, int b, Uint32 c, SDL_Window **d, SDL_Renderer **e),(a,b,c,d,e),return) SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindowFrom,(const void *a),(a),return) +SDL_DYNAPI_PROC(SDL_bool,SDL_CursorVisible,(void),(),return) SDL_DYNAPI_PROC(void,SDL_DelEventWatch,(SDL_EventFilter a, void *b),(a,b),) SDL_DYNAPI_PROC(void,SDL_DelHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),) SDL_DYNAPI_PROC(void,SDL_Delay,(Uint32 a),(a),) @@ -204,6 +205,7 @@ SDL_DYNAPI_PROC(SDL_EGLSurface,SDL_EGL_GetWindowEGLSurface,(SDL_Window *a),(a),r SDL_DYNAPI_PROC(void,SDL_EGL_SetEGLAttributeCallbacks,(SDL_EGLAttribArrayCallback a, SDL_EGLIntArrayCallback b, SDL_EGLIntArrayCallback c),(a,b,c),) SDL_DYNAPI_PROC(void,SDL_EnableScreenSaver,(void),(),) SDL_DYNAPI_PROC(int,SDL_Error,(SDL_errorcode a),(a),return) +SDL_DYNAPI_PROC(SDL_bool,SDL_EventEnabled,(Uint32 a),(a),return) SDL_DYNAPI_PROC(int,SDL_FillSurfaceRect,(SDL_Surface *a, const SDL_Rect *b, Uint32 c),(a,b,c),return) SDL_DYNAPI_PROC(int,SDL_FillSurfaceRects,(SDL_Surface *a, const SDL_Rect *b, int c, Uint32 d),(a,b,c,d),return) SDL_DYNAPI_PROC(void,SDL_FilterEvents,(SDL_EventFilter a, void *b),(a,b),) @@ -233,12 +235,15 @@ SDL_DYNAPI_PROC(int,SDL_GL_UnbindTexture,(SDL_Texture *a),(a),return) SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),) SDL_DYNAPI_PROC(SDL_GUID,SDL_GUIDFromString,(const char *a),(a),return) SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),) +SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadConnected,(SDL_Gamepad *a),(a),return) +SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadEventsEnabled,(void),(),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasLED,(SDL_Gamepad *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasRumble,(SDL_Gamepad *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasRumbleTriggers,(SDL_Gamepad *a),(a),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(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return) SDL_DYNAPI_PROC(const SDL_AssertData*,SDL_GetAssertionReport,(void),(),return) SDL_DYNAPI_PROC(const char*,SDL_GetAudioDeviceName,(int a, int b),(a,b),return) @@ -519,22 +524,16 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE41,(void),(),return) SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE42,(void),(),return) SDL_DYNAPI_PROC(SDL_bool,SDL_HasScreenKeyboardSupport,(void),(),return) SDL_DYNAPI_PROC(SDL_bool,SDL_HasSensors,(void),(),return) +SDL_DYNAPI_PROC(int,SDL_HideCursor,(void),(),return) SDL_DYNAPI_PROC(void,SDL_HideWindow,(SDL_Window *a),(a),) SDL_DYNAPI_PROC(int,SDL_Init,(Uint32 a),(a),return) SDL_DYNAPI_PROC(int,SDL_InitSubSystem,(Uint32 a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepad,(SDL_JoystickID a),(a),return) -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) -SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenKeyboardShown,(SDL_Window *a),(a),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenSaverEnabled,(void),(),return) SDL_DYNAPI_PROC(SDL_bool,SDL_IsShapedWindow,(const SDL_Window *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_IsTablet,(void),(),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_TextInputActive,(void),(),return) -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)