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@@ -146,7 +146,7 @@ SDL_DYNAPI_PROC(void,SDL_ClearHints,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_ClearQueuedAudio,(SDL_AudioDeviceID a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseAudioDevice,(SDL_AudioDeviceID a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseGamepad,(SDL_Gamepad *a),(a),)
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-SDL_DYNAPI_PROC(void,SDL_CloseJoystick,(SDL_Joystick *a),(a),)
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+SDL_DYNAPI_PROC(int,SDL_CloseJoystick,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_CloseSensor,(SDL_Sensor *a),(a),)
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SDL_DYNAPI_PROC(SDL_BlendMode,SDL_ComposeCustomBlendMode,(SDL_BlendFactor a, SDL_BlendFactor b, SDL_BlendOperation c, SDL_BlendFactor d, SDL_BlendFactor e, SDL_BlendOperation f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_CondBroadcast,(SDL_cond *a),(a),return)
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@@ -184,13 +184,13 @@ SDL_DYNAPI_PROC(Uint32,SDL_DequeueAudio,(SDL_AudioDeviceID a, void *b, Uint32 c)
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SDL_DYNAPI_PROC(void,SDL_DestroyAudioStream,(SDL_AudioStream *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyCond,(SDL_cond *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyMutex,(SDL_mutex *a),(a),)
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-SDL_DYNAPI_PROC(void,SDL_DestroyPalette,(SDL_Palette *a),(a),)
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-SDL_DYNAPI_PROC(void,SDL_DestroyPixelFormat,(SDL_PixelFormat *a),(a),)
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-SDL_DYNAPI_PROC(void,SDL_DestroyRenderer,(SDL_Renderer *a),(a),)
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+SDL_DYNAPI_PROC(int,SDL_DestroyPalette,(SDL_Palette *a),(a),return)
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+SDL_DYNAPI_PROC(int,SDL_DestroyPixelFormat,(SDL_PixelFormat *a),(a),return)
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+SDL_DYNAPI_PROC(int,SDL_DestroyRenderer,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_DestroySemaphore,(SDL_sem *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroySurface,(SDL_Surface *a),(a),)
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-SDL_DYNAPI_PROC(void,SDL_DestroyTexture,(SDL_Texture *a),(a),)
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-SDL_DYNAPI_PROC(void,SDL_DestroyWindow,(SDL_Window *a),(a),)
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+SDL_DYNAPI_PROC(int,SDL_DestroyTexture,(SDL_Texture *a),(a),return)
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+SDL_DYNAPI_PROC(int,SDL_DestroyWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_DetachThread,(SDL_Thread *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_DetachVirtualJoystick,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_DisableScreenSaver,(void),(),)
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@@ -214,7 +214,7 @@ SDL_DYNAPI_PROC(void,SDL_DestroyCursor,(SDL_Cursor *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyRW,(SDL_RWops *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_GL_BindTexture,(SDL_Texture *a, float *b, float *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
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-SDL_DYNAPI_PROC(void,SDL_GL_DeleteContext,(SDL_GLContext a),(a),)
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+SDL_DYNAPI_PROC(int,SDL_GL_DeleteContext,(SDL_GLContext a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GL_ExtensionSupported,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_GetAttribute,(SDL_GLattr a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_GetCurrentContext,(void),(),return)
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@@ -384,8 +384,8 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPoints,(const SDL_Point *a, int b,
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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_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_GetRectUnionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
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+SDL_DYNAPI_PROC(int,SDL_GetRectUnion,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
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+SDL_DYNAPI_PROC(int,SDL_GetRectUnionFloat,(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_GetRelativeMouseMode,(void),(),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetRelativeMouseState,(float *a, float *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetRenderClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
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@@ -447,15 +447,15 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowGrab,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void*,SDL_GetWindowICCProfile,(SDL_Window *a, size_t *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetWindowID,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowKeyboardGrab,(SDL_Window *a),(a),return)
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-SDL_DYNAPI_PROC(void,SDL_GetWindowMaximumSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
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-SDL_DYNAPI_PROC(void,SDL_GetWindowMinimumSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
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+SDL_DYNAPI_PROC(int,SDL_GetWindowMaximumSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
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+SDL_DYNAPI_PROC(int,SDL_GetWindowMinimumSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowMouseGrab,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(const SDL_Rect*,SDL_GetWindowMouseRect,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowOpacity,(SDL_Window *a, float *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetWindowPixelFormat,(SDL_Window *a),(a),return)
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-SDL_DYNAPI_PROC(void,SDL_GetWindowPosition,(SDL_Window *a, int *b, int *c),(a,b,c),)
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-SDL_DYNAPI_PROC(void,SDL_GetWindowSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
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-SDL_DYNAPI_PROC(void,SDL_GetWindowSizeInPixels,(SDL_Window *a, int *b, int *c),(a,b,c),)
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+SDL_DYNAPI_PROC(int,SDL_GetWindowPosition,(SDL_Window *a, int *b, int *c),(a,b,c),return)
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+SDL_DYNAPI_PROC(int,SDL_GetWindowSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
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+SDL_DYNAPI_PROC(int,SDL_GetWindowSizeInPixels,(SDL_Window *a, int *b, int *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_GetWindowSurface,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetWindowTitle,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowWMInfo,(SDL_Window *a, SDL_SysWMinfo *b, Uint32 c),(a,b,c),return)
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@@ -511,7 +511,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE41,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE42,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasScreenKeyboardSupport,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_HideCursor,(void),(),return)
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-SDL_DYNAPI_PROC(void,SDL_HideWindow,(SDL_Window *a),(a),)
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+SDL_DYNAPI_PROC(int,SDL_HideWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_Init,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_InitSubSystem,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepad,(SDL_JoystickID a),(a),return)
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@@ -545,14 +545,14 @@ SDL_DYNAPI_PROC(void,SDL_LogSetOutputFunction,(SDL_LogOutputFunction a, void *b)
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SDL_DYNAPI_PROC(void,SDL_LogSetPriority,(int a, SDL_LogPriority b),(a,b),)
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SDL_DYNAPI_PROC(Uint32,SDL_MapRGB,(const SDL_PixelFormat *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(Uint32,SDL_MapRGBA,(const SDL_PixelFormat *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
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-SDL_DYNAPI_PROC(void,SDL_MaximizeWindow,(SDL_Window *a),(a),)
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+SDL_DYNAPI_PROC(int,SDL_MaximizeWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_MemoryBarrierAcquireFunction,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_MemoryBarrierReleaseFunction,(void),(),)
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SDL_DYNAPI_PROC(SDL_MetalView,SDL_Metal_CreateView,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_Metal_DestroyView,(SDL_MetalView a),(a),)
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SDL_DYNAPI_PROC(void*,SDL_Metal_GetLayer,(SDL_MetalView a),(a),return)
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-SDL_DYNAPI_PROC(void,SDL_MinimizeWindow,(SDL_Window *a),(a),)
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-SDL_DYNAPI_PROC(void,SDL_MixAudioFormat,(Uint8 *a, const Uint8 *b, SDL_AudioFormat c, Uint32 d, int e),(a,b,c,d,e),)
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+SDL_DYNAPI_PROC(int,SDL_MinimizeWindow,(SDL_Window *a),(a),return)
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+SDL_DYNAPI_PROC(int,SDL_MixAudioFormat,(Uint8 *a, const Uint8 *b, SDL_AudioFormat c, Uint32 d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_MouseIsHaptic,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_NumHaptics,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationDidBecomeActive,(void),(),)
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@@ -586,7 +586,7 @@ SDL_DYNAPI_PROC(Sint64,SDL_RWseek,(SDL_RWops *a, Sint64 b, int c),(a,b,c),return
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SDL_DYNAPI_PROC(Sint64,SDL_RWsize,(SDL_RWops *a),(a),return)
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SDL_DYNAPI_PROC(Sint64,SDL_RWtell,(SDL_RWops *a),(a),return)
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SDL_DYNAPI_PROC(Sint64,SDL_RWwrite,(SDL_RWops *a, const void *b, Sint64 c),(a,b,c),return)
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-SDL_DYNAPI_PROC(void,SDL_RaiseWindow,(SDL_Window *a),(a),)
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+SDL_DYNAPI_PROC(int,SDL_RaiseWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_ReadBE16,(SDL_RWops *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_ReadBE32,(SDL_RWops *a),(a),return)
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SDL_DYNAPI_PROC(Uint64,SDL_ReadBE64,(SDL_RWops *a),(a),return)
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@@ -608,7 +608,7 @@ SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_FPoint *b, int c
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SDL_DYNAPI_PROC(int,SDL_RenderCoordinatesToWindow,(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_RenderPoint,(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_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_RenderPresent,(SDL_Renderer *a),(a),return)
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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_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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@@ -620,7 +620,7 @@ SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ResetHint,(const char *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_ResetHints,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_ResetKeyboard,(void),(),)
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-SDL_DYNAPI_PROC(void,SDL_RestoreWindow,(SDL_Window *a),(a),)
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+SDL_DYNAPI_PROC(int,SDL_RestoreWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RumbleGamepad,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_RumbleGamepadTriggers,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_RumbleJoystick,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
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@@ -639,7 +639,7 @@ SDL_DYNAPI_PROC(int,SDL_SendGamepadEffect,(SDL_Gamepad *a, const void *b, int c)
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SDL_DYNAPI_PROC(int,SDL_SendJoystickEffect,(SDL_Joystick *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_SetClipboardText,(const char *a),(a),return)
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-SDL_DYNAPI_PROC(void,SDL_SetCursor,(SDL_Cursor *a),(a),)
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+SDL_DYNAPI_PROC(int,SDL_SetCursor,(SDL_Cursor *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, SDL_bool b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetGamepadEventsEnabled,(SDL_bool a),(a),)
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@@ -650,7 +650,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_SetHint,(const char *a, const char *b),(a,b),return
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SDL_DYNAPI_PROC(SDL_bool,SDL_SetHintWithPriority,(const char *a, const char *b, SDL_HintPriority c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_SetJoystickEventsEnabled,(SDL_bool a),(a),)
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SDL_DYNAPI_PROC(int,SDL_SetJoystickLED,(SDL_Joystick *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
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-SDL_DYNAPI_PROC(void,SDL_SetJoystickPlayerIndex,(SDL_Joystick *a, int b),(a,b),)
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+SDL_DYNAPI_PROC(int,SDL_SetJoystickPlayerIndex,(SDL_Joystick *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualAxis,(SDL_Joystick *a, int b, Sint16 c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualButton,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualHat,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
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@@ -675,31 +675,31 @@ SDL_DYNAPI_PROC(int,SDL_SetSurfaceColorKey,(SDL_Surface *a, int b, Uint32 c),(a,
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SDL_DYNAPI_PROC(int,SDL_SetSurfaceColorMod,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_SetSurfacePalette,(SDL_Surface *a, SDL_Palette *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetSurfaceRLE,(SDL_Surface *a, int b),(a,b),return)
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-SDL_DYNAPI_PROC(void,SDL_SetTextInputRect,(const SDL_Rect *a),(a),)
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+SDL_DYNAPI_PROC(int,SDL_SetTextInputRect,(const SDL_Rect *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetTextureAlphaMod,(SDL_Texture *a, Uint8 b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetTextureColorMod,(SDL_Texture *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_SetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetTextureUserData,(SDL_Texture *a, void *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetThreadPriority,(SDL_ThreadPriority a),(a),return)
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-SDL_DYNAPI_PROC(void,SDL_SetWindowAlwaysOnTop,(SDL_Window *a, SDL_bool b),(a,b),)
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-SDL_DYNAPI_PROC(void,SDL_SetWindowBordered,(SDL_Window *a, SDL_bool b),(a,b),)
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+SDL_DYNAPI_PROC(int,SDL_SetWindowAlwaysOnTop,(SDL_Window *a, SDL_bool b),(a,b),return)
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+SDL_DYNAPI_PROC(int,SDL_SetWindowBordered,(SDL_Window *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_SetWindowData,(SDL_Window *a, const char *b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowFullscreenMode,(SDL_Window *a, const SDL_DisplayMode *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowFullscreen,(SDL_Window *a, SDL_bool b),(a,b),return)
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-SDL_DYNAPI_PROC(void,SDL_SetWindowGrab,(SDL_Window *a, SDL_bool b),(a,b),)
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+SDL_DYNAPI_PROC(int,SDL_SetWindowGrab,(SDL_Window *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowHitTest,(SDL_Window *a, SDL_HitTest b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowIcon,(SDL_Window *a, SDL_Surface *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
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-SDL_DYNAPI_PROC(void,SDL_SetWindowKeyboardGrab,(SDL_Window *a, SDL_bool b),(a,b),)
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+SDL_DYNAPI_PROC(int,SDL_SetWindowKeyboardGrab,(SDL_Window *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowMaximumSize,(SDL_Window *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowMinimumSize,(SDL_Window *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
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-SDL_DYNAPI_PROC(void,SDL_SetWindowMouseGrab,(SDL_Window *a, SDL_bool b),(a,b),)
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+SDL_DYNAPI_PROC(int,SDL_SetWindowMouseGrab,(SDL_Window *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowMouseRect,(SDL_Window *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
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-SDL_DYNAPI_PROC(void,SDL_SetWindowPosition,(SDL_Window *a, int b, int c),(a,b,c),)
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-SDL_DYNAPI_PROC(void,SDL_SetWindowResizable,(SDL_Window *a, SDL_bool b),(a,b),)
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+SDL_DYNAPI_PROC(int,SDL_SetWindowPosition,(SDL_Window *a, int b, int c),(a,b,c),return)
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+SDL_DYNAPI_PROC(int,SDL_SetWindowResizable,(SDL_Window *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowShape,(SDL_Window *a, SDL_Surface *b, SDL_WindowShapeMode *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowSize,(SDL_Window *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowTitle,(SDL_Window *a, const char *b),(a,b),return)
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@@ -707,7 +707,7 @@ SDL_DYNAPI_PROC(void,SDL_SetYUVConversionMode,(SDL_YUV_CONVERSION_MODE a),(a),)
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SDL_DYNAPI_PROC(int,SDL_ShowCursor,(void),(),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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+SDL_DYNAPI_PROC(int,SDL_ShowWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SoftStretch,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_SoftStretchLinear,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_StartTextInput,(void),(),)
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@@ -727,7 +727,7 @@ SDL_DYNAPI_PROC(void,SDL_UnlockAudioDevice,(SDL_AudioDeviceID a),(a),)
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SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_UnlockMutex,(SDL_mutex *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_UnlockSurface,(SDL_Surface *a),(a),)
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-SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
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+SDL_DYNAPI_PROC(int,SDL_UnlockTexture,(SDL_Texture *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_UpdateGamepads,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_UpdateJoysticks,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_UpdateNVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f),(a,b,c,d,e,f),return)
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@@ -786,7 +786,7 @@ SDL_DYNAPI_PROC(float,SDL_fmodf,(float a, float b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_free,(void *a),(a),)
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SDL_DYNAPI_PROC(char*,SDL_getenv,(const char *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_hid_ble_scan,(SDL_bool a),(a),)
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-SDL_DYNAPI_PROC(void,SDL_hid_close,(SDL_hid_device *a),(a),)
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+SDL_DYNAPI_PROC(int,SDL_hid_close,(SDL_hid_device *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_hid_device_change_count,(void),(),return)
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SDL_DYNAPI_PROC(SDL_hid_device_info*,SDL_hid_enumerate,(unsigned short a, unsigned short b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_hid_exit,(void),(),return)
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