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Spell out "Float" in function names

Sam Lantinga il y a 2 ans
Parent
commit
1b90107fdb

+ 18 - 16
docs/README-migration.md

@@ -430,20 +430,20 @@ The preprocessor symbol __MACOSX__ has been renamed __MACOS__, and __IPHONEOS__
 ## SDL_rect.h
 
 The following functions have been renamed:
-* SDL_EncloseFPoints() => SDL_GetRectEnclosingPointsF()
+* SDL_EncloseFPoints() => SDL_GetRectEnclosingPointsFloat()
 * SDL_EnclosePoints() => SDL_GetRectEnclosingPoints()
-* SDL_FRectEmpty() => SDL_RectEmptyF()
-* SDL_FRectEquals() => SDL_RectsEqualF()
+* SDL_FRectEmpty() => SDL_RectEmptyFloat()
+* SDL_FRectEquals() => SDL_RectsEqualFloat()
 * SDL_FRectEqualsEpsilon() => SDL_RectsEqualEpsilon()
 * SDL_HasIntersection() => SDL_HasRectIntersection()
-* SDL_HasIntersectionF() => SDL_HasRectIntersectionF()
-* SDL_IntersectFRect() => SDL_GetRectIntersectionF()
-* SDL_IntersectFRectAndLine() => SDL_GetRectAndLineIntersectionF()
+* SDL_HasIntersectionF() => SDL_HasRectIntersectionFloat()
+* SDL_IntersectFRect() => SDL_GetRectIntersectionFloat()
+* SDL_IntersectFRectAndLine() => SDL_GetRectAndLineIntersectionFloat()
 * SDL_IntersectRect() => SDL_GetRectIntersection()
 * SDL_IntersectRectAndLine() => SDL_GetRectAndLineIntersection()
-* SDL_PointInFRect() => SDL_PointInRectF()
+* SDL_PointInFRect() => SDL_PointInRectFloat()
 * SDL_RectEquals() => SDL_RectsEqual()
-* SDL_UnionFRect() => SDL_GetRectUnionF()
+* SDL_UnionFRect() => SDL_GetRectUnionFloat()
 * SDL_UnionRect() => SDL_GetRectUnion()
 
 ## SDL_render.h
@@ -463,20 +463,22 @@ to decide for you.
 The following functions have been renamed:
 * SDL_RenderCopy() => SDL_RenderTexture()
 * SDL_RenderCopyEx() => SDL_RenderTextureRotated()
-* SDL_RenderCopyExF() => SDL_RenderTextureRotatedF()
-* SDL_RenderCopyF() => SDL_RenderTextureF()
+* SDL_RenderCopyExF() => SDL_RenderTextureRotatedFloat()
+* SDL_RenderCopyF() => SDL_RenderTextureFloat()
 * SDL_RenderDrawLine() => SDL_RenderLine()
-* SDL_RenderDrawLineF() => SDL_RenderLineF()
+* SDL_RenderDrawLineF() => SDL_RenderLineFloat()
 * SDL_RenderDrawLines() => SDL_RenderLines()
-* SDL_RenderDrawLinesF() => SDL_RenderLinesF()
+* SDL_RenderDrawLinesF() => SDL_RenderLinesFloat()
 * SDL_RenderDrawPoint() => SDL_RenderPoint()
-* SDL_RenderDrawPointF() => SDL_RenderPointF()
+* SDL_RenderDrawPointF() => SDL_RenderPointFloat()
 * SDL_RenderDrawPoints() => SDL_RenderPoints()
-* SDL_RenderDrawPointsF() => SDL_RenderPointsF()
+* SDL_RenderDrawPointsF() => SDL_RenderPointsFloat()
 * SDL_RenderDrawRect() => SDL_RenderRect()
-* SDL_RenderDrawRectF() => SDL_RenderRectF()
+* SDL_RenderDrawRectF() => SDL_RenderRectFloat()
 * SDL_RenderDrawRects() => SDL_RenderRects()
-* SDL_RenderDrawRectsF() => SDL_RenderRectsF()
+* SDL_RenderDrawRectsF() => SDL_RenderRectsFloat()
+* SDL_RenderFillRectF() => SDL_RenderFillRectFloat()
+* SDL_RenderFillRectsF() => SDL_RenderFillRectsFloat()
 * SDL_RenderGetClipRect() => SDL_GetRenderClipRect()
 * SDL_RenderGetIntegerScale() => SDL_GetRenderIntegerScale()
 * SDL_RenderGetLogicalSize() => SDL_GetRenderLogicalSize()

+ 36 - 32
include/SDL3/SDL_oldnames.h

@@ -256,39 +256,41 @@
 #endif
 
 /* ##SDL_rect.h */
-#define SDL_EncloseFPoints SDL_GetRectEnclosingPointsF
+#define SDL_EncloseFPoints SDL_GetRectEnclosingPointsFloat
 #define SDL_EnclosePoints SDL_GetRectEnclosingPoints
-#define SDL_FRectEmpty SDL_RectEmptyF
-#define SDL_FRectEquals SDL_RectsEqualF
+#define SDL_FRectEmpty SDL_RectEmptyFloat
+#define SDL_FRectEquals SDL_RectsEqualFloat
 #define SDL_FRectEqualsEpsilon SDL_RectsEqualEpsilon
 #define SDL_HasIntersection SDL_HasRectIntersection
-#define SDL_HasIntersectionF SDL_HasRectIntersectionF
-#define SDL_IntersectFRect SDL_GetRectIntersectionF
-#define SDL_IntersectFRectAndLine SDL_GetRectAndLineIntersectionF
+#define SDL_HasIntersectionF SDL_HasRectIntersectionFloat
+#define SDL_IntersectFRect SDL_GetRectIntersectionFloat
+#define SDL_IntersectFRectAndLine SDL_GetRectAndLineIntersectionFloat
 #define SDL_IntersectRect SDL_GetRectIntersection
 #define SDL_IntersectRectAndLine SDL_GetRectAndLineIntersection
-#define SDL_PointInFRect SDL_PointInRectF
+#define SDL_PointInFRect SDL_PointInRectFloat
 #define SDL_RectEquals SDL_RectsEqual
-#define SDL_UnionFRect SDL_GetRectUnionF
+#define SDL_UnionFRect SDL_GetRectUnionFloat
 #define SDL_UnionRect SDL_GetRectUnion
 
 /* ##SDL_render.h */
 #define SDL_RenderCopy SDL_RenderTexture
 #define SDL_RenderCopyEx SDL_RenderTextureRotated
-#define SDL_RenderCopyExF SDL_RenderTextureRotatedF
-#define SDL_RenderCopyF SDL_RenderTextureF
+#define SDL_RenderCopyExF SDL_RenderTextureRotatedFloat
+#define SDL_RenderCopyF SDL_RenderTextureFloat
 #define SDL_RenderDrawLine SDL_RenderLine
-#define SDL_RenderDrawLineF SDL_RenderLineF
+#define SDL_RenderDrawLineF SDL_RenderLineFloat
 #define SDL_RenderDrawLines SDL_RenderLines
-#define SDL_RenderDrawLinesF SDL_RenderLinesF
+#define SDL_RenderDrawLinesF SDL_RenderLinesFloat
 #define SDL_RenderDrawPoint SDL_RenderPoint
-#define SDL_RenderDrawPointF SDL_RenderPointF
+#define SDL_RenderDrawPointF SDL_RenderPointFloat
 #define SDL_RenderDrawPoints SDL_RenderPoints
-#define SDL_RenderDrawPointsF SDL_RenderPointsF
+#define SDL_RenderDrawPointsF SDL_RenderPointsFloat
 #define SDL_RenderDrawRect SDL_RenderRect
-#define SDL_RenderDrawRectF SDL_RenderRectF
+#define SDL_RenderDrawRectF SDL_RenderRectFloat
 #define SDL_RenderDrawRects SDL_RenderRects
-#define SDL_RenderDrawRectsF SDL_RenderRectsF
+#define SDL_RenderDrawRectsF SDL_RenderRectsFloat
+#define SDL_RenderFillRectF SDL_RenderFillRectFloat
+#define SDL_RenderFillRectsF SDL_RenderFillRectsFloat
 #define SDL_RenderGetClipRect SDL_GetRenderClipRect
 #define SDL_RenderGetIntegerScale SDL_GetRenderIntegerScale
 #define SDL_RenderGetLogicalSize SDL_GetRenderLogicalSize
@@ -580,39 +582,41 @@
 #endif
 
 /* ##SDL_rect.h */
-#define SDL_EncloseFPoints SDL_EncloseFPoints_renamed_SDL_GetRectEnclosingPointsF
+#define SDL_EncloseFPoints SDL_EncloseFPoints_renamed_SDL_GetRectEnclosingPointsFloat
 #define SDL_EnclosePoints SDL_EnclosePoints_renamed_SDL_GetRectEnclosingPoints
-#define SDL_FRectEmpty SDL_FRectEmpty_renamed_SDL_RectEmptyF
-#define SDL_FRectEquals SDL_FRectEquals_renamed_SDL_RectsEqualF
+#define SDL_FRectEmpty SDL_FRectEmpty_renamed_SDL_RectEmptyFloat
+#define SDL_FRectEquals SDL_FRectEquals_renamed_SDL_RectsEqualFloat
 #define SDL_FRectEqualsEpsilon SDL_FRectEqualsEpsilon_renamed_SDL_RectsEqualEpsilon
 #define SDL_HasIntersection SDL_HasIntersection_renamed_SDL_HasRectIntersection
-#define SDL_HasIntersectionF SDL_HasIntersectionF_renamed_SDL_HasRectIntersectionF
-#define SDL_IntersectFRect SDL_IntersectFRect_renamed_SDL_GetRectIntersectionF
-#define SDL_IntersectFRectAndLine SDL_IntersectFRectAndLine_renamed_SDL_GetRectAndLineIntersectionF
+#define SDL_HasIntersectionF SDL_HasIntersectionF_renamed_SDL_HasRectIntersectionFloat
+#define SDL_IntersectFRect SDL_IntersectFRect_renamed_SDL_GetRectIntersectionFloat
+#define SDL_IntersectFRectAndLine SDL_IntersectFRectAndLine_renamed_SDL_GetRectAndLineIntersectionFloat
 #define SDL_IntersectRect SDL_IntersectRect_renamed_SDL_GetRectIntersection
 #define SDL_IntersectRectAndLine SDL_IntersectRectAndLine_renamed_SDL_GetRectAndLineIntersection
-#define SDL_PointInFRect SDL_PointInFRect_renamed_SDL_PointInRectF
+#define SDL_PointInFRect SDL_PointInFRect_renamed_SDL_PointInRectFloat
 #define SDL_RectEquals SDL_RectEquals_renamed_SDL_RectsEqual
-#define SDL_UnionFRect SDL_UnionFRect_renamed_SDL_GetRectUnionF
+#define SDL_UnionFRect SDL_UnionFRect_renamed_SDL_GetRectUnionFloat
 #define SDL_UnionRect SDL_UnionRect_renamed_SDL_GetRectUnion
 
 /* ##SDL_render.h */
 #define SDL_RenderCopy SDL_RenderCopy_renamed_SDL_RenderTexture
 #define SDL_RenderCopyEx SDL_RenderCopyEx_renamed_SDL_RenderTextureRotated
-#define SDL_RenderCopyExF SDL_RenderCopyExF_renamed_SDL_RenderTextureRotatedF
-#define SDL_RenderCopyF SDL_RenderCopyF_renamed_SDL_RenderTextureF
+#define SDL_RenderCopyExF SDL_RenderCopyExF_renamed_SDL_RenderTextureRotatedFloat
+#define SDL_RenderCopyF SDL_RenderCopyF_renamed_SDL_RenderTextureFloat
 #define SDL_RenderDrawLine SDL_RenderDrawLine_renamed_SDL_RenderLine
-#define SDL_RenderDrawLineF SDL_RenderDrawLineF_renamed_SDL_RenderLineF
+#define SDL_RenderDrawLineF SDL_RenderDrawLineF_renamed_SDL_RenderLineFloat
 #define SDL_RenderDrawLines SDL_RenderDrawLines_renamed_SDL_RenderLines
-#define SDL_RenderDrawLinesF SDL_RenderDrawLinesF_renamed_SDL_RenderLinesF
+#define SDL_RenderDrawLinesF SDL_RenderDrawLinesF_renamed_SDL_RenderLinesFloat
 #define SDL_RenderDrawPoint SDL_RenderDrawPoint_renamed_SDL_RenderPoint
-#define SDL_RenderDrawPointF SDL_RenderDrawPointF_renamed_SDL_RenderPointF
+#define SDL_RenderDrawPointF SDL_RenderDrawPointF_renamed_SDL_RenderPointFloat
 #define SDL_RenderDrawPoints SDL_RenderDrawPoints_renamed_SDL_RenderPoints
-#define SDL_RenderDrawPointsF SDL_RenderDrawPointsF_renamed_SDL_RenderPointsF
+#define SDL_RenderDrawPointsF SDL_RenderDrawPointsF_renamed_SDL_RenderPointsFloat
 #define SDL_RenderDrawRect SDL_RenderDrawRect_renamed_SDL_RenderRect
-#define SDL_RenderDrawRectF SDL_RenderDrawRectF_renamed_SDL_RenderRectF
+#define SDL_RenderDrawRectF SDL_RenderDrawRectF_renamed_SDL_RenderRectFloat
 #define SDL_RenderDrawRects SDL_RenderDrawRects_renamed_SDL_RenderRects
-#define SDL_RenderDrawRectsF SDL_RenderDrawRectsF_renamed_SDL_RenderRectsF
+#define SDL_RenderDrawRectsF SDL_RenderDrawRectsF_renamed_SDL_RenderRectsFloat
+#define SDL_RenderFillRectF SDL_RenderFillRectF_renamed_SDL_RenderFillRectFloat
+#define SDL_RenderFillRectsF SDL_RenderFillRectsF_renamed_SDL_RenderFillRectsFloat
 #define SDL_RenderGetClipRect SDL_RenderGetClipRect_renamed_SDL_GetRenderClipRect
 #define SDL_RenderGetIntegerScale SDL_RenderGetIntegerScale_renamed_SDL_GetRenderIntegerScale
 #define SDL_RenderGetLogicalSize SDL_RenderGetLogicalSize_renamed_SDL_GetRenderLogicalSize

+ 19 - 19
include/SDL3/SDL_rect.h

@@ -54,8 +54,8 @@ typedef struct SDL_Point
 /**
  * The structure that defines a point (floating point)
  *
- * \sa SDL_GetRectEnclosingPointsF
- * \sa SDL_PointInRectF
+ * \sa SDL_GetRectEnclosingPointsFloat
+ * \sa SDL_PointInRectFloat
  */
 typedef struct SDL_FPoint
 {
@@ -85,15 +85,15 @@ typedef struct SDL_Rect
 /**
  * A rectangle, with the origin at the upper left (floating point).
  *
- * \sa SDL_RectEmptyF
- * \sa SDL_RectsEqualF
+ * \sa SDL_RectEmptyFloat
+ * \sa SDL_RectsEqualFloat
  * \sa SDL_RectsEqualEpsilon
- * \sa SDL_HasRectIntersectionF
- * \sa SDL_GetRectIntersectionF
- * \sa SDL_GetRectAndLineIntersectionF
- * \sa SDL_GetRectUnionF
- * \sa SDL_GetRectEnclosingPointsF
- * \sa SDL_PointInRectF
+ * \sa SDL_HasRectIntersectionFloat
+ * \sa SDL_GetRectIntersectionFloat
+ * \sa SDL_GetRectAndLineIntersectionFloat
+ * \sa SDL_GetRectUnionFloat
+ * \sa SDL_GetRectEnclosingPointsFloat
+ * \sa SDL_PointInRectFloat
  */
 typedef struct SDL_FRect
 {
@@ -230,7 +230,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRectAndLineIntersection(const SDL_Rect *
 /**
  * Returns true if point resides inside a rectangle.
  */
-SDL_FORCE_INLINE SDL_bool SDL_PointInRectF(const SDL_FPoint *p, const SDL_FRect *r)
+SDL_FORCE_INLINE SDL_bool SDL_PointInRectFloat(const SDL_FPoint *p, const SDL_FRect *r)
 {
     return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
              (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
@@ -239,7 +239,7 @@ SDL_FORCE_INLINE SDL_bool SDL_PointInRectF(const SDL_FPoint *p, const SDL_FRect
 /**
  * Returns true if the rectangle has no area.
  */
-SDL_FORCE_INLINE SDL_bool SDL_RectEmptyF(const SDL_FRect *r)
+SDL_FORCE_INLINE SDL_bool SDL_RectEmptyFloat(const SDL_FRect *r)
 {
     return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE;
 }
@@ -264,7 +264,7 @@ SDL_FORCE_INLINE SDL_bool SDL_RectsEqualEpsilon(const SDL_FRect *a, const SDL_FR
  *
  * \since This function is available since SDL 2.0.22.
  */
-SDL_FORCE_INLINE SDL_bool SDL_RectsEqualF(const SDL_FRect *a, const SDL_FRect *b)
+SDL_FORCE_INLINE SDL_bool SDL_RectsEqualFloat(const SDL_FRect *a, const SDL_FRect *b)
 {
     return SDL_RectsEqualEpsilon(a, b, SDL_FLT_EPSILON);
 }
@@ -282,7 +282,7 @@ SDL_FORCE_INLINE SDL_bool SDL_RectsEqualF(const SDL_FRect *a, const SDL_FRect *b
  *
  * \sa SDL_GetRectIntersection
  */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasRectIntersectionF(const SDL_FRect * A,
+extern DECLSPEC SDL_bool SDLCALL SDL_HasRectIntersectionFloat(const SDL_FRect * A,
                                                       const SDL_FRect * B);
 
 /**
@@ -298,9 +298,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasRectIntersectionF(const SDL_FRect * A,
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_HasRectIntersectionF
+ * \sa SDL_HasRectIntersectionFloat
  */
-extern DECLSPEC SDL_bool SDLCALL SDL_GetRectIntersectionF(const SDL_FRect * A,
+extern DECLSPEC SDL_bool SDLCALL SDL_GetRectIntersectionFloat(const SDL_FRect * A,
                                                     const SDL_FRect * B,
                                                     SDL_FRect * result);
 
@@ -314,7 +314,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRectIntersectionF(const SDL_FRect * A,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC void SDLCALL SDL_GetRectUnionF(const SDL_FRect * A,
+extern DECLSPEC void SDLCALL SDL_GetRectUnionFloat(const SDL_FRect * A,
                                             const SDL_FRect * B,
                                             SDL_FRect * result);
 
@@ -336,7 +336,7 @@ extern DECLSPEC void SDLCALL SDL_GetRectUnionF(const SDL_FRect * A,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC SDL_bool SDLCALL SDL_GetRectEnclosingPointsF(const SDL_FPoint * points,
+extern DECLSPEC SDL_bool SDLCALL SDL_GetRectEnclosingPointsFloat(const SDL_FPoint * points,
                                                     int count,
                                                     const SDL_FRect * clip,
                                                     SDL_FRect * result);
@@ -360,7 +360,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRectEnclosingPointsF(const SDL_FPoint *
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC SDL_bool SDLCALL SDL_GetRectAndLineIntersectionF(const SDL_FRect *
+extern DECLSPEC SDL_bool SDLCALL SDL_GetRectAndLineIntersectionFloat(const SDL_FRect *
                                                            rect, float *X1,
                                                            float *Y1, float *X2,
                                                            float *Y2);

+ 10 - 10
include/SDL3/SDL_render.h

@@ -1486,7 +1486,7 @@ extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderPointF(SDL_Renderer * renderer,
+extern DECLSPEC int SDLCALL SDL_RenderPointFloat(SDL_Renderer * renderer,
                                                  float x, float y);
 
 /**
@@ -1499,7 +1499,7 @@ extern DECLSPEC int SDLCALL SDL_RenderPointF(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderPointsF(SDL_Renderer * renderer,
+extern DECLSPEC int SDLCALL SDL_RenderPointsFloat(SDL_Renderer * renderer,
                                                   const SDL_FPoint * points,
                                                   int count);
 
@@ -1515,7 +1515,7 @@ extern DECLSPEC int SDLCALL SDL_RenderPointsF(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderLineF(SDL_Renderer * renderer,
+extern DECLSPEC int SDLCALL SDL_RenderLineFloat(SDL_Renderer * renderer,
                                                 float x1, float y1, float x2, float y2);
 
 /**
@@ -1529,7 +1529,7 @@ extern DECLSPEC int SDLCALL SDL_RenderLineF(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderLinesF(SDL_Renderer * renderer,
+extern DECLSPEC int SDLCALL SDL_RenderLinesFloat(SDL_Renderer * renderer,
                                                  const SDL_FPoint * points,
                                                  int count);
 
@@ -1543,7 +1543,7 @@ extern DECLSPEC int SDLCALL SDL_RenderLinesF(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderRectF(SDL_Renderer * renderer,
+extern DECLSPEC int SDLCALL SDL_RenderRectFloat(SDL_Renderer * renderer,
                                                 const SDL_FRect * rect);
 
 /**
@@ -1557,7 +1557,7 @@ extern DECLSPEC int SDLCALL SDL_RenderRectF(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderRectsF(SDL_Renderer * renderer,
+extern DECLSPEC int SDLCALL SDL_RenderRectsFloat(SDL_Renderer * renderer,
                                                  const SDL_FRect * rects,
                                                  int count);
 
@@ -1572,7 +1572,7 @@ extern DECLSPEC int SDLCALL SDL_RenderRectsF(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
+extern DECLSPEC int SDLCALL SDL_RenderFillRectFloat(SDL_Renderer * renderer,
                                                 const SDL_FRect * rect);
 
 /**
@@ -1586,7 +1586,7 @@ extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
+extern DECLSPEC int SDLCALL SDL_RenderFillRectsFloat(SDL_Renderer * renderer,
                                                  const SDL_FRect * rects,
                                                  int count);
 
@@ -1604,7 +1604,7 @@ extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderTextureF(SDL_Renderer * renderer,
+extern DECLSPEC int SDLCALL SDL_RenderTextureFloat(SDL_Renderer * renderer,
                                             SDL_Texture * texture,
                                             const SDL_Rect * srcrect,
                                             const SDL_FRect * dstrect);
@@ -1630,7 +1630,7 @@ extern DECLSPEC int SDLCALL SDL_RenderTextureF(SDL_Renderer * renderer,
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC int SDLCALL SDL_RenderTextureRotatedF(SDL_Renderer * renderer,
+extern DECLSPEC int SDLCALL SDL_RenderTextureRotatedFloat(SDL_Renderer * renderer,
                                             SDL_Texture * texture,
                                             const SDL_Rect * srcrect,
                                             const SDL_FRect * dstrect,

+ 15 - 15
src/dynapi/SDL_dynapi.sym

@@ -288,13 +288,13 @@ SDL3_0.0.0 {
     SDL_GetRGB;
     SDL_GetRGBA;
     SDL_GetRectAndLineIntersection;
-    SDL_GetRectAndLineIntersectionF;
+    SDL_GetRectAndLineIntersectionFloat;
     SDL_GetRectEnclosingPoints;
-    SDL_GetRectEnclosingPointsF;
+    SDL_GetRectEnclosingPointsFloat;
     SDL_GetRectIntersection;
-    SDL_GetRectIntersectionF;
+    SDL_GetRectIntersectionFloat;
     SDL_GetRectUnion;
-    SDL_GetRectUnionF;
+    SDL_GetRectUnionFloat;
     SDL_GetRelativeMouseMode;
     SDL_GetRelativeMouseState;
     SDL_GetRenderClipRect;
@@ -418,7 +418,7 @@ SDL3_0.0.0 {
     SDL_HasPrimarySelectionText;
     SDL_HasRDTSC;
     SDL_HasRectIntersection;
-    SDL_HasRectIntersectionF;
+    SDL_HasRectIntersectionFloat;
     SDL_HasSSE2;
     SDL_HasSSE3;
     SDL_HasSSE41;
@@ -535,33 +535,33 @@ SDL3_0.0.0 {
     SDL_RenderClear;
     SDL_RenderClipEnabled;
     SDL_RenderFillRect;
-    SDL_RenderFillRectF;
+    SDL_RenderFillRectFloat;
     SDL_RenderFillRects;
-    SDL_RenderFillRectsF;
+    SDL_RenderFillRectsFloat;
     SDL_RenderFlush;
     SDL_RenderGeometry;
     SDL_RenderGeometryRaw;
     SDL_RenderGetD3D12Device;
     SDL_RenderLine;
-    SDL_RenderLineF;
+    SDL_RenderLineFloat;
     SDL_RenderLines;
-    SDL_RenderLinesF;
+    SDL_RenderLinesFloat;
     SDL_RenderLogicalToWindow;
     SDL_RenderPoint;
-    SDL_RenderPointF;
+    SDL_RenderPointFloat;
     SDL_RenderPoints;
-    SDL_RenderPointsF;
+    SDL_RenderPointsFloat;
     SDL_RenderPresent;
     SDL_RenderReadPixels;
     SDL_RenderRect;
-    SDL_RenderRectF;
+    SDL_RenderRectFloat;
     SDL_RenderRects;
-    SDL_RenderRectsF;
+    SDL_RenderRectsFloat;
     SDL_RenderTargetSupported;
     SDL_RenderTexture;
-    SDL_RenderTextureF;
+    SDL_RenderTextureFloat;
     SDL_RenderTextureRotated;
-    SDL_RenderTextureRotatedF;
+    SDL_RenderTextureRotatedFloat;
     SDL_RenderWindowToLogical;
     SDL_ReportAssertion;
     SDL_ResetAssertionReport;

+ 15 - 15
src/dynapi/SDL_dynapi_overrides.h

@@ -314,13 +314,13 @@
 #define SDL_GetRGB SDL_GetRGB_REAL
 #define SDL_GetRGBA SDL_GetRGBA_REAL
 #define SDL_GetRectAndLineIntersection SDL_GetRectAndLineIntersection_REAL
-#define SDL_GetRectAndLineIntersectionF SDL_GetRectAndLineIntersectionF_REAL
+#define SDL_GetRectAndLineIntersectionFloat SDL_GetRectAndLineIntersectionFloat_REAL
 #define SDL_GetRectEnclosingPoints SDL_GetRectEnclosingPoints_REAL
-#define SDL_GetRectEnclosingPointsF SDL_GetRectEnclosingPointsF_REAL
+#define SDL_GetRectEnclosingPointsFloat SDL_GetRectEnclosingPointsFloat_REAL
 #define SDL_GetRectIntersection SDL_GetRectIntersection_REAL
-#define SDL_GetRectIntersectionF SDL_GetRectIntersectionF_REAL
+#define SDL_GetRectIntersectionFloat SDL_GetRectIntersectionFloat_REAL
 #define SDL_GetRectUnion SDL_GetRectUnion_REAL
-#define SDL_GetRectUnionF SDL_GetRectUnionF_REAL
+#define SDL_GetRectUnionFloat SDL_GetRectUnionFloat_REAL
 #define SDL_GetRelativeMouseMode SDL_GetRelativeMouseMode_REAL
 #define SDL_GetRelativeMouseState SDL_GetRelativeMouseState_REAL
 #define SDL_GetRenderClipRect SDL_GetRenderClipRect_REAL
@@ -444,7 +444,7 @@
 #define SDL_HasPrimarySelectionText SDL_HasPrimarySelectionText_REAL
 #define SDL_HasRDTSC SDL_HasRDTSC_REAL
 #define SDL_HasRectIntersection SDL_HasRectIntersection_REAL
-#define SDL_HasRectIntersectionF SDL_HasRectIntersectionF_REAL
+#define SDL_HasRectIntersectionFloat SDL_HasRectIntersectionFloat_REAL
 #define SDL_HasSSE SDL_HasSSE_REAL
 #define SDL_HasSSE2 SDL_HasSSE2_REAL
 #define SDL_HasSSE3 SDL_HasSSE3_REAL
@@ -561,33 +561,33 @@
 #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_RenderFillRectFloat SDL_RenderFillRectFloat_REAL
 #define SDL_RenderFillRects SDL_RenderFillRects_REAL
-#define SDL_RenderFillRectsF SDL_RenderFillRectsF_REAL
+#define SDL_RenderFillRectsFloat SDL_RenderFillRectsFloat_REAL
 #define SDL_RenderFlush SDL_RenderFlush_REAL
 #define SDL_RenderGeometry SDL_RenderGeometry_REAL
 #define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL
 #define SDL_RenderGetD3D12Device    SDL_RenderGetD3D12Device_REAL
 #define SDL_RenderLine SDL_RenderLine_REAL
-#define SDL_RenderLineF SDL_RenderLineF_REAL
+#define SDL_RenderLineFloat SDL_RenderLineFloat_REAL
 #define SDL_RenderLines SDL_RenderLines_REAL
-#define SDL_RenderLinesF SDL_RenderLinesF_REAL
+#define SDL_RenderLinesFloat SDL_RenderLinesFloat_REAL
 #define SDL_RenderLogicalToWindow SDL_RenderLogicalToWindow_REAL
 #define SDL_RenderPoint SDL_RenderPoint_REAL
-#define SDL_RenderPointF SDL_RenderPointF_REAL
+#define SDL_RenderPointFloat SDL_RenderPointFloat_REAL
 #define SDL_RenderPoints SDL_RenderPoints_REAL
-#define SDL_RenderPointsF SDL_RenderPointsF_REAL
+#define SDL_RenderPointsFloat SDL_RenderPointsFloat_REAL
 #define SDL_RenderPresent SDL_RenderPresent_REAL
 #define SDL_RenderReadPixels SDL_RenderReadPixels_REAL
 #define SDL_RenderRect SDL_RenderRect_REAL
-#define SDL_RenderRectF SDL_RenderRectF_REAL
+#define SDL_RenderRectFloat SDL_RenderRectFloat_REAL
 #define SDL_RenderRects SDL_RenderRects_REAL
-#define SDL_RenderRectsF SDL_RenderRectsF_REAL
+#define SDL_RenderRectsFloat SDL_RenderRectsFloat_REAL
 #define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
 #define SDL_RenderTexture SDL_RenderTexture_REAL
-#define SDL_RenderTextureF SDL_RenderTextureF_REAL
+#define SDL_RenderTextureFloat SDL_RenderTextureFloat_REAL
 #define SDL_RenderTextureRotated SDL_RenderTextureRotated_REAL
-#define SDL_RenderTextureRotatedF SDL_RenderTextureRotatedF_REAL
+#define SDL_RenderTextureRotatedFloat SDL_RenderTextureRotatedFloat_REAL
 #define SDL_RenderWindowToLogical SDL_RenderWindowToLogical_REAL
 #define SDL_ReportAssertion SDL_ReportAssertion_REAL
 #define SDL_ResetAssertionReport SDL_ResetAssertionReport_REAL

+ 15 - 15
src/dynapi/SDL_dynapi_procs.h

@@ -388,13 +388,13 @@ SDL_DYNAPI_PROC(Uint32,SDL_GetQueuedAudioSize,(SDL_AudioDeviceID a),(a),return)
 SDL_DYNAPI_PROC(void,SDL_GetRGB,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),)
 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),)
 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)
-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)
+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)
 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)
-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)
+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)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersection,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersectionF,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
 SDL_DYNAPI_PROC(void,SDL_GetRectUnion,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_GetRectUnionF,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_GetRectUnionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GetRelativeMouseMode,(void),(),return)
 SDL_DYNAPI_PROC(Uint32,SDL_GetRelativeMouseState,(int *a, int *b),(a,b),return)
 SDL_DYNAPI_PROC(void,SDL_GetRenderClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
@@ -516,7 +516,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_HasNEON,(void),(),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_HasPrimarySelectionText,(void),(),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_HasRDTSC,(void),(),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersectionF,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE,(void),(),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE2,(void),(),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE3,(void),(),return)
@@ -618,32 +618,32 @@ 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_RenderFillRectFloat,(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)
-SDL_DYNAPI_PROC(int,SDL_RenderFillRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
+SDL_DYNAPI_PROC(int,SDL_RenderFillRectsFloat,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
 SDL_DYNAPI_PROC(int,SDL_RenderFlush,(SDL_Renderer *a),(a),return)
 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)
 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)
 SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, int b, int c, int d, int e),(a,b,c,d,e),return)
-SDL_DYNAPI_PROC(int,SDL_RenderLineF,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
+SDL_DYNAPI_PROC(int,SDL_RenderLineFloat,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
 SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
-SDL_DYNAPI_PROC(int,SDL_RenderLinesF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
+SDL_DYNAPI_PROC(int,SDL_RenderLinesFloat,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
 SDL_DYNAPI_PROC(void,SDL_RenderLogicalToWindow,(SDL_Renderer *a, float b, float c, int *d, int *e),(a,b,c,d,e),)
 SDL_DYNAPI_PROC(int,SDL_RenderPoint,(SDL_Renderer *a, int b, int c),(a,b,c),return)
-SDL_DYNAPI_PROC(int,SDL_RenderPointF,(SDL_Renderer *a, float b, float c),(a,b,c),return)
+SDL_DYNAPI_PROC(int,SDL_RenderPointFloat,(SDL_Renderer *a, float b, float c),(a,b,c),return)
 SDL_DYNAPI_PROC(int,SDL_RenderPoints,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
-SDL_DYNAPI_PROC(int,SDL_RenderPointsF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
+SDL_DYNAPI_PROC(int,SDL_RenderPointsFloat,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
 SDL_DYNAPI_PROC(void,SDL_RenderPresent,(SDL_Renderer *a),(a),)
 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)
 SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
-SDL_DYNAPI_PROC(int,SDL_RenderRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
+SDL_DYNAPI_PROC(int,SDL_RenderRectFloat,(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(int,SDL_RenderRectsFloat,(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_RenderTextureFloat,(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)
-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)
+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)
 SDL_DYNAPI_PROC(void,SDL_RenderWindowToLogical,(SDL_Renderer *a, int b, int c, float *d, float *e),(a,b,c,d,e),)
 SDL_DYNAPI_PROC(SDL_AssertState,SDL_ReportAssertion,(SDL_AssertData *a, const char *b, const char *c, int d),(a,b,c,d),return)
 SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)

+ 31 - 31
src/render/SDL_render.c

@@ -2611,15 +2611,15 @@ int SDL_RenderPoint(SDL_Renderer *renderer, int x, int y)
     SDL_FPoint fpoint;
     fpoint.x = (float)x;
     fpoint.y = (float)y;
-    return SDL_RenderPointsF(renderer, &fpoint, 1);
+    return SDL_RenderPointsFloat(renderer, &fpoint, 1);
 }
 
-int SDL_RenderPointF(SDL_Renderer *renderer, float x, float y)
+int SDL_RenderPointFloat(SDL_Renderer *renderer, float x, float y)
 {
     SDL_FPoint fpoint;
     fpoint.x = x;
     fpoint.y = y;
-    return SDL_RenderPointsF(renderer, &fpoint, 1);
+    return SDL_RenderPointsFloat(renderer, &fpoint, 1);
 }
 
 static int RenderPointsWithRects(SDL_Renderer *renderer,
@@ -2727,7 +2727,7 @@ static int RenderPointsWithRectsF(SDL_Renderer *renderer,
     return retval;
 }
 
-int SDL_RenderPointsF(SDL_Renderer *renderer,
+int SDL_RenderPointsFloat(SDL_Renderer *renderer,
                           const SDL_FPoint *points, int count)
 {
     int retval;
@@ -2735,7 +2735,7 @@ int SDL_RenderPointsF(SDL_Renderer *renderer,
     CHECK_RENDERER_MAGIC(renderer, -1);
 
     if (points == NULL) {
-        return SDL_InvalidParamError("SDL_RenderPointsF(): points");
+        return SDL_InvalidParamError("SDL_RenderPointsFloat(): points");
     }
     if (count < 1) {
         return 0;
@@ -2763,17 +2763,17 @@ int SDL_RenderLine(SDL_Renderer *renderer, int x1, int y1, int x2, int y2)
     points[0].y = (float)y1;
     points[1].x = (float)x2;
     points[1].y = (float)y2;
-    return SDL_RenderLinesF(renderer, points, 2);
+    return SDL_RenderLinesFloat(renderer, points, 2);
 }
 
-int SDL_RenderLineF(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
+int SDL_RenderLineFloat(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
 {
     SDL_FPoint points[2];
     points[0].x = x1;
     points[0].y = y1;
     points[1].x = x2;
     points[1].y = y2;
-    return SDL_RenderLinesF(renderer, points, 2);
+    return SDL_RenderLinesFloat(renderer, points, 2);
 }
 
 static int RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2, int y2, SDL_bool draw_last)
@@ -2963,14 +2963,14 @@ int SDL_RenderLines(SDL_Renderer *renderer,
         fpoints[i].y = (float)points[i].y;
     }
 
-    retval = SDL_RenderLinesF(renderer, fpoints, count);
+    retval = SDL_RenderLinesFloat(renderer, fpoints, count);
 
     SDL_small_free(fpoints, isstack);
 
     return retval;
 }
 
-int SDL_RenderLinesF(SDL_Renderer *renderer,
+int SDL_RenderLinesFloat(SDL_Renderer *renderer,
                          const SDL_FPoint *points, int count)
 {
     int retval = 0;
@@ -2978,7 +2978,7 @@ int SDL_RenderLinesF(SDL_Renderer *renderer,
     CHECK_RENDERER_MAGIC(renderer, -1);
 
     if (points == NULL) {
-        return SDL_InvalidParamError("SDL_RenderLinesF(): points");
+        return SDL_InvalidParamError("SDL_RenderLinesFloat(): points");
     }
     if (count < 2) {
         return 0;
@@ -3135,10 +3135,10 @@ int SDL_RenderRect(SDL_Renderer *renderer, const SDL_Rect *rect)
         prect = &frect;
     }
 
-    return SDL_RenderRectF(renderer, prect);
+    return SDL_RenderRectFloat(renderer, prect);
 }
 
-int SDL_RenderRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
+int SDL_RenderRectFloat(SDL_Renderer *renderer, const SDL_FRect *rect)
 {
     SDL_FRect frect;
     SDL_FPoint points[5];
@@ -3161,7 +3161,7 @@ int SDL_RenderRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
     points[3].y = rect->y + rect->h - 1;
     points[4].x = rect->x;
     points[4].y = rect->y;
-    return SDL_RenderLinesF(renderer, points, 5);
+    return SDL_RenderLinesFloat(renderer, points, 5);
 }
 
 int SDL_RenderRects(SDL_Renderer *renderer,
@@ -3193,7 +3193,7 @@ int SDL_RenderRects(SDL_Renderer *renderer,
     return 0;
 }
 
-int SDL_RenderRectsF(SDL_Renderer *renderer,
+int SDL_RenderRectsFloat(SDL_Renderer *renderer,
                          const SDL_FRect *rects, int count)
 {
     int i;
@@ -3201,7 +3201,7 @@ int SDL_RenderRectsF(SDL_Renderer *renderer,
     CHECK_RENDERER_MAGIC(renderer, -1);
 
     if (rects == NULL) {
-        return SDL_InvalidParamError("SDL_RenderRectsF(): rects");
+        return SDL_InvalidParamError("SDL_RenderRectsFloat(): rects");
     }
     if (count < 1) {
         return 0;
@@ -3215,7 +3215,7 @@ int SDL_RenderRectsF(SDL_Renderer *renderer,
 #endif
 
     for (i = 0; i < count; ++i) {
-        if (SDL_RenderRectF(renderer, &rects[i]) < 0) {
+        if (SDL_RenderRectFloat(renderer, &rects[i]) < 0) {
             return -1;
         }
     }
@@ -3237,10 +3237,10 @@ int SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_Rect *rect)
     } else {
         GetRenderViewportSize(renderer, &frect);
     }
-    return SDL_RenderFillRectsF(renderer, &frect, 1);
+    return SDL_RenderFillRectsFloat(renderer, &frect, 1);
 }
 
-int SDL_RenderFillRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
+int SDL_RenderFillRectFloat(SDL_Renderer *renderer, const SDL_FRect *rect)
 {
     SDL_FRect frect;
 
@@ -3251,7 +3251,7 @@ int SDL_RenderFillRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
         GetRenderViewportSize(renderer, &frect);
         rect = &frect;
     }
-    return SDL_RenderFillRectsF(renderer, rect, 1);
+    return SDL_RenderFillRectsFloat(renderer, rect, 1);
 }
 
 int SDL_RenderFillRects(SDL_Renderer *renderer,
@@ -3296,7 +3296,7 @@ int SDL_RenderFillRects(SDL_Renderer *renderer,
     return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
 }
 
-int SDL_RenderFillRectsF(SDL_Renderer *renderer,
+int SDL_RenderFillRectsFloat(SDL_Renderer *renderer,
                          const SDL_FRect *rects, int count)
 {
     SDL_FRect *frects;
@@ -3307,7 +3307,7 @@ int SDL_RenderFillRectsF(SDL_Renderer *renderer,
     CHECK_RENDERER_MAGIC(renderer, -1);
 
     if (rects == NULL) {
-        return SDL_InvalidParamError("SDL_RenderFillRectsF(): rects");
+        return SDL_InvalidParamError("SDL_RenderFillRectsFloat(): rects");
     }
     if (count < 1) {
         return 0;
@@ -3350,10 +3350,10 @@ int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture,
         dstfrect.h = (float)dstrect->h;
         pdstfrect = &dstfrect;
     }
-    return SDL_RenderTextureF(renderer, texture, srcrect, pdstfrect);
+    return SDL_RenderTextureFloat(renderer, texture, srcrect, pdstfrect);
 }
 
-int SDL_RenderTextureF(SDL_Renderer *renderer, SDL_Texture *texture,
+int SDL_RenderTextureFloat(SDL_Renderer *renderer, SDL_Texture *texture,
                     const SDL_Rect *srcrect, const SDL_FRect *dstrect)
 {
     SDL_Rect real_srcrect;
@@ -3389,7 +3389,7 @@ int SDL_RenderTextureF(SDL_Renderer *renderer, SDL_Texture *texture,
 
     GetRenderViewportSize(renderer, &real_dstrect);
     if (dstrect) {
-        if (!SDL_HasRectIntersectionF(dstrect, &real_dstrect)) {
+        if (!SDL_HasRectIntersectionFloat(dstrect, &real_dstrect)) {
             return 0;
         }
         real_dstrect = *dstrect;
@@ -3481,10 +3481,10 @@ int SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
         pfcenter = &fcenter;
     }
 
-    return SDL_RenderTextureRotatedF(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip);
+    return SDL_RenderTextureRotatedFloat(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip);
 }
 
-int SDL_RenderTextureRotatedF(SDL_Renderer *renderer, SDL_Texture *texture,
+int SDL_RenderTextureRotatedFloat(SDL_Renderer *renderer, SDL_Texture *texture,
                       const SDL_Rect *srcrect, const SDL_FRect *dstrect,
                       const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
 {
@@ -3495,7 +3495,7 @@ int SDL_RenderTextureRotatedF(SDL_Renderer *renderer, SDL_Texture *texture,
     int use_rendergeometry;
 
     if (flip == SDL_FLIP_NONE && (int)(angle / 360) == angle / 360) { /* fast path when we don't need rotation or flipping */
-        return SDL_RenderTextureF(renderer, texture, srcrect, dstrect);
+        return SDL_RenderTextureFloat(renderer, texture, srcrect, dstrect);
     }
 
     CHECK_RENDERER_MAGIC(renderer, -1);
@@ -3941,7 +3941,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
                 SDL_SetTextureAlphaMod(texture, col0_.a);
                 SDL_SetTextureColorMod(texture, col0_.r, col0_.g, col0_.b);
                 if (s.w > 0 && s.h > 0) {
-                    SDL_RenderTextureF(renderer, texture, &s, &d);
+                    SDL_RenderTextureFloat(renderer, texture, &s, &d);
                 } else {
                     int flags = 0;
                     if (s.w < 0) {
@@ -3954,7 +3954,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
                         s.h *= -1;
                         s.y -= s.h;
                     }
-                    SDL_RenderTextureRotatedF(renderer, texture, &s, &d, 0, NULL, flags);
+                    SDL_RenderTextureRotatedFloat(renderer, texture, &s, &d, 0, NULL, flags);
                 }
 
 #if DEBUG_SW_RENDER_GEOMETRY
@@ -3964,7 +3964,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
             } else if (d.w != 0.0f && d.h != 0.0f) { /* Rect, no texture */
                 SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
                 SDL_SetRenderDrawColor(renderer, col0_.r, col0_.g, col0_.b, col0_.a);
-                SDL_RenderFillRectF(renderer, &d);
+                SDL_RenderFillRectFloat(renderer, &d);
 #if DEBUG_SW_RENDER_GEOMETRY
                 SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
                         (void *)texture, d.x, d.y, d.w, d.h);

+ 7 - 7
src/video/SDL_rect.c

@@ -101,11 +101,11 @@ SDL_GetSpanEnclosingRect(int width, int height,
 #define RECTTYPE                 SDL_FRect
 #define POINTTYPE                SDL_FPoint
 #define SCALARTYPE               float
-#define COMPUTEOUTCODE           ComputeOutCodeF
-#define SDL_HASINTERSECTION      SDL_HasRectIntersectionF
-#define SDL_INTERSECTRECT        SDL_GetRectIntersectionF
-#define SDL_RECTEMPTY            SDL_RectEmptyF
-#define SDL_UNIONRECT            SDL_GetRectUnionF
-#define SDL_ENCLOSEPOINTS        SDL_GetRectEnclosingPointsF
-#define SDL_INTERSECTRECTANDLINE SDL_GetRectAndLineIntersectionF
+#define COMPUTEOUTCODE           ComputeOutCodeFloat
+#define SDL_HASINTERSECTION      SDL_HasRectIntersectionFloat
+#define SDL_INTERSECTRECT        SDL_GetRectIntersectionFloat
+#define SDL_RECTEMPTY            SDL_RectEmptyFloat
+#define SDL_UNIONRECT            SDL_GetRectUnionFloat
+#define SDL_ENCLOSEPOINTS        SDL_GetRectEnclosingPointsFloat
+#define SDL_INTERSECTRECTANDLINE SDL_GetRectAndLineIntersectionFloat
 #include "SDL_rect_impl.h"

+ 12 - 12
test/testautomation_rect.c

@@ -401,7 +401,7 @@ static void validateRectEqualsResults(
 }
 
 /* !
- * \brief Private helper to check SDL_RectsEqualF results
+ * \brief Private helper to check SDL_RectsEqualFloat results
  */
 static void validateFRectEqualsResults(
     SDL_bool equals, SDL_bool expectedEquals,
@@ -1633,10 +1633,10 @@ int rect_testRectEqualsParam(void *arg)
 }
 
 /* !
- * \brief Tests SDL_RectsEqualF() with various inputs
+ * \brief Tests SDL_RectsEqualFloat() with various inputs
  *
  * \sa
- * http://wiki.libsdl.org/SDL_RectsEqualF
+ * http://wiki.libsdl.org/SDL_RectsEqualFloat
  */
 int rect_testFRectEquals(void *arg)
 {
@@ -1656,17 +1656,17 @@ int rect_testFRectEquals(void *arg)
     expectedResult = SDL_TRUE;
     rectA = refRectA;
     rectB = refRectB;
-    result = SDL_RectsEqualF(&rectA, &rectB);
+    result = SDL_RectsEqualFloat(&rectA, &rectB);
     validateFRectEqualsResults(result, expectedResult, &rectA, &rectB, &refRectA, &refRectB);
 
     return TEST_COMPLETED;
 }
 
 /* !
- * \brief Negative tests against SDL_RectsEqualF() with invalid parameters
+ * \brief Negative tests against SDL_RectsEqualFloat() with invalid parameters
  *
  * \sa
- * http://wiki.libsdl.org/SDL_RectsEqualF
+ * http://wiki.libsdl.org/SDL_RectsEqualFloat
  */
 int rect_testFRectEqualsParam(void *arg)
 {
@@ -1685,11 +1685,11 @@ int rect_testFRectEqualsParam(void *arg)
     rectB.h = SDLTest_RandomFloat();
 
     /* invalid parameter combinations */
-    result = SDL_RectsEqualF(NULL, &rectB);
+    result = SDL_RectsEqualFloat(NULL, &rectB);
     SDLTest_AssertCheck(result == SDL_FALSE, "Check that function returns SDL_FALSE when 1st parameter is NULL");
-    result = SDL_RectsEqualF(&rectA, NULL);
+    result = SDL_RectsEqualFloat(&rectA, NULL);
     SDLTest_AssertCheck(result == SDL_FALSE, "Check that function returns SDL_FALSE when 2nd parameter is NULL");
-    result = SDL_RectsEqualF(NULL, NULL);
+    result = SDL_RectsEqualFloat(NULL, NULL);
     SDLTest_AssertCheck(result == SDL_FALSE, "Check that function returns SDL_FALSE when 1st and 2nd parameter are NULL");
 
     return TEST_COMPLETED;
@@ -1823,14 +1823,14 @@ static const SDLTest_TestCaseReference rectTest29 = {
     (SDLTest_TestCaseFp)rect_testRectEqualsParam, "rect_testRectEqualsParam", "Negative tests against SDL_RectsEqual with invalid parameters", TEST_ENABLED
 };
 
-/* SDL_RectsEqualF */
+/* SDL_RectsEqualFloat */
 
 static const SDLTest_TestCaseReference rectTest30 = {
-    (SDLTest_TestCaseFp)rect_testFRectEquals, "rect_testFRectEquals", "Tests SDL_RectsEqualF with various inputs", TEST_ENABLED
+    (SDLTest_TestCaseFp)rect_testFRectEquals, "rect_testFRectEquals", "Tests SDL_RectsEqualFloat with various inputs", TEST_ENABLED
 };
 
 static const SDLTest_TestCaseReference rectTest31 = {
-    (SDLTest_TestCaseFp)rect_testFRectEqualsParam, "rect_testFRectEqualsParam", "Negative tests against SDL_RectsEqualF with invalid parameters", TEST_ENABLED
+    (SDLTest_TestCaseFp)rect_testFRectEqualsParam, "rect_testFRectEqualsParam", "Negative tests against SDL_RectsEqualFloat with invalid parameters", TEST_ENABLED
 };
 
 /* !