|
@@ -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)
|