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rwops: Fixed some SDL2 symbols that got missed.

Ryan C. Gordon 1 éve
szülő
commit
3a344cf877

+ 1 - 1
build-scripts/SDL_migration.cocci

@@ -1051,7 +1051,7 @@ typedef SDL_GameController, SDL_Gamepad;
 @@
 @@
 - SDL_GameControllerAddMappingsFromRW
-+ SDL_AddGamepadMappingsFromRW
++ SDL_AddGamepadMappingsFromIO
   (...)
 @@
 typedef SDL_GameControllerAxis, SDL_GamepadAxis;

+ 1 - 1
docs/README-migration.md

@@ -526,7 +526,7 @@ The following structures have been renamed:
 The following functions have been renamed:
 * SDL_GameControllerAddMapping() => SDL_AddGamepadMapping()
 * SDL_GameControllerAddMappingsFromFile() => SDL_AddGamepadMappingsFromFile()
-* SDL_GameControllerAddMappingsFromRW() => SDL_AddGamepadMappingsFromRW()
+* SDL_GameControllerAddMappingsFromRW() => SDL_AddGamepadMappingsFromIO()
 * SDL_GameControllerClose() => SDL_CloseGamepad()
 * SDL_GameControllerFromInstanceID() => SDL_GetGamepadFromInstanceID()
 * SDL_GameControllerFromPlayerIndex() => SDL_GetGamepadFromPlayerIndex()

+ 2 - 2
include/SDL3/SDL_gamepad.h

@@ -279,7 +279,7 @@ extern DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
  * \sa SDL_AddGamepadMappingsFromFile
  * \sa SDL_GetGamepadMappingForGUID
  */
-extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromRW(SDL_IOStream *src, SDL_bool freesrc);
+extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, SDL_bool freesrc);
 
 /**
  * Load a set of gamepad mappings from a file.
@@ -301,7 +301,7 @@ extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromRW(SDL_IOStream *src, SDL_
  * \since This function is available since SDL 3.0.0.
  *
  * \sa SDL_AddGamepadMapping
- * \sa SDL_AddGamepadMappingsFromRW
+ * \sa SDL_AddGamepadMappingsFromIO
  * \sa SDL_GetGamepadMappingForGUID
  */
 extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file);

+ 2 - 2
include/SDL3/SDL_oldnames.h

@@ -205,7 +205,7 @@
 #define SDL_GameController SDL_Gamepad
 #define SDL_GameControllerAddMapping SDL_AddGamepadMapping
 #define SDL_GameControllerAddMappingsFromFile SDL_AddGamepadMappingsFromFile
-#define SDL_GameControllerAddMappingsFromRW SDL_AddGamepadMappingsFromRW
+#define SDL_GameControllerAddMappingsFromRW SDL_AddGamepadMappingsFromIO
 #define SDL_GameControllerAxis SDL_GamepadAxis
 #define SDL_GameControllerBindType SDL_GamepadBindingType
 #define SDL_GameControllerButton SDL_GamepadButton
@@ -701,7 +701,7 @@
 #define SDL_GameController SDL_GameController_renamed_SDL_Gamepad
 #define SDL_GameControllerAddMapping SDL_GameControllerAddMapping_renamed_SDL_AddGamepadMapping
 #define SDL_GameControllerAddMappingsFromFile SDL_GameControllerAddMappingsFromFile_renamed_SDL_AddGamepadMappingsFromFile
-#define SDL_GameControllerAddMappingsFromRW SDL_GameControllerAddMappingsFromRW_renamed_SDL_AddGamepadMappingsFromRW
+#define SDL_GameControllerAddMappingsFromRW SDL_GameControllerAddMappingsFromRW_renamed_SDL_AddGamepadMappingsFromIO
 #define SDL_GameControllerAxis SDL_GameControllerAxis_renamed_SDL_GamepadAxis
 #define SDL_GameControllerBindType SDL_GameControllerBindType_renamed_SDL_GamepadBindingType
 #define SDL_GameControllerButton SDL_GameControllerButton_renamed_SDL_GamepadButton

+ 1 - 1
include/SDL3/SDL_rwops.h

@@ -548,7 +548,7 @@ extern DECLSPEC size_t SDLCALL SDL_IOvprintf(SDL_IOStream *context, SDL_PRINTF_F
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_IOStream *src, size_t *datasize, SDL_bool freesrc);
+extern DECLSPEC void *SDLCALL SDL_LoadFile_IO(SDL_IOStream *src, size_t *datasize, SDL_bool freesrc);
 
 /**
  * Load all the data from a file path.

+ 2 - 2
src/dynapi/SDL_dynapi.sym

@@ -4,7 +4,7 @@ SDL3_0.0.0 {
     SDL_DYNAPI_entry;
     SDL_AddEventWatch;
     SDL_AddGamepadMapping;
-    SDL_AddGamepadMappingsFromRW;
+    SDL_AddGamepadMappingsFromIO;
     SDL_AddHintCallback;
     SDL_AddTimer;
     SDL_AndroidBackButton;
@@ -409,7 +409,7 @@ SDL3_0.0.0 {
     SDL_LoadBMP;
     SDL_LoadBMP_IO;
     SDL_LoadFile;
-    SDL_LoadFile_RW;
+    SDL_LoadFile_IO;
     SDL_LoadFunction;
     SDL_LoadObject;
     SDL_LockJoysticks;

+ 2 - 2
src/dynapi/SDL_dynapi_overrides.h

@@ -28,7 +28,7 @@
 
 #define SDL_AddEventWatch SDL_AddEventWatch_REAL
 #define SDL_AddGamepadMapping SDL_AddGamepadMapping_REAL
-#define SDL_AddGamepadMappingsFromRW SDL_AddGamepadMappingsFromRW_REAL
+#define SDL_AddGamepadMappingsFromIO SDL_AddGamepadMappingsFromIO_REAL
 #define SDL_AddHintCallback SDL_AddHintCallback_REAL
 #define SDL_AddTimer SDL_AddTimer_REAL
 #define SDL_AndroidBackButton   SDL_AndroidBackButton_REAL
@@ -433,7 +433,7 @@
 #define SDL_LoadBMP SDL_LoadBMP_REAL
 #define SDL_LoadBMP_IO SDL_LoadBMP_IO_REAL
 #define SDL_LoadFile SDL_LoadFile_REAL
-#define SDL_LoadFile_RW SDL_LoadFile_RW_REAL
+#define SDL_LoadFile_IO SDL_LoadFile_IO_REAL
 #define SDL_LoadFunction SDL_LoadFunction_REAL
 #define SDL_LoadObject SDL_LoadObject_REAL
 #define SDL_LockJoysticks SDL_LockJoysticks_REAL

+ 2 - 2
src/dynapi/SDL_dynapi_procs.h

@@ -103,7 +103,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_IsDeXMode,(void),(),return)
 
 SDL_DYNAPI_PROC(int,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),return)
 SDL_DYNAPI_PROC(int,SDL_AddGamepadMapping,(const char *a),(a),return)
-SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromRW,(SDL_IOStream *a, SDL_bool b),(a,b),return)
+SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromIO,(SDL_IOStream *a, SDL_bool b),(a,b),return)
 SDL_DYNAPI_PROC(int,SDL_AddHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),return)
 SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimer,(Uint32 a, SDL_TimerCallback b, void *c),(a,b,c),return)
 SDL_DYNAPI_PROC(int,SDL_AtomicAdd,(SDL_AtomicInt *a, int b),(a,b),return)
@@ -487,7 +487,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_IsJoystickHaptic,(SDL_Joystick *a),(a),return)
 SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP,(const char *a),(a),return)
 SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP_IO,(SDL_IOStream *a, SDL_bool b),(a,b),return)
 SDL_DYNAPI_PROC(void*,SDL_LoadFile,(const char *a, size_t *b),(a,b),return)
-SDL_DYNAPI_PROC(void*,SDL_LoadFile_RW,(SDL_IOStream *a, size_t *b, SDL_bool c),(a,b,c),return)
+SDL_DYNAPI_PROC(void*,SDL_LoadFile_IO,(SDL_IOStream *a, size_t *b, SDL_bool c),(a,b,c),return)
 SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_LoadFunction,(void *a, const char *b),(a,b),return)
 SDL_DYNAPI_PROC(void*,SDL_LoadObject,(const char *a),(a),return)
 SDL_DYNAPI_PROC(void,SDL_LockJoysticks,(void),(),)

+ 2 - 2
src/file/SDL_rwops.c

@@ -763,7 +763,7 @@ int SDL_CloseIO(SDL_IOStream *iostr)
 }
 
 /* Load all the data from an SDL data stream */
-void *SDL_LoadFile_RW(SDL_IOStream *src, size_t *datasize, SDL_bool freesrc)
+void *SDL_LoadFile_IO(SDL_IOStream *src, size_t *datasize, SDL_bool freesrc)
 {
     const int FILE_CHUNK_SIZE = 1024;
     Sint64 size, size_total = 0;
@@ -832,7 +832,7 @@ done:
 
 void *SDL_LoadFile(const char *file, size_t *datasize)
 {
-    return SDL_LoadFile_RW(SDL_IOFromFile(file, "rb"), datasize, SDL_TRUE);
+    return SDL_LoadFile_IO(SDL_IOFromFile(file, "rb"), datasize, SDL_TRUE);
 }
 
 SDL_PropertiesID SDL_GetRWProperties(SDL_IOStream *context)

+ 3 - 3
src/joystick/SDL_gamepad.c

@@ -1789,7 +1789,7 @@ static GamepadMapping_t *SDL_PrivateGetGamepadMapping(SDL_JoystickID instance_id
 /*
  * Add or update an entry into the Mappings Database
  */
-int SDL_AddGamepadMappingsFromRW(SDL_IOStream *src, SDL_bool freesrc)
+int SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, SDL_bool freesrc)
 {
     const char *platform = SDL_GetPlatform();
     int gamepads = 0;
@@ -1797,7 +1797,7 @@ int SDL_AddGamepadMappingsFromRW(SDL_IOStream *src, SDL_bool freesrc)
     size_t db_size;
     size_t platform_len;
 
-    buf = (char *)SDL_LoadFile_RW(src, &db_size, freesrc);
+    buf = (char *)SDL_LoadFile_IO(src, &db_size, freesrc);
     if (!buf) {
         return SDL_SetError("Could not allocate space to read DB into memory");
     }
@@ -1845,7 +1845,7 @@ int SDL_AddGamepadMappingsFromRW(SDL_IOStream *src, SDL_bool freesrc)
 
 int SDL_AddGamepadMappingsFromFile(const char *file)
 {
-    return SDL_AddGamepadMappingsFromRW(SDL_IOFromFile(file, "rb"), 1);
+    return SDL_AddGamepadMappingsFromIO(SDL_IOFromFile(file, "rb"), 1);
 }
 
 int SDL_ReloadGamepadMappings(void)