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@@ -388,13 +388,13 @@ SDL_DYNAPI_PROC(Uint32,SDL_GetQueuedAudioSize,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GetRGB,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(void,SDL_GetRGBA,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e, Uint8 *f),(a,b,c,d,e,f),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersection,(const SDL_Rect *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersectionF,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersectionFloat,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPoints,(const SDL_Point *a, int b, const SDL_Rect *c, SDL_Rect *d),(a,b,c,d),return)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPointsF,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPointsFloat,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersection,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersectionF,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_GetRectUnion,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),)
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-SDL_DYNAPI_PROC(void,SDL_GetRectUnionF,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
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+SDL_DYNAPI_PROC(void,SDL_GetRectUnionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRelativeMouseMode,(void),(),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetRelativeMouseState,(int *a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_GetRenderClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
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@@ -516,7 +516,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_HasNEON,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasPrimarySelectionText,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasRDTSC,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersectionF,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE2,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE3,(void),(),return)
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@@ -618,32 +618,32 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveTimer,(SDL_TimerID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderClear,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderClipEnabled,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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-SDL_DYNAPI_PROC(int,SDL_RenderFillRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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+SDL_DYNAPI_PROC(int,SDL_RenderFillRectFloat,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
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-SDL_DYNAPI_PROC(int,SDL_RenderFillRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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+SDL_DYNAPI_PROC(int,SDL_RenderFillRectsFloat,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFlush,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, const SDL_Vertex *c, int d, const int *e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_Color *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, int b, int c, int d, int e),(a,b,c,d,e),return)
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-SDL_DYNAPI_PROC(int,SDL_RenderLineF,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
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+SDL_DYNAPI_PROC(int,SDL_RenderLineFloat,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
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-SDL_DYNAPI_PROC(int,SDL_RenderLinesF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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+SDL_DYNAPI_PROC(int,SDL_RenderLinesFloat,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_RenderLogicalToWindow,(SDL_Renderer *a, float b, float c, int *d, int *e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(int,SDL_RenderPoint,(SDL_Renderer *a, int b, int c),(a,b,c),return)
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-SDL_DYNAPI_PROC(int,SDL_RenderPointF,(SDL_Renderer *a, float b, float c),(a,b,c),return)
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+SDL_DYNAPI_PROC(int,SDL_RenderPointFloat,(SDL_Renderer *a, float b, float c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderPoints,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
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-SDL_DYNAPI_PROC(int,SDL_RenderPointsF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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+SDL_DYNAPI_PROC(int,SDL_RenderPointsFloat,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_RenderPresent,(SDL_Renderer *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_RenderReadPixels,(SDL_Renderer *a, const SDL_Rect *b, Uint32 c, void *d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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-SDL_DYNAPI_PROC(int,SDL_RenderRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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+SDL_DYNAPI_PROC(int,SDL_RenderRectFloat,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
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-SDL_DYNAPI_PROC(int,SDL_RenderRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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+SDL_DYNAPI_PROC(int,SDL_RenderRectsFloat,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
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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)
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-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)
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+SDL_DYNAPI_PROC(int,SDL_RenderTextureFloat,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
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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)
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-SDL_DYNAPI_PROC(int,SDL_RenderTextureRotatedF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
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+SDL_DYNAPI_PROC(int,SDL_RenderTextureRotatedFloat,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
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SDL_DYNAPI_PROC(void,SDL_RenderWindowToLogical,(SDL_Renderer *a, int b, int c, float *d, float *e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(SDL_AssertState,SDL_ReportAssertion,(SDL_AssertData *a, const char *b, const char *c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)
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