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@@ -204,7 +204,6 @@ 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(Uint8,SDL_EventState,(Uint32 a, int b),(a,b),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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@@ -273,7 +272,6 @@ SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(int a, SDL_Rect *b),(a,b),return
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SDL_DYNAPI_PROC(const char*,SDL_GetError,(void),(),return)
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SDL_DYNAPI_PROC(char*,SDL_GetErrorMsg,(char *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetEventFilter,(SDL_EventFilter *a, void **b),(a,b),return)
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-SDL_DYNAPI_PROC(Uint8,SDL_GetEventState,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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@@ -282,7 +280,6 @@ SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForAxis,(SDL_Gamepad *a, SD
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SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(Uint8,SDL_GetGamepadButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GamepadButton,SDL_GetGamepadButtonFromString,(const char *a),(a),return)
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-SDL_DYNAPI_PROC(int,SDL_GetGamepadEventState,(int a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadFirmwareVersion,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_GetGamepadFromInstanceID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_GetGamepadFromPlayerIndex,(int a),(a),return)
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@@ -322,7 +319,6 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GetHintBoolean,(const char *a, SDL_bool b),(a,b),re
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SDL_DYNAPI_PROC(Sint16,SDL_GetJoystickAxis,(SDL_Joystick *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetJoystickAxisInitialState,(SDL_Joystick *a, int b, Sint16 *c),(a,b,c),return)
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SDL_DYNAPI_PROC(Uint8,SDL_GetJoystickButton,(SDL_Joystick *a, int b),(a,b),return)
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-SDL_DYNAPI_PROC(int,SDL_GetJoystickEventState,(int a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickFirmwareVersion,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetJoystickFromInstanceID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetJoystickFromPlayerIndex,(int a),(a),return)
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@@ -737,7 +733,6 @@ SDL_DYNAPI_PROC(int,SDL_SetWindowShape,(SDL_Window *a, SDL_Surface *b, SDL_Windo
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SDL_DYNAPI_PROC(void,SDL_SetWindowSize,(SDL_Window *a, int b, int c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_SetWindowTitle,(SDL_Window *a, const char *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetYUVConversionMode,(SDL_YUV_CONVERSION_MODE a),(a),)
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-SDL_DYNAPI_PROC(int,SDL_ShowCursor,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_ShowMessageBox,(const SDL_MessageBoxData *a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_ShowSimpleMessageBox,(Uint32 a, const char *b, const char *c, SDL_Window *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_ShowWindow,(SDL_Window *a),(a),)
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@@ -928,3 +923,12 @@ SDL_DYNAPI_PROC(int,SDL_wcsncmp,(const wchar_t *a, const wchar_t *b, size_t c),(
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SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return)
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/* New API symbols are added at the end */
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+SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, SDL_bool b),(a,b),)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_EventEnabled,(Uint32 a),(a),return)
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+SDL_DYNAPI_PROC(void,SDL_SetGamepadEventsEnabled,(SDL_bool a),(a),)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadEventsEnabled,(void),(),return)
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+SDL_DYNAPI_PROC(void,SDL_SetJoystickEventsEnabled,(SDL_bool a),(a),)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickEventsEnabled,(void),(),return)
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+SDL_DYNAPI_PROC(int,SDL_ShowCursor,(void),(),return)
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+SDL_DYNAPI_PROC(int,SDL_HideCursor,(void),(),return)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_CursorVisible,(void),(),return)
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