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SDL/src/dynapi/SDL_dynapi_procs.h

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/*
Simple DirectMedia Layer
2024-01-01 13:15:26 -08:00
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/*
DO NOT EDIT THIS FILE BY HAND. It is autogenerated by gendynapi.py.
NEVER REARRANGE THIS FILE, THE ORDER IS ABI LAW.
Changing this file means bumping SDL_DYNAPI_VERSION. You can safely add
new items to the end of the file, though.
Also, this file gets included multiple times, don't add #pragma once, etc.
*/
// direct jump magic can use these, the rest needs special code.
Fix uses of undefined macro identifiers (-Wundef) * Fix -Wundef warnings due to use of unguarded SDL_LOADSO_DISABLED * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_WINDOWS * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_ANDROID * Fix -Wundef warnings due to use of unguarded SDL_LOADSO_DUMMY * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_COCOA * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_UIKIT * Fix -Wundef warnings due to use of unguarded SDL_TIMERS_DISABLED * Fix -Wundef warnings due to use of unguarded SDL_EVENTS_DISABLED * Fix -Wundef warnings due to use of unguarded SDL_TIMER_DUMMY * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DISABLED * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DISABLED * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_DISABLED * Fix -Wundef warnings due to use of unguarded SDL_HAPTIC_DISABLED * Fix -Wundef warnings due to use of unguarded SDL_SENSOR_DISABLED * Fix -Wundef warnings due to use of unguarded __ANDROID__ * Fix -Wundef warnings due to use of unguarded __IOS__ * Fix -Wundef warnings due to use of unguarded EMULATE_CAS * Fix -Wundef warnings due to use of unguarded SDL_ATOMIC_DISABLED * Fix -Wundef warnings due to use of unguarded SDL_THREADS_DISABLED * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_SNDIO * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_NETBSD * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_WASAPI * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_DSOUND * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_HAIKU * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_COREAUDIO * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_AAUDIO * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_OPENSLES * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_ANDROID * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_PS2 * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_PSP * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_VITA * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_N3DS * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_EMSCRIPTEN * Fix -Wundef warnings due to use of unguarded SDL_NEON_INTRINSICS * Fix -Wundef warnings due to use of unguarded SDL_ALTIVEC_BLITTERS * Fix -Wundef warnings due to use of unguarded __VITA__ * Fix -Wundef warnings due to use of unguarded __3DS__ * Fix -Wundef warnings due to use of unguarded SDL_DYNAPI_PROC_NO_VARARGS * Fix -Wundef warnings due to use of unguarded __APPLE__ * Fix -Wundef warnings due to use of unguarded __WINRT__ * Fix -Wundef warnings due to use of unguarded SDL_HIDAPI_DISABLED * Fix -Wundef warnings due to use of unguarded __TVOS__ * Fix -Wundef warnings due to use of unguarded HAVE_DRIVER_BACKEND * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_XINPUT * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_WGI * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_DINPUT * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_MFI * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_EMSCRIPTEN * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_PS2 * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_PSP * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_VITA * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_N3DS * Fix -Wundef warnings due to use of unguarded __MACOS__ * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_RENDER_D3D * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_WINRT * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_RPI * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_VITA_PVR_OGL * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_VIVANTE * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_RENDER_D3D11 * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_RENDER_D3D12 * Fix -Wundef warnings due to use of unguarded SDL_RENDER_DISABLED * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_RENDER_METAL * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_RENDER_PS2 * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_RENDER_PSP * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_RENDER_VITA_GXM * Fix -Wundef warnings due to use of unguarded SDL_ARM_SIMD_BLITTERS * Fix -Wundef warnings due to use of unguarded SDL_ARM_NEON_BLITTERS * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_HAIKU * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_PS2 * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_PSP * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_VITA * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_N3DS * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_KMSDRM * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_RISCOS * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_EMSCRIPTEN * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_NGAGE * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_METAL * Fix -Wundef warnings due to use of unguarded SDL_LSX_INTRINSICS * Fix -Wundef warnings due to use of unguarded HAVE_PTHREAD_NP_H * Fix -Wundef warnings due to use of unguarded __RISCOS__ * Fix -Wundef warnings due to use of unguarded FAKE_RECURSIVE_MUTEX * Fix -Wundef warnings due to use of unguarded USE_POSIX_SPAWN * textureData is only needed when SDL is built with YUV support * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_ALSA * Fix -Wundef warnings due to use of unguarded SDL_SSE3_INTRINSICS * Fix -Wundef warnings due to use of unguarded SDL_SSE4_2_INTRINSICS * Fix -Wundef warnings due to use of unguarded SDL_SSE4_1_INTRINSICS * Fix -Wundef warnings due to use of unguarded SDL_AVX512F_INTRINSICS * Fix -Wundef warnings due to use of unguarded SDL_SSE2_INTRINSICS * Fix -Wundef warnings due to use of unguarded SDL_AVX_INTRINSICS * Fix -Wundef warnings due to use of unguarded SDL_AVX2_INTRINSICS * Fix -Wundef warnings due to use of unguarded SDL_SSE_INTRINSICS * Fix -Wundef warnings due to use of unguarded SDL_MMX_INTRINSICS * Fix -Wundef warnings due to use of unguarded HAVE_CLOCK_GETTIME * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_DISK * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_DUMMY * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_DUMMY * Fix -Wundef warnings due to use of unguarded HAVE_GCC_ATOMICS * Fix -Wundef warnings due to use of unguarded HAVE_GCC_SYNC_LOCK_TEST_AND_SET * Fix -Wundef warnings due to use of unguarded SDL_USE_LIBDBUS * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_JACK * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_VIRTUAL * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_LINUX * Fix -Wundef warnings due to use of unguarded HAVE_LIBC * Fix -Wundef warnings due to disabling SDL_LIBC * Fix -Wundef warnings due to use of unguarded HAVE_PLATFORM_BACKEND * Fix -Wundef warnings due to use of unguarded DEBUG * Fix -Wundef warnings due to use of unguarded HAVE_LINUX_INPUT_H * Fix -Werror=unused-variable when building with SDL_LIBC=OFF * Fix -Wundef warnings due to use of unguqrded SDL_USE_LIBUDEV * Use SDL alloc functions in libusb/hid.c * Fix -Wundef warnings due to use of unguarded HAVE_LIBUDEV_H * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_VULKAN * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_OFFSCREEN * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_RENDER_OGL * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_OPENGL * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_OPENGL_GLX * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_OPENGL_ES * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_OPENGL_ES2 * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_RENDER_OGL_ES2 * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_OSS * Remove SDL_AUDIO_DRIVER_SUNAUDIO reference since it is never set * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_PIPEWIRE * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_PULSEAUDIO * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_X11_XCURSOR * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_X11_XDBE * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_X11_XFIXES * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_X11_XINPUT2 * Fix -Wundef warnings due to use of unguarded #if SDL_VIDEO_DRIVER_X11_XINPUT2_SUPPORTS_MULTITOUCH * Fix -Wundef warnings due to use of unguarded #if SDL_VIDEO_DRIVER_X11_XRANDR * Fix -Wundef warnings due to use of unguarded #if SDL_VIDEO_DRIVER_X11_XSCRNSAVER * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_X11_XSHAPE * Don't call XShape functions when XShape is diabled * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_WAYLAND * Fix -Wundef warnings due to use of unuarded SDL_VIDEO_DRIVER_X11 * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_RISCOS * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_OPENGL_EGL * Disable array when compiled with SDL_EVENTS=OFF * Fix -Wundef warnings due to use of unguarded SDL_INPUT_LINUXEV * Fix -Wundef warnings due to use of unguarded SDL_THREAD_PTHREAD * Fix -Wundef warnings due to use of unguarded SDL_THREAD_WINDOWS * Fix -Wundef warnings due to use of unguarded SDL_THREAD_PS2 * Fix -Wundef warnings due to use of unguarded SDL_THREAD_PSP * Fix -Wundef warnings due to use of unguarded SDL_THREAD_VITA * Fix -Wundef warnings due to use of unguarded SDL_THREAD_N3DS * Fix -Wundef warnings due to use of unguarded SDL_THREAD_STDCPP * Fix -Wundef warnings due to use of unguarded SDL_THREAD_NGAGE * Fix -Wundef warnings due to use of unguarded __WINDOWS__ * Fix -Wundef warnings due to use of unguarded __WINGDK__ * Fix -Wundef warnings due to use of unguarded __ANDROID__ * Fix -Wundef warnings due to use of unguarded SDL_THREAD_GENERIC_COND_SUFFIX * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_VITA_PIB * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_VITA_PVR * Fix -Wundef warnings due to use of unguarded SDL_FILE_DISABLED * Fix -Wundef warnings due to use of unguarded __XBOXONE__ * Fix -Wundef warnings due to use of unguarded __XBOXSERIES__ * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_OPENGL_WGL * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_QNX * Fix -Wundef warnings due to use of unguarded SDL_AUDIO_DRIVER_DISK * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_QNX * Fix -Wundef warnings due to use of unguarded DEBUG_RAZOR * Fix -Wundef warnings due to use of unguarded WINAPI_FAMILY_PHONE_APP * Fix -Wundef warnings due to use of unguarded SDL_MAC_NO_SANDBOX * Fix -Wundef warnings due to use of unguarded __(IPHONE|APPLETV|MAC)_OS_VERSION_MAX_ALLOWED * Fix C4090 warning ('function': different 'const' qualifiers) * ci: use -isystem for include dirs of pspdev toolchain * cmake: add -Wundef option * Fix remaining -Wundef warnings due to use of unguarded SDL_VIDEO_VULKAN and SDL_VIDEO_METAL * Fix -Wundef warnings due to use of unguarded __MACOS__ * DEBUG_CONVERT is guaranteed to be defined in src/audio/SDL_audiocvt.c * Fix -Wundef warnings due to use of unguarded HAVE_NANOSLEEP * Fix -Wundef warnings due to use of unguarded HAVE_DXGI_H * Fix -Wundef warnings due to use of unguarded HAVE_LINUX_INPUT_H * fix SDL_VIDEO_DRIVER_WAYLAND * fix SDL_VIDEO_DRIVER_X11 * Fix -Wundef warnings due to use of unguarded HAVE_MMDEVICEAPI_H * Fix -Wundef warnings due to use of unguarded HAVE_PTHREAD_SETNAME_NP * Fix -Wundef warnings due to use of unguarded HAVE_PTHREAD_SET_NAME_NP * Fix -Wundef warnings due to use of unguarded HAVE_SETJMP * Fix -Wundef warnings due to use of unguarded HAVE_SIGNAL_H * Fix -Wundef warnings due to use of unguarded HAVE_TPCSHRD_H * Fix -Wundef warnings due to use of unguarded MACOSX_COREAUDIO * Fix -Wundef warnings due to use of unguarded SDL_HAPTIC_DINPUT * Fix -Wundef warnings due to use of unguarded SDL_HAPTIC_IOKIT * Fix -Wundef warnings due to use of unguarded SDL_HAPTIC_XINPUT * Fix -Wundef warnings due to use of unguarded SDL_IPHONE_KEYBOARD * Fix -Wundef warnings due to use of unguarded SDL_JOYSTICK_RAWINPUT * Fix -Wundef warnings due to use of unguarded SDL_POWER_ANDROID * Fix -Wundef warnings due to use of unguarded SDL_POWER_EMSCRIPTEN * Fix -Wundef warnings due to use of unguarded SDL_POWER_HAIKU * Fix -Wundef warnings due to use of unguarded SDL_POWER_LINUX * Fix -Wundef warnings due to use of unguarded SDL_POWER_MACOSX * Fix -Wundef warnings due to use of unguarded SDL_POWER_PSP * Fix -Wundef warnings due to use of unguarded SDL_POWER_UIKIT * Fix -Wundef warnings due to use of unguarded SDL_POWER_VITA * Fix -Wundef warnings due to use of unguarded SDL_POWER_WINDOWS * Fix -Wundef warnings due to use of unguarded SDL_THREAD_PTHREAD_RECURSIVE_MUTEX * Fix -Wundef warnings due to use of unguarded SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_VIVANTE_VDK * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_WAYLAND * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_OPENGL_CGL * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_OPENGL_EGL * Fix -Wundef warnings due to use of unguarded __MACOS__ * Fix -Wundef warnings due to use of unguarded __OpenBSD__ * Fix -Wundef warnings due to use of unguarded __FreeBSD__ * Fix -Wundef warnings due to use of unguarded __MWERKS__ * Fix -Wundef warnings due to use of unguarded __WIN32__ * Fix -Wundef warnings due to use of unguarded SDL_IPHONE_LAUNCHSCREEN * Fix -Wundef warnings due to use of unguarded SDL_VIDEO_OPENGL_ES2 * Remove unused HAVE_CONST, HAVE_INLINE and HAVE_VOLATILE * Revert "Use SDL alloc functions in libusb/hid.c" This reverts commit 847c64b00da12ca08bef9e947eb948e378eeaef8. * Handle FAKE_RECURSIVE_MUTEX in similar way as SDL2 * Don't use defined in macro
2023-03-29 21:49:01 +00:00
#ifndef SDL_DYNAPI_PROC_NO_VARARGS
SDL_DYNAPI_PROC(size_t,SDL_IOprintf,(SDL_IOStream *a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_Log,(SDL_PRINTF_FORMAT_STRING const char *a, ...),(a),)
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SDL_DYNAPI_PROC(void,SDL_LogCritical,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(void,SDL_LogDebug,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(void,SDL_LogError,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogInfo,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(void,SDL_LogMessage,(int a, SDL_LogPriority b, SDL_PRINTF_FORMAT_STRING const char *c, ...),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_LogTrace,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogVerbose,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(void,SDL_LogWarn,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_SetError,(SDL_PRINTF_FORMAT_STRING const char *a, ...),(a),return)
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SDL_DYNAPI_PROC(int,SDL_asprintf,(char **a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_snprintf,(SDL_OUT_Z_CAP(b) char *a, size_t b, SDL_PRINTF_FORMAT_STRING const char *c, ...),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_sscanf,(const char *a, SDL_SCANF_FORMAT_STRING const char *b, ...),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_swprintf,(SDL_OUT_Z_CAP(b) wchar_t *a, size_t b, SDL_PRINTF_FORMAT_STRING const wchar_t *c, ...),(a,b,c),return)
#endif
// New API symbols are added at the end
SDL_DYNAPI_PROC(SDL_Surface*,SDL_AcquireCameraFrame,(SDL_Camera *a, Uint64 *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GPUCommandBuffer*,SDL_AcquireGPUCommandBuffer,(SDL_GPUDevice *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, SDL_GPUTexture **c, Uint32 *d, Uint32 *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_AddAtomicInt,(SDL_AtomicInt *a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,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_AddGamepadMappingsFromFile,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromIO,(SDL_IOStream *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_AddHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_AddSurfaceAlternateImage,(SDL_Surface *a, SDL_Surface *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimer,(Uint32 a, SDL_TimerCallback b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimerNS,(Uint64 a, SDL_NSTimerCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_AddVulkanRenderSemaphores,(SDL_Renderer *a, Uint32 b, Sint64 c, Sint64 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_JoystickID,SDL_AttachVirtualJoystick,(const SDL_VirtualJoystickDesc *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_AudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(SDL_GPUComputePass*,SDL_BeginGPUComputePass,(SDL_GPUCommandBuffer *a, const SDL_GPUStorageTextureReadWriteBinding *b, Uint32 c, const SDL_GPUStorageBufferReadWriteBinding *d, Uint32 e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_GPUCopyPass*,SDL_BeginGPUCopyPass,(SDL_GPUCommandBuffer *a),(a),return)
SDL_DYNAPI_PROC(SDL_GPURenderPass*,SDL_BeginGPURenderPass,(SDL_GPUCommandBuffer *a, const SDL_GPUColorTargetInfo *b, Uint32 c, const SDL_GPUDepthStencilTargetInfo *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_BindAudioStream,(SDL_AudioDeviceID a, SDL_AudioStream *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_BindAudioStreams,(SDL_AudioDeviceID a, SDL_AudioStream **b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_BindGPUComputePipeline,(SDL_GPUComputePass *a, SDL_GPUComputePipeline *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_BindGPUComputeSamplers,(SDL_GPUComputePass *a, Uint32 b, const SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageBuffers,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUBuffer *const *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageTextures,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUTexture *const *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentSamplers,(SDL_GPURenderPass *a, Uint32 b, const SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer *const *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture *const *c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_BindGPUGraphicsPipeline,(SDL_GPURenderPass *a, SDL_GPUGraphicsPipeline *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_BindGPUIndexBuffer,(SDL_GPURenderPass *a, const SDL_GPUBufferBinding *b, SDL_GPUIndexElementSize c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexBuffers,(SDL_GPURenderPass *a, Uint32 b, const SDL_GPUBufferBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexSamplers,(SDL_GPURenderPass *a, Uint32 b, const SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer *const *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture *const *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BlitGPUTexture,(SDL_GPUCommandBuffer *a, const SDL_GPUBlitInfo *b),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_BlitSurface,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_BlitSurface9Grid,(SDL_Surface *a, const SDL_Rect *b, int c, int d, int e, int f, float g, SDL_ScaleMode h, SDL_Surface *i, const SDL_Rect *j),(a,b,c,d,e,f,g,h,i,j),return)
SDL_DYNAPI_PROC(bool,SDL_BlitSurfaceScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_BlitSurfaceTiled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_BlitSurfaceTiledWithScale,(SDL_Surface *a, const SDL_Rect *b, float c, SDL_ScaleMode d, SDL_Surface *e, const SDL_Rect *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(bool,SDL_BlitSurfaceUnchecked,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_BlitSurfaceUncheckedScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
Use SDL_bool instead an int return code in the SDL API Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
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SDL_DYNAPI_PROC(void,SDL_BroadcastCondition,(SDL_Condition *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_CaptureMouse,(bool a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_ClaimWindowForGPUDevice,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_CleanupTLS,(void),(),)
SDL_DYNAPI_PROC(bool,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_ClearClipboardData,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_ClearComposition,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_ClearError,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_ClearProperty,(SDL_PropertiesID a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ClearSurface,(SDL_Surface *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_CloseAudioDevice,(SDL_AudioDeviceID a),(a),)
SDL_DYNAPI_PROC(void,SDL_CloseCamera,(SDL_Camera *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseGamepad,(SDL_Gamepad *a),(a),)
SDL_DYNAPI_PROC(void,SDL_CloseHaptic,(SDL_Haptic *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_CloseIO,(SDL_IOStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_CloseJoystick,(SDL_Joystick *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseSensor,(SDL_Sensor *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_CloseStorage,(SDL_Storage *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_CompareAndSwapAtomicInt,(SDL_AtomicInt *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_CompareAndSwapAtomicPointer,(void **a, void *b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_CompareAndSwapAtomicU32,(SDL_AtomicU32 *a, Uint32 b, Uint32 c),(a,b,c),return)
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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)
SDL_DYNAPI_PROC(bool,SDL_ConvertAudioSamples,(const SDL_AudioSpec *a, const Uint8 *b, int c, const SDL_AudioSpec *d, Uint8 **e, int *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(bool,SDL_ConvertEventToRenderCoordinates,(SDL_Renderer *a, SDL_Event *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ConvertPixels,(int a, int b, SDL_PixelFormat c, const void *d, int e, SDL_PixelFormat f, void *g, int h),(a,b,c,d,e,f,g,h),return)
SDL_DYNAPI_PROC(bool,SDL_ConvertPixelsAndColorspace,(int a, int b, SDL_PixelFormat c, SDL_Colorspace d, SDL_PropertiesID e, const void *f, int g, SDL_PixelFormat h, SDL_Colorspace i, SDL_PropertiesID j, void *k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurface,(SDL_Surface *a, SDL_PixelFormat b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurfaceAndColorspace,(SDL_Surface *a, SDL_PixelFormat b, SDL_Palette *c, SDL_Colorspace d, SDL_PropertiesID e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_CopyFile,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_CopyGPUBufferToBuffer,(SDL_GPUCopyPass *a, const SDL_GPUBufferLocation *b, const SDL_GPUBufferLocation *c, Uint32 d, bool e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_CopyGPUTextureToTexture,(SDL_GPUCopyPass *a, const SDL_GPUTextureLocation *b, const SDL_GPUTextureLocation *c, Uint32 d, Uint32 e, Uint32 f, bool g),(a,b,c,d,e,f,g),)
SDL_DYNAPI_PROC(bool,SDL_CopyProperties,(SDL_PropertiesID a, SDL_PropertiesID b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_CopyStorageFile,(SDL_Storage *a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_CreateAudioStream,(const SDL_AudioSpec *a, const SDL_AudioSpec *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateColorCursor,(SDL_Surface *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Condition*,SDL_CreateCondition,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateCursor,(const Uint8 *a, const Uint8 *b, int c, int d, int e, int f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(bool,SDL_CreateDirectory,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_Environment*,SDL_CreateEnvironment,(bool a),(a),return)
SDL_DYNAPI_PROC(SDL_GPUBuffer*,SDL_CreateGPUBuffer,(SDL_GPUDevice *a, const SDL_GPUBufferCreateInfo* b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUComputePipeline*,SDL_CreateGPUComputePipeline,(SDL_GPUDevice *a, const SDL_GPUComputePipelineCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDevice,(SDL_GPUShaderFormat a, bool b, const char *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDeviceWithProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(SDL_GPUGraphicsPipeline*,SDL_CreateGPUGraphicsPipeline,(SDL_GPUDevice *a, const SDL_GPUGraphicsPipelineCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUSampler*,SDL_CreateGPUSampler,(SDL_GPUDevice *a, const SDL_GPUSamplerCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUShader*,SDL_CreateGPUShader,(SDL_GPUDevice *a, const SDL_GPUShaderCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_CreateGPUTexture,(SDL_GPUDevice *a, const SDL_GPUTextureCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUTransferBuffer*,SDL_CreateGPUTransferBuffer,(SDL_GPUDevice *a, const SDL_GPUTransferBufferCreateInfo *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_CreateHapticEffect,(SDL_Haptic *a, const SDL_HapticEffect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Mutex*,SDL_CreateMutex,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Palette*,SDL_CreatePalette,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_CreatePopupWindow,(SDL_Window *a, int b, int c, int d, int e, SDL_WindowFlags f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_Process*,SDL_CreateProcess,(const char * const *a, bool b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Process*,SDL_CreateProcessWithProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_CreateProperties,(void),(),return)
SDL_DYNAPI_PROC(SDL_RWLock*,SDL_CreateRWLock,(void),(),return)
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRenderer,(SDL_Window *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRendererWithProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(SDL_Semaphore*,SDL_CreateSemaphore,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateSoftwareRenderer,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_CreateStorageDirectory,(SDL_Storage *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateSurface,(int a, int b, SDL_PixelFormat c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateSurfaceFrom,(int a, int b, SDL_PixelFormat c, void *d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_Palette*,SDL_CreateSurfacePalette,(SDL_Surface *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateSystemCursor,(SDL_SystemCursor a),(a),return)
SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTexture,(SDL_Renderer *a, SDL_PixelFormat b, SDL_TextureAccess c, int d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureFromSurface,(SDL_Renderer *a, SDL_Surface *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureWithProperties,(SDL_Renderer *a, SDL_PropertiesID b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThreadRuntime,(SDL_ThreadFunction a, const char *b, void *c, SDL_FunctionPointer d, SDL_FunctionPointer e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThreadWithPropertiesRuntime,(SDL_PropertiesID a, SDL_FunctionPointer b, SDL_FunctionPointer c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindow,(const char *a, int b, int c, SDL_WindowFlags d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_CreateWindowAndRenderer,(const char *a, int b, int c, SDL_WindowFlags d, SDL_Window **e, SDL_Renderer **f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindowWithProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_CursorVisible,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_DateTimeToTime,(const SDL_DateTime *a, SDL_Time *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_Delay,(Uint32 a),(a),)
SDL_DYNAPI_PROC(void,SDL_DelayNS,(Uint64 a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyAudioStream,(SDL_AudioStream *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyCondition,(SDL_Condition *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyCursor,(SDL_Cursor *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyEnvironment,(SDL_Environment *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyGPUDevice,(SDL_GPUDevice *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyHapticEffect,(SDL_Haptic *a, int b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_DestroyMutex,(SDL_Mutex *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyPalette,(SDL_Palette *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyProcess,(SDL_Process *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyProperties,(SDL_PropertiesID a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyRWLock,(SDL_RWLock *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyRenderer,(SDL_Renderer *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroySemaphore,(SDL_Semaphore *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroySurface,(SDL_Surface *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyTexture,(SDL_Texture *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_DestroyWindowSurface,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_DetachThread,(SDL_Thread *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_DetachVirtualJoystick,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_DisableScreenSaver,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_DispatchGPUCompute,(SDL_GPUComputePass *a, Uint32 b, Uint32 c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_DispatchGPUComputeIndirect,(SDL_GPUComputePass *a, SDL_GPUBuffer *b, Uint32 c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUBuffer,(SDL_GPUCopyPass *a, const SDL_GPUBufferRegion *b, const SDL_GPUTransferBufferLocation *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUTexture,(SDL_GPUCopyPass *a, const SDL_GPUTextureRegion *b, const SDL_GPUTextureTransferInfo *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Sint32 e, Uint32 f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_DuplicateSurface,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_EGLConfig,SDL_EGL_GetCurrentConfig,(void),(),return)
SDL_DYNAPI_PROC(SDL_EGLDisplay,SDL_EGL_GetCurrentDisplay,(void),(),return)
SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_EGL_GetProcAddress,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_EGLSurface,SDL_EGL_GetWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_EGL_SetAttributeCallbacks,(SDL_EGLAttribArrayCallback a, SDL_EGLIntArrayCallback b, SDL_EGLIntArrayCallback c, void *d),(a,b,c,d),)
SDL_DYNAPI_PROC(bool,SDL_EnableScreenSaver,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_EndGPUComputePass,(SDL_GPUComputePass *a),(a),)
SDL_DYNAPI_PROC(void,SDL_EndGPUCopyPass,(SDL_GPUCopyPass *a),(a),)
SDL_DYNAPI_PROC(void,SDL_EndGPURenderPass,(SDL_GPURenderPass *a),(a),)
SDL_DYNAPI_PROC(int,SDL_EnterAppMainCallbacks,(int a, char *b[], SDL_AppInit_func c, SDL_AppIterate_func d, SDL_AppEvent_func e, SDL_AppQuit_func f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(bool,SDL_EnumerateDirectory,(const char *a, SDL_EnumerateDirectoryCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_EnumerateProperties,(SDL_PropertiesID a, SDL_EnumeratePropertiesCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_EnumerateStorageDirectory,(SDL_Storage *a, const char *b, SDL_EnumerateDirectoryCallback c, void *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_EventEnabled,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_FillSurfaceRect,(SDL_Surface *a, const SDL_Rect *b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,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),)
SDL_DYNAPI_PROC(bool,SDL_FlashWindow,(SDL_Window *a, SDL_FlashOperation b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_FlipSurface,(SDL_Surface *a, SDL_FlipMode b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_FlushIO,(SDL_IOStream *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_FlushRenderer,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GDKResumeGPU,(SDL_GPUDevice *a),(a),)
SDL_DYNAPI_PROC(void,SDL_GDKSuspendComplete,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_GDKSuspendGPU,(SDL_GPUDevice *a),(a),)
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SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GL_DestroyContext,(SDL_GLContext a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GL_ExtensionSupported,(const char *a),(a),return)
SDL_DYNAPI_PROC(bool,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)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GL_GetCurrentWindow,(void),(),return)
SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_GL_GetProcAddress,(const char *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GL_GetSwapInterval,(int *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GL_LoadLibrary,(const char *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GL_MakeCurrent,(SDL_Window *a, SDL_GLContext b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_GL_ResetAttributes,(void),(),)
SDL_DYNAPI_PROC(bool,SDL_GL_SetAttribute,(SDL_GLAttr a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GL_SetSwapInterval,(int a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GL_SwapWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
SDL_DYNAPI_PROC(bool,SDL_GPUSupportsProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GPUSupportsShaderFormats,(SDL_GPUShaderFormat a, const char *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GPUTextureFormatTexelBlockSize,(SDL_GPUTextureFormat a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GPUTextureSupportsFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_GPUTextureSupportsSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),)
SDL_DYNAPI_PROC(bool,SDL_GamepadConnected,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GamepadEventsEnabled,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GenerateMipmapsForGPUTexture,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),)
SDL_DYNAPI_PROC(void*,SDL_GetAndroidActivity,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAndroidCachePath,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAndroidExternalStoragePath,(void),(),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetAndroidExternalStorageState,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAndroidInternalStoragePath,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_GetAndroidJNIEnv,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetAndroidSDKVersion,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAppMetadataProperty,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return)
SDL_DYNAPI_PROC(const SDL_AssertData*,SDL_GetAssertionReport,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetAtomicInt,(SDL_AtomicInt *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_GetAtomicPointer,(void **a),(a),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetAtomicU32,(SDL_AtomicU32 *a),(a),return)
SDL_DYNAPI_PROC(int*,SDL_GetAudioDeviceChannelMap,(SDL_AudioDeviceID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetAudioDeviceFormat,(SDL_AudioDeviceID a, SDL_AudioSpec *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(float,SDL_GetAudioDeviceGain,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAudioDeviceName,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAudioDriver,(int a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAudioFormatName,(SDL_AudioFormat a),(a),return)
SDL_DYNAPI_PROC(SDL_AudioDeviceID*,SDL_GetAudioPlaybackDevices,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_AudioDeviceID*,SDL_GetAudioRecordingDevices,(int *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamAvailable,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamData,(SDL_AudioStream *a, void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_GetAudioStreamDevice,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetAudioStreamFormat,(SDL_AudioStream *a, SDL_AudioSpec *b, SDL_AudioSpec *c),(a,b,c),return)
SDL_DYNAPI_PROC(float,SDL_GetAudioStreamFrequencyRatio,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(float,SDL_GetAudioStreamGain,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int*,SDL_GetAudioStreamInputChannelMap,(SDL_AudioStream *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(int*,SDL_GetAudioStreamOutputChannelMap,(SDL_AudioStream *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetAudioStreamProperties,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamQueued,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetBasePath,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_GetBooleanProperty,(SDL_PropertiesID a, const char *b, bool c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_GetCPUCacheLineSize,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetCameraDriver,(int a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetCameraFormat,(SDL_Camera *a, SDL_CameraSpec *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_CameraID,SDL_GetCameraID,(SDL_Camera *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetCameraName,(SDL_CameraID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetCameraPermissionState,(SDL_Camera *a),(a),return)
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SDL_DYNAPI_PROC(SDL_CameraPosition,SDL_GetCameraPosition,(SDL_CameraID a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetCameraProperties,(SDL_Camera *a),(a),return)
SDL_DYNAPI_PROC(SDL_CameraSpec**,SDL_GetCameraSupportedFormats,(SDL_CameraID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_CameraID*,SDL_GetCameras,(int *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_GetClipboardData,(const char *a, size_t *b),(a,b),return)
SDL_DYNAPI_PROC(char **,SDL_GetClipboardMimeTypes,(size_t *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetClipboardText,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_GetClosestFullscreenDisplayMode,(SDL_DisplayID a, int b, int c, float d, bool e, SDL_DisplayMode *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(const char*,SDL_GetCurrentAudioDriver,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetCurrentCameraDriver,(void),(),return)
SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetCurrentDisplayMode,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(SDL_DisplayOrientation,SDL_GetCurrentDisplayOrientation,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetCurrentRenderOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_ThreadID,SDL_GetCurrentThreadID,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_GetCurrentTime,(SDL_Time *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetCurrentVideoDriver,(void),(),return)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetCursor,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_GetDXGIOutputInfo,(SDL_DisplayID a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_GetDateTimeLocalePreferences,(SDL_DateFormat *a, SDL_TimeFormat *b),(a,b),return)
Add time and realtime clock functions Adds functions to query the system's realtime clock, convert time intervals to/from a calendar date and time in either UTC or the local time, and perform time related calculations. An SDL_Time type (a time interval represented in nanoseconds), and SDL_DateTime struct (broken down calendar date and time) were added to facilitate this functionality. Querying the system time results in a value expressed in nanoseconds since the Unix epoch (Jan 1, 1970) in UTC +0000. Conversions to and from the various platform epochs and units are performed when required. Any direct handling of timezones and DST were intentionally avoided. The offset from UTC is provided when converting from UTC to a local time by calculating the difference between the original UTC and the resulting local time, but no other timezone or DST information is used. The preferred date formatting and 12/24 hour time for the system locale can be retrieved via global preferences. Helper functions for obtaining the day of week or day or year for calendar date, and getting the number of days in a month in a given year are provided for convenience. These are simple, but useful for performing various time related calculations. An automated test for time conversion is included, as is a simple standalone test to display the current system date and time onscreen along with a calendar, the rendering of which demonstrates the use of the utility functions (press up/down to increment or decrement the current month, and keys 1-5 to change the date and time formats).
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SDL_DYNAPI_PROC(int,SDL_GetDayOfWeek,(int a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetDayOfYear,(int a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetDaysInMonth,(int a, int b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetDefaultAssertionHandler,(void),(),return)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetDefaultCursor,(void),(),return)
SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetDesktopDisplayMode,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetDirect3D9AdapterIndex,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetDisplayBounds,(SDL_DisplayID a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_GetDisplayContentScale,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetDisplayForPoint,(const SDL_Point *a),(a),return)
SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetDisplayForRect,(const SDL_Rect *a),(a),return)
SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetDisplayForWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetDisplayName,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetDisplayProperties,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetDisplayUsableBounds,(SDL_DisplayID a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_DisplayID*,SDL_GetDisplays,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_Environment*,SDL_GetEnvironment,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetEnvironmentVariable,(SDL_Environment *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(char**,SDL_GetEnvironmentVariables,(SDL_Environment *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetError,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_GetEventFilter,(SDL_EventFilter *a, void **b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_GetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_DisplayMode**,SDL_GetFullscreenDisplayModes,(SDL_DisplayID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetGDKDefaultUser,(XUserHandle *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetGDKTaskQueue,(XTaskQueueHandle *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGPUDeviceDriver,(SDL_GPUDevice *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGPUDriver,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_GPUShaderFormat,SDL_GetGPUShaderFormats,(SDL_GPUDevice *a),(a),return)
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SDL_DYNAPI_PROC(SDL_GPUTextureFormat,SDL_GetGPUSwapchainTextureFormat,(SDL_GPUDevice *a, SDL_Window *b),(a,b),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)
SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GamepadAxis,SDL_GetGamepadAxisFromString,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_GamepadBinding**,SDL_GetGamepadBindings,(SDL_Gamepad *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(bool,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)
SDL_DYNAPI_PROC(SDL_GamepadButtonLabel,SDL_GetGamepadButtonLabel,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GamepadButtonLabel,SDL_GetGamepadButtonLabelForType,(SDL_GamepadType a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(SDL_JoystickConnectionState,SDL_GetGamepadConnectionState,(SDL_Gamepad *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_GetGamepadFromID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_GetGamepadFromPlayerIndex,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_GUID,SDL_GetGamepadGUIDForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickID,SDL_GetGamepadID,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetGamepadJoystick,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMapping,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForGUID,(SDL_GUID a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(char **,SDL_GetGamepadMappings,(int *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadName,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadNameForID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadPath,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadPathForID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetGamepadPlayerIndex,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetGamepadPlayerIndexForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_PowerState,SDL_GetGamepadPowerInfo,(SDL_Gamepad *a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProduct,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProductForID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProductVersion,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProductVersionForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetGamepadProperties,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetGamepadSensorData,(SDL_Gamepad *a, SDL_SensorType b, float *c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(float,SDL_GetGamepadSensorDataRate,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadSerial,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetGamepadSteamHandle,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForAxis,(SDL_GamepadAxis a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForButton,(SDL_GamepadButton a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForType,(SDL_GamepadType a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetGamepadTouchpadFinger,(SDL_Gamepad *a, int b, int c, bool *d, float *e, float *f, float *g),(a,b,c,d,e,f,g),return)
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SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadType,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadTypeForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadTypeFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadVendor,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadVendorForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickID*,SDL_GetGamepads,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_MouseButtonFlags,SDL_GetGlobalMouseState,(float *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetGlobalProperties,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_GetGrabbedWindow,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_GetHapticEffectStatus,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetHapticFeatures,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Haptic*,SDL_GetHapticFromID,(SDL_HapticID a),(a),return)
SDL_DYNAPI_PROC(SDL_HapticID,SDL_GetHapticID,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetHapticName,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetHapticNameForID,(SDL_HapticID a),(a),return)
SDL_DYNAPI_PROC(SDL_HapticID*,SDL_GetHaptics,(int *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetHint,(const char *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetHintBoolean,(const char *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetIOProperties,(SDL_IOStream *a),(a),return)
SDL_DYNAPI_PROC(Sint64,SDL_GetIOSize,(SDL_IOStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_IOStatus,SDL_GetIOStatus,(SDL_IOStream *a),(a),return)
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SDL_DYNAPI_PROC(Sint16,SDL_GetJoystickAxis,(SDL_Joystick *a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetJoystickAxisInitialState,(SDL_Joystick *a, int b, Sint16 *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_GetJoystickBall,(SDL_Joystick *a, int b, int *c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_GetJoystickButton,(SDL_Joystick *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_JoystickConnectionState,SDL_GetJoystickConnectionState,(SDL_Joystick *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_GetJoystickFromID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetJoystickFromPlayerIndex,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_GUID,SDL_GetJoystickGUID,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_GUID,SDL_GetJoystickGUIDForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GetJoystickGUIDInfo,(SDL_GUID a, Uint16 *b, Uint16 *c, Uint16 *d, Uint16 *e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(Uint8,SDL_GetJoystickHat,(SDL_Joystick *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_JoystickID,SDL_GetJoystickID,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetJoystickName,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetJoystickNameForID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetJoystickPath,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetJoystickPathForID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetJoystickPlayerIndex,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetJoystickPlayerIndexForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_PowerState,SDL_GetJoystickPowerInfo,(SDL_Joystick *a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickProduct,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickProductForID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickProductVersion,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickProductVersionForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetJoystickProperties,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetJoystickSerial,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickType,SDL_GetJoystickType,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickType,SDL_GetJoystickTypeForID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickVendor,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickVendorForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickID*,SDL_GetJoysticks,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromName,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromScancode,(SDL_Scancode a, SDL_Keymod b, bool c),(a,b,c),return)
SDL_DYNAPI_PROC(const char*,SDL_GetKeyName,(SDL_Keycode a),(a),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetKeyboardFocus,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetKeyboardNameForID,(SDL_KeyboardID a),(a),return)
SDL_DYNAPI_PROC(const bool*,SDL_GetKeyboardState,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_KeyboardID*,SDL_GetKeyboards,(int *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GetLogOutputFunction,(SDL_LogOutputFunction *a, void **b),(a,b),)
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SDL_DYNAPI_PROC(SDL_LogPriority,SDL_GetLogPriority,(int a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetMasksForPixelFormat,(SDL_PixelFormat a, int *b, Uint32 *c, Uint32 *d, Uint32 *e, Uint32 *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(int,SDL_GetMaxHapticEffects,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetMaxHapticEffectsPlaying,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GetMemoryFunctions,(SDL_malloc_func *a, SDL_calloc_func *b, SDL_realloc_func *c, SDL_free_func *d),(a,b,c,d),)
SDL_DYNAPI_PROC(SDL_MouseID*,SDL_GetMice,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_Keymod,SDL_GetModState,(void),(),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetMouseFocus,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetMouseNameForID,(SDL_MouseID a),(a),return)
SDL_DYNAPI_PROC(SDL_MouseButtonFlags,SDL_GetMouseState,(float *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_DisplayOrientation,SDL_GetNaturalDisplayOrientation,(SDL_DisplayID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumAllocations,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetNumAudioDrivers,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetNumCameraDrivers,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetNumGPUDrivers,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetNumGamepadTouchpadFingers,(SDL_Gamepad *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetNumGamepadTouchpads,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetNumHapticAxes,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumJoystickAxes,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetNumJoystickBalls,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumJoystickButtons,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetNumJoystickHats,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetNumLogicalCPUCores,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumRenderDrivers,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetNumVideoDrivers,(void),(),return)
SDL_DYNAPI_PROC(Sint64,SDL_GetNumberProperty,(SDL_PropertiesID a, const char *b, Sint64 c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_GetOriginalMemoryFunctions,(SDL_malloc_func *a, SDL_calloc_func *b, SDL_realloc_func *c, SDL_free_func *d),(a,b,c,d),)
SDL_DYNAPI_PROC(bool,SDL_GetPathInfo,(const char *a, SDL_PathInfo *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceCounter,(void),(),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceFrequency,(void),(),return)
SDL_DYNAPI_PROC(const SDL_PixelFormatDetails*,SDL_GetPixelFormatDetails,(SDL_PixelFormat a),(a),return)
SDL_DYNAPI_PROC(SDL_PixelFormat,SDL_GetPixelFormatForMasks,(int a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(const char*,SDL_GetPixelFormatName,(SDL_PixelFormat a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetPlatform,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_GetPointerProperty,(SDL_PropertiesID a, const char *b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_PowerState,SDL_GetPowerInfo,(int *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_GetPrefPath,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Locale**,SDL_GetPreferredLocales,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetPrimaryDisplay,(void),(),return)
SDL_DYNAPI_PROC(char*,SDL_GetPrimarySelectionText,(void),(),return)
SDL_DYNAPI_PROC(SDL_IOStream*,SDL_GetProcessInput,(SDL_Process *a),(a),return)
SDL_DYNAPI_PROC(SDL_IOStream*,SDL_GetProcessOutput,(SDL_Process *a),(a),return)
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SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetProcessProperties,(SDL_Process *a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertyType,SDL_GetPropertyType,(SDL_PropertiesID a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GetRGB,(Uint32 a, const SDL_PixelFormatDetails *b, const SDL_Palette *c, Uint8 *d, Uint8 *e, Uint8 *f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(void,SDL_GetRGBA,(Uint32 a, const SDL_PixelFormatDetails *b, const SDL_Palette *c, Uint8 *d, Uint8 *e, Uint8 *f, Uint8 *g),(a,b,c,d,e,f,g),)
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetRealGamepadType,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetRealGamepadTypeForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetRectAndLineIntersection,(const SDL_Rect *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_GetRectAndLineIntersectionFloat,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_GetRectEnclosingPoints,(const SDL_Point *a, int b, const SDL_Rect *c, SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_GetRectEnclosingPointsFloat,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_GetRectIntersection,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_GetRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_GetRectUnion,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_GetRectUnionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_MouseButtonFlags,SDL_GetRelativeMouseState,(float *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderColorScale,(SDL_Renderer *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderDrawColor,(SDL_Renderer *a, Uint8 *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderDrawColorFloat,(SDL_Renderer *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetRenderDriver,(int a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderLogicalPresentation,(SDL_Renderer *a, int *b, int *c, SDL_RendererLogicalPresentation *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderLogicalPresentationRect,(SDL_Renderer *a, SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_GetRenderMetalCommandEncoder,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_GetRenderMetalLayer,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderSafeArea,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Texture*,SDL_GetRenderTarget,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderVSync,(SDL_Renderer *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetRenderViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_GetRenderWindow,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_GetRenderer,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_GetRendererFromTexture,(SDL_Texture *a),(a),return)
SDL_DYNAPI_PROC(const char *,SDL_GetRendererName,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetRendererProperties,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetRevision,(void),(),return)
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SDL_DYNAPI_PROC(size_t,SDL_GetSIMDAlignment,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromKey,(SDL_Keycode a, SDL_Keymod *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromName,(const char *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetScancodeName,(SDL_Scancode a),(a),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetSemaphoreValue,(SDL_Semaphore *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetSensorData,(SDL_Sensor *a, float *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Sensor*,SDL_GetSensorFromID,(SDL_SensorID a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorID,SDL_GetSensorID,(SDL_Sensor *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetSensorName,(SDL_Sensor *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetSensorNameForID,(SDL_SensorID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetSensorNonPortableType,(SDL_Sensor *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetSensorNonPortableTypeForID,(SDL_SensorID a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetSensorProperties,(SDL_Sensor *a),(a),return)
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SDL_DYNAPI_PROC(SDL_SensorType,SDL_GetSensorType,(SDL_Sensor *a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorType,SDL_GetSensorTypeForID,(SDL_SensorID a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorID*,SDL_GetSensors,(int *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetSilenceValueForFormat,(SDL_AudioFormat a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetStorageFileSize,(SDL_Storage *a, const char *b, Uint64 *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_GetStoragePathInfo,(SDL_Storage *a, const char *b, SDL_PathInfo *c),(a,b,c),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetStorageSpaceRemaining,(SDL_Storage *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetStringProperty,(SDL_PropertiesID a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_GetSurfaceAlphaMod,(SDL_Surface *a, Uint8 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetSurfaceClipRect,(SDL_Surface *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetSurfaceColorKey,(SDL_Surface *a, Uint32 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetSurfaceColorMod,(SDL_Surface *a, Uint8 *b, Uint8 *c, Uint8 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_Colorspace,SDL_GetSurfaceColorspace,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_Surface**,SDL_GetSurfaceImages,(SDL_Surface *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Palette*,SDL_GetSurfacePalette,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetSurfaceProperties,(SDL_Surface *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetSystemRAM,(void),(),return)
SDL_DYNAPI_PROC(SDL_SystemTheme,SDL_GetSystemTheme,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_GetTLS,(SDL_TLSID *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetTextInputArea,(SDL_Window *a, SDL_Rect *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_GetTextureAlphaMod,(SDL_Texture *a, Uint8 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetTextureAlphaModFloat,(SDL_Texture *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetTextureColorMod,(SDL_Texture *a, Uint8 *b, Uint8 *c, Uint8 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_GetTextureColorModFloat,(SDL_Texture *a, float *b, float *c, float *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetTextureProperties,(SDL_Texture *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetTextureSize,(SDL_Texture *a, float *b, float *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_ThreadID,SDL_GetThreadID,(SDL_Thread *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetThreadName,(SDL_Thread *a),(a),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetTicks,(void),(),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetTicksNS,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetTouchDeviceName,(SDL_TouchID a),(a),return)
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SDL_DYNAPI_PROC(SDL_TouchDeviceType,SDL_GetTouchDeviceType,(SDL_TouchID a),(a),return)
SDL_DYNAPI_PROC(SDL_TouchID*,SDL_GetTouchDevices,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_Finger**,SDL_GetTouchFingers,(SDL_TouchID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetUserFolder,(SDL_Folder a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetVersion,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetVideoDriver,(int a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetWindowAspectRatio,(SDL_Window *a, float *b, float *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(float,SDL_GetWindowDisplayScale,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_WindowFlags,SDL_GetWindowFlags,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_GetWindowFromEvent,(const SDL_Event *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_GetWindowFromID,(SDL_WindowID a),(a),return)
SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetWindowFullscreenMode,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_GetWindowICCProfile,(SDL_Window *a, size_t *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_WindowID,SDL_GetWindowID,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetWindowKeyboardGrab,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetWindowMaximumSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_GetWindowMinimumSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(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)
SDL_DYNAPI_PROC(float,SDL_GetWindowOpacity,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetWindowParent,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(float,SDL_GetWindowPixelDensity,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_PixelFormat,SDL_GetWindowPixelFormat,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetWindowPosition,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetWindowProperties,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetWindowRelativeMouseMode,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_GetWindowSafeArea,(SDL_Window *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetWindowSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,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)
SDL_DYNAPI_PROC(bool,SDL_GetWindowSurfaceVSync,(SDL_Window *a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetWindowTitle,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Window**,SDL_GetWindows,(int *a),(a),return)
SDL_DYNAPI_PROC(char **,SDL_GlobDirectory,(const char *a, const char *b, SDL_GlobFlags c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(char **,SDL_GlobStorageDirectory,(SDL_Storage *a, const char *b, const char *c, SDL_GlobFlags d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_HapticEffectSupported,(SDL_Haptic *a, const SDL_HapticEffect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_HapticRumbleSupported,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_HasARMSIMD,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasAVX,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasAVX2,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasAVX512F,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasAltiVec,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasClipboardData,(const char *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_HasClipboardText,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasEvent,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_HasEvents,(Uint32 a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_HasGamepad,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasJoystick,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasKeyboard,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasLASX,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasLSX,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasMMX,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasMouse,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasNEON,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasPrimarySelectionText,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasProperty,(SDL_PropertiesID a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_HasRectIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_HasRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_HasSSE,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasSSE2,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasSSE3,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasSSE41,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasSSE42,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HasScreenKeyboardSupport,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HideCursor,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_HideWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_IOStream*,SDL_IOFromConstMem,(const void *a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(SDL_IOStream*,SDL_IOFromDynamicMem,(void),(),return)
SDL_DYNAPI_PROC(SDL_IOStream*,SDL_IOFromFile,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_IOStream*,SDL_IOFromMem,(void *a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(size_t,SDL_IOvprintf,(SDL_IOStream *a, SDL_PRINTF_FORMAT_STRING const char *b, va_list c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_Init,(SDL_InitFlags a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_InitHapticRumble,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_InitSubSystem,(SDL_InitFlags a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_InsertGPUDebugLabel,(SDL_GPUCommandBuffer *a, const char *b),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_IsChromebook,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_IsDeXMode,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_IsGamepad,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_IsJoystickHaptic,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_IsJoystickVirtual,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_IsMouseHaptic,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_IsTV,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_IsTablet,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_JoystickConnected,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_JoystickEventsEnabled,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_KillProcess,(SDL_Process *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP_IO,(SDL_IOStream *a, bool b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_LoadFile,(const char *a, size_t *b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_LoadFile_IO,(SDL_IOStream *a, size_t *b, bool c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_LoadFunction,(SDL_SharedObject *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_SharedObject*,SDL_LoadObject,(const char *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uint32 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_LoadWAV_IO,(SDL_IOStream *a, bool b, SDL_AudioSpec *c, Uint8 **d, Uint32 *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_LockAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_LockJoysticks,(void),(),)
SDL_DYNAPI_PROC(void,SDL_LockMutex,(SDL_Mutex *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_LockProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(void,SDL_LockRWLockForReading,(SDL_RWLock *a),(a),)
SDL_DYNAPI_PROC(void,SDL_LockRWLockForWriting,(SDL_RWLock *a),(a),)
SDL_DYNAPI_PROC(void,SDL_LockSpinlock,(SDL_SpinLock *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_LockSurface,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_LockTextureToSurface,(SDL_Texture *a, const SDL_Rect *b, SDL_Surface **c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_LogMessageV,(int a, SDL_LogPriority b, SDL_PRINTF_FORMAT_STRING const char *c, va_list d),(a,b,c,d),)
SDL_DYNAPI_PROC(void*,SDL_MapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b, bool c),(a,b,c),return)
SDL_DYNAPI_PROC(Uint32,SDL_MapRGB,(const SDL_PixelFormatDetails *a, const SDL_Palette *b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(Uint32,SDL_MapRGBA,(const SDL_PixelFormatDetails *a, const SDL_Palette *b, Uint8 c, Uint8 d, Uint8 e, Uint8 f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(Uint32,SDL_MapSurfaceRGB,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(Uint32,SDL_MapSurfaceRGBA,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_MaximizeWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_MemoryBarrierAcquireFunction,(void),(),)
SDL_DYNAPI_PROC(void,SDL_MemoryBarrierReleaseFunction,(void),(),)
SDL_DYNAPI_PROC(SDL_MetalView,SDL_Metal_CreateView,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_Metal_DestroyView,(SDL_MetalView a),(a),)
SDL_DYNAPI_PROC(void*,SDL_Metal_GetLayer,(SDL_MetalView a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_MinimizeWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_MixAudio,(Uint8 *a, const Uint8 *b, SDL_AudioFormat c, Uint32 d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidChangeStatusBarOrientation,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationDidEnterBackground,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidEnterForeground,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationDidReceiveMemoryWarning,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationWillEnterBackground,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationWillEnterForeground,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationWillTerminate,(void),(),)
SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_OpenAudioDevice,(SDL_AudioDeviceID a, const SDL_AudioSpec *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_OpenAudioDeviceStream,(SDL_AudioDeviceID a, const SDL_AudioSpec *b, SDL_AudioStreamCallback c, void *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_Camera*,SDL_OpenCamera,(SDL_CameraID a, const SDL_CameraSpec *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Storage*,SDL_OpenFileStorage,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_OpenGamepad,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_Haptic*,SDL_OpenHaptic,(SDL_HapticID a),(a),return)
SDL_DYNAPI_PROC(SDL_Haptic*,SDL_OpenHapticFromJoystick,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_Haptic*,SDL_OpenHapticFromMouse,(void),(),return)
SDL_DYNAPI_PROC(SDL_IOStream*,SDL_OpenIO,(const SDL_IOStreamInterface *a, void *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_OpenJoystick,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_Sensor*,SDL_OpenSensor,(SDL_SensorID a),(a),return)
SDL_DYNAPI_PROC(SDL_Storage*,SDL_OpenStorage,(const SDL_StorageInterface *a, void *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Storage*,SDL_OpenTitleStorage,(const char *a, SDL_PropertiesID b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_OpenURL,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_Storage*,SDL_OpenUserStorage,(const char *a, const char *b, SDL_PropertiesID c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_OutOfMemory,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_PauseAudioStreamDevice,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_PauseHaptic,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL_Event *a, int b, SDL_EventAction c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_PlayHapticRumble,(SDL_Haptic *a, float b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_PollEvent,(SDL_Event *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_PopGPUDebugGroup,(SDL_GPUCommandBuffer *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_PremultiplyAlpha,(int a, int b, SDL_PixelFormat c, const void *d, int e, SDL_PixelFormat f, void *g, int h, bool i),(a,b,c,d,e,f,g,h,i),return)
SDL_DYNAPI_PROC(bool,SDL_PremultiplySurfaceAlpha,(SDL_Surface *a, bool b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_PumpEvents,(void),(),)
SDL_DYNAPI_PROC(bool,SDL_PushEvent,(SDL_Event *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_PushGPUComputeUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_PushGPUDebugGroup,(SDL_GPUCommandBuffer *a, const char *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_PushGPUFragmentUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_PushGPUVertexUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(bool,SDL_PutAudioStreamData,(SDL_AudioStream *a, const void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_QueryGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_Quit,(void),(),)
SDL_DYNAPI_PROC(void,SDL_QuitSubSystem,(SDL_InitFlags a),(a),)
SDL_DYNAPI_PROC(bool,SDL_RaiseWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(size_t,SDL_ReadIO,(SDL_IOStream *a, void *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(void*,SDL_ReadProcess,(SDL_Process *a, size_t *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_ReadS16BE,(SDL_IOStream *a, Sint16 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadS16LE,(SDL_IOStream *a, Sint16 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadS32BE,(SDL_IOStream *a, Sint32 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadS32LE,(SDL_IOStream *a, Sint32 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadS64BE,(SDL_IOStream *a, Sint64 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadS64LE,(SDL_IOStream *a, Sint64 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadS8,(SDL_IOStream *a, Sint8 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadStorageFile,(SDL_Storage *a, const char *b, void *c, Uint64 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_ReadSurfacePixel,(SDL_Surface *a, int b, int c, Uint8 *d, Uint8 *e, Uint8 *f, Uint8 *g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(bool,SDL_ReadSurfacePixelFloat,(SDL_Surface *a, int b, int c, float *d, float *e, float *f, float *g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(bool,SDL_ReadU16BE,(SDL_IOStream *a, Uint16 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadU16LE,(SDL_IOStream *a, Uint16 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadU32BE,(SDL_IOStream *a, Uint32 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadU32LE,(SDL_IOStream *a, Uint32 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadU64BE,(SDL_IOStream *a, Uint64 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadU64LE,(SDL_IOStream *a, Uint64 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_ReadU8,(SDL_IOStream *a, Uint8 *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_RegisterApp,(const char *a, Uint32 b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(Uint32,SDL_RegisterEvents,(int a),(a),return)
Use SDL_bool instead an int return code in the SDL API Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
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SDL_DYNAPI_PROC(void,SDL_ReleaseCameraFrame,(SDL_Camera *a, SDL_Surface *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_ReleaseGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBuffer *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipeline *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipeline *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUSampler,(SDL_GPUDevice *a, SDL_GPUSampler *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUShader,(SDL_GPUDevice *a, SDL_GPUShader *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTexture,(SDL_GPUDevice *a, SDL_GPUTexture *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_ReleaseWindowFromGPUDevice,(SDL_GPUDevice *a, SDL_Window *b),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_ReloadGamepadMappings,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_RemoveEventWatch,(SDL_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_RemoveHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),)
SDL_DYNAPI_PROC(bool,SDL_RemovePath,(const char *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_RemoveStoragePath,(SDL_Storage *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_RemoveSurfaceAlternateImages,(SDL_Surface *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_RemoveTimer,(SDL_TimerID a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_RenamePath,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_RenameStoragePath,(SDL_Storage *a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_RenderClear,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_RenderClipEnabled,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_RenderCoordinatesFromWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_RenderCoordinatesToWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,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(bool,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_FColor *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(bool,SDL_RenderLine,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_RenderLines,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_RenderPoint,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_RenderPoints,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_RenderPresent,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_RenderReadPixels,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_RenderRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_RenderRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, const SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_RenderTexture9Grid,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, float d, float e, float f, float g, float h, const SDL_FRect *i),(a,b,c,d,e,f,g,h,i),return)
SDL_DYNAPI_PROC(bool,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, const SDL_FRect *d, double e, const SDL_FPoint *f, SDL_FlipMode g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(bool,SDL_RenderTextureTiled,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, float d, const SDL_FRect *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_RenderViewportSet,(SDL_Renderer *a),(a),return)
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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(bool,SDL_RequestAndroidPermission,(const char *a, SDL_RequestAndroidPermissionCallback b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)
SDL_DYNAPI_PROC(bool,SDL_ResetHint,(const char *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_ResetHints,(void),(),)
SDL_DYNAPI_PROC(void,SDL_ResetKeyboard,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_ResetLogPriorities,(void),(),)
SDL_DYNAPI_PROC(bool,SDL_RestoreWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_ResumeAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_ResumeAudioStreamDevice,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_ResumeHaptic,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_RumbleGamepad,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_RumbleGamepadTriggers,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_RumbleJoystick,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_RumbleJoystickTriggers,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_RunApp,(int a, char *b[], SDL_main_func c, void *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_RunHapticEffect,(SDL_Haptic *a, int b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SaveBMP,(SDL_Surface *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SaveBMP_IO,(SDL_Surface *a, SDL_IOStream *b, bool c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_ScaleSurface,(SDL_Surface *a, int b, int c, SDL_ScaleMode d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_ScreenKeyboardShown,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_ScreenSaverEnabled,(void),(),return)
SDL_DYNAPI_PROC(Sint64,SDL_SeekIO,(SDL_IOStream *a, Sint64 b, SDL_IOWhence c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SendAndroidBackButton,(void),(),)
SDL_DYNAPI_PROC(bool,SDL_SendAndroidMessage,(Uint32 a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SendGamepadEffect,(SDL_Gamepad *a, const void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SendJoystickEffect,(SDL_Joystick *a, const void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SendJoystickVirtualSensorData,(SDL_Joystick *a, SDL_SensorType b, Uint64 c, const float *d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_SetAppMetadata,(const char *a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetAppMetadataProperty,(const char *a, const char *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_SetAtomicInt,(SDL_AtomicInt *a, int b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_SetAtomicPointer,(void **a, void *b),(a,b),return)
SDL_DYNAPI_PROC(Uint32,SDL_SetAtomicU32,(SDL_AtomicU32 *a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetAudioDeviceGain,(SDL_AudioDeviceID a, float b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetAudioPostmixCallback,(SDL_AudioDeviceID a, SDL_AudioPostmixCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetAudioStreamFormat,(SDL_AudioStream *a, const SDL_AudioSpec *b, const SDL_AudioSpec *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetAudioStreamFrequencyRatio,(SDL_AudioStream *a, float b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetAudioStreamGain,(SDL_AudioStream *a, float b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetAudioStreamGetCallback,(SDL_AudioStream *a, SDL_AudioStreamCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetAudioStreamInputChannelMap,(SDL_AudioStream *a, const int *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetAudioStreamOutputChannelMap,(SDL_AudioStream *a, const int *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetAudioStreamPutCallback,(SDL_AudioStream *a, SDL_AudioStreamCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetBooleanProperty,(SDL_PropertiesID a, const char *b, bool c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetClipboardData,(SDL_ClipboardDataCallback a, SDL_ClipboardCleanupCallback b, void *c, const char **d, size_t e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_SetClipboardText,(const char *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SetCurrentThreadPriority,(SDL_ThreadPriority a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SetCursor,(SDL_Cursor *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SetEnvironmentVariable,(SDL_Environment *a, const char *b, const char *c, bool d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, bool b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_SetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SetGPUBlendConstants,(SDL_GPURenderPass *a, SDL_FColor b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetGPUBufferName,(SDL_GPUDevice *a, SDL_GPUBuffer *b, const char *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_SetGPUScissor,(SDL_GPURenderPass *a, const SDL_Rect *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetGPUStencilReference,(SDL_GPURenderPass *a, Uint8 b),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_SetGPUSwapchainParameters,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c, SDL_GPUPresentMode d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_SetGPUTextureName,(SDL_GPUDevice *a, SDL_GPUTexture *b, const char *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_SetGPUViewport,(SDL_GPURenderPass *a, const SDL_GPUViewport *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetGamepadEventsEnabled,(bool a),(a),)
SDL_DYNAPI_PROC(bool,SDL_SetGamepadLED,(SDL_Gamepad *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_SetGamepadMapping,(SDL_JoystickID a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetGamepadPlayerIndex,(SDL_Gamepad *a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetGamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b, bool c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetHapticAutocenter,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetHapticGain,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetHint,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetHintWithPriority,(const char *a, const char *b, SDL_HintPriority c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SetInitialized,(SDL_InitState *a, bool b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetJoystickEventsEnabled,(bool a),(a),)
SDL_DYNAPI_PROC(bool,SDL_SetJoystickLED,(SDL_Joystick *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_SetJoystickPlayerIndex,(SDL_Joystick *a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetJoystickVirtualAxis,(SDL_Joystick *a, int b, Sint16 c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetJoystickVirtualBall,(SDL_Joystick *a, int b, Sint16 c, Sint16 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_SetJoystickVirtualButton,(SDL_Joystick *a, int b, bool c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetJoystickVirtualHat,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetJoystickVirtualTouchpad,(SDL_Joystick *a, int b, int c, bool d, float e, float f, float g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(bool,SDL_SetLinuxThreadPriority,(Sint64 a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetLinuxThreadPriorityAndPolicy,(Sint64 a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SetLogOutputFunction,(SDL_LogOutputFunction a, void *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetLogPriorities,(SDL_LogPriority a),(a),)
SDL_DYNAPI_PROC(void,SDL_SetLogPriority,(int a, SDL_LogPriority b),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_SetLogPriorityPrefix,(SDL_LogPriority a, const char *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_SetMainReady,(void),(),)
SDL_DYNAPI_PROC(bool,SDL_SetMemoryFunctions,(SDL_malloc_func a, SDL_calloc_func b, SDL_realloc_func c, SDL_free_func d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_SetModState,(SDL_Keymod a),(a),)
SDL_DYNAPI_PROC(bool,SDL_SetNumberProperty,(SDL_PropertiesID a, const char *b, Sint64 c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetPaletteColors,(SDL_Palette *a, const SDL_Color *b, int c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_SetPointerProperty,(SDL_PropertiesID a, const char *b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetPointerPropertyWithCleanup,(SDL_PropertiesID a, const char *b, void *c, SDL_CleanupPropertyCallback d, void *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_SetPrimarySelectionText,(const char *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SetRenderClipRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetRenderColorScale,(SDL_Renderer *a, float b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetRenderDrawColor,(SDL_Renderer *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_SetRenderDrawColorFloat,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_SetRenderLogicalPresentation,(SDL_Renderer *a, int b, int c, SDL_RendererLogicalPresentation d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_SetRenderScale,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetRenderVSync,(SDL_Renderer *a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetRenderViewport,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetScancodeName,(SDL_Scancode a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetStringProperty,(SDL_PropertiesID a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetSurfaceAlphaMod,(SDL_Surface *a, Uint8 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetSurfaceClipRect,(SDL_Surface *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetSurfaceColorKey,(SDL_Surface *a, bool b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetSurfaceColorMod,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_SetSurfaceColorspace,(SDL_Surface *a, SDL_Colorspace b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetSurfacePalette,(SDL_Surface *a, SDL_Palette *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetSurfaceRLE,(SDL_Surface *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetTLS,(SDL_TLSID *a, const void *b, SDL_TLSDestructorCallback c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetTextInputArea,(SDL_Window *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetTextureAlphaMod,(SDL_Texture *a, Uint8 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetTextureAlphaModFloat,(SDL_Texture *a, float b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetTextureColorMod,(SDL_Texture *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_SetTextureColorModFloat,(SDL_Texture *a, float b, float c, float d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_SetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowAlwaysOnTop,(SDL_Window *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowAspectRatio,(SDL_Window *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowBordered,(SDL_Window *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowFocusable,(SDL_Window *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowFullscreen,(SDL_Window *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowFullscreenMode,(SDL_Window *a, const SDL_DisplayMode *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowHitTest,(SDL_Window *a, SDL_HitTest b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowIcon,(SDL_Window *a, SDL_Surface *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowKeyboardGrab,(SDL_Window *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowMaximumSize,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowMinimumSize,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowModal,(SDL_Window *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowMouseGrab,(SDL_Window *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowMouseRect,(SDL_Window *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowParent,(SDL_Window *a, SDL_Window *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowPosition,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowRelativeMouseMode,(SDL_Window *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowResizable,(SDL_Window *a, bool b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowShape,(SDL_Window *a, SDL_Surface *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowSize,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowSurfaceVSync,(SDL_Window *a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetWindowTitle,(SDL_Window *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_SetWindowsMessageHook,(SDL_WindowsMessageHook a, void *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetX11EventHook,(SDL_X11EventHook a, void *b),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_SetiOSAnimationCallback,(SDL_Window *a, int b, SDL_iOSAnimationCallback c, void *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_SetiOSEventPump,(bool a),(a),)
SDL_DYNAPI_PROC(bool,SDL_ShouldInit,(SDL_InitState *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_ShouldQuit,(SDL_InitState *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_ShowAndroidToast,(const char *a, int b, int c, int d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(bool,SDL_ShowCursor,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_ShowMessageBox,(const SDL_MessageBoxData *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_ShowOpenFileDialog,(SDL_DialogFileCallback a, void *b, SDL_Window *c, const SDL_DialogFileFilter *d, int e, const char *f, bool g),(a,b,c,d,e,f,g),)
SDL_DYNAPI_PROC(void,SDL_ShowOpenFolderDialog,(SDL_DialogFileCallback a, void *b, SDL_Window *c, const char *d, bool e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_ShowSaveFileDialog,(SDL_DialogFileCallback a, void *b, SDL_Window *c, const SDL_DialogFileFilter *d, int e, const char *f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(bool,SDL_ShowSimpleMessageBox,(SDL_MessageBoxFlags a, const char *b, const char *c, SDL_Window *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_ShowWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_ShowWindowSystemMenu,(SDL_Window *a, int b, int c),(a,b,c),return)
Use SDL_bool instead an int return code in the SDL API Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
2024-08-22 17:33:49 -07:00
SDL_DYNAPI_PROC(void,SDL_SignalCondition,(SDL_Condition *a),(a),)
SDL_DYNAPI_PROC(void,SDL_SignalSemaphore,(SDL_Semaphore *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_StartTextInput,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_StartTextInputWithProperties,(SDL_Window *a, SDL_PropertiesID b),(a,b),return)
SDL_DYNAPI_PROC(Uint32,SDL_StepUTF8,(const char **a, size_t *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_StopHapticEffect,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_StopHapticEffects,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_StopHapticRumble,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_StopTextInput,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_StorageReady,(SDL_Storage *a),(a),return)
SDL_DYNAPI_PROC(SDL_GUID,SDL_StringToGUID,(const char *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SubmitGPUCommandBuffer,(SDL_GPUCommandBuffer *a),(a),return)
SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUCommandBufferAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SurfaceHasAlternateImages,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SurfaceHasColorKey,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SurfaceHasRLE,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SyncWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(Sint64,SDL_TellIO,(SDL_IOStream *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_TextInputActive,(SDL_Window *a),(a),return)
Add time and realtime clock functions Adds functions to query the system's realtime clock, convert time intervals to/from a calendar date and time in either UTC or the local time, and perform time related calculations. An SDL_Time type (a time interval represented in nanoseconds), and SDL_DateTime struct (broken down calendar date and time) were added to facilitate this functionality. Querying the system time results in a value expressed in nanoseconds since the Unix epoch (Jan 1, 1970) in UTC +0000. Conversions to and from the various platform epochs and units are performed when required. Any direct handling of timezones and DST were intentionally avoided. The offset from UTC is provided when converting from UTC to a local time by calculating the difference between the original UTC and the resulting local time, but no other timezone or DST information is used. The preferred date formatting and 12/24 hour time for the system locale can be retrieved via global preferences. Helper functions for obtaining the day of week or day or year for calendar date, and getting the number of days in a month in a given year are provided for convenience. These are simple, but useful for performing various time related calculations. An automated test for time conversion is included, as is a simple standalone test to display the current system date and time onscreen along with a calendar, the rendering of which demonstrates the use of the utility functions (press up/down to increment or decrement the current month, and keys 1-5 to change the date and time formats).
2024-02-29 13:06:26 -05:00
SDL_DYNAPI_PROC(SDL_Time,SDL_TimeFromWindows,(Uint32 a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_TimeToDateTime,(SDL_Time a, SDL_DateTime *b, bool c),(a,b,c),return)
Add time and realtime clock functions Adds functions to query the system's realtime clock, convert time intervals to/from a calendar date and time in either UTC or the local time, and perform time related calculations. An SDL_Time type (a time interval represented in nanoseconds), and SDL_DateTime struct (broken down calendar date and time) were added to facilitate this functionality. Querying the system time results in a value expressed in nanoseconds since the Unix epoch (Jan 1, 1970) in UTC +0000. Conversions to and from the various platform epochs and units are performed when required. Any direct handling of timezones and DST were intentionally avoided. The offset from UTC is provided when converting from UTC to a local time by calculating the difference between the original UTC and the resulting local time, but no other timezone or DST information is used. The preferred date formatting and 12/24 hour time for the system locale can be retrieved via global preferences. Helper functions for obtaining the day of week or day or year for calendar date, and getting the number of days in a month in a given year are provided for convenience. These are simple, but useful for performing various time related calculations. An automated test for time conversion is included, as is a simple standalone test to display the current system date and time onscreen along with a calendar, the rendering of which demonstrates the use of the utility functions (press up/down to increment or decrement the current month, and keys 1-5 to change the date and time formats).
2024-02-29 13:06:26 -05:00
SDL_DYNAPI_PROC(void,SDL_TimeToWindows,(SDL_Time a, Uint32 *b, Uint32 *c),(a,b,c),)
SDL_DYNAPI_PROC(bool,SDL_TryLockMutex,(SDL_Mutex *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_TryLockRWLockForReading,(SDL_RWLock *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_TryLockRWLockForWriting,(SDL_RWLock *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_TryLockSpinlock,(SDL_SpinLock *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_TryWaitSemaphore,(SDL_Semaphore *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_UCS4ToUTF8,(Uint32 a, char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_UnbindAudioStream,(SDL_AudioStream *a),(a),)
SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream **a, int b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_UnloadObject,(SDL_SharedObject *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
SDL_DYNAPI_PROC(void,SDL_UnlockMutex,(SDL_Mutex *a),(a),)
SDL_DYNAPI_PROC(void,SDL_UnlockProperties,(SDL_PropertiesID a),(a),)
SDL_DYNAPI_PROC(void,SDL_UnlockRWLock,(SDL_RWLock *a),(a),)
SDL_DYNAPI_PROC(void,SDL_UnlockSpinlock,(SDL_SpinLock *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_UnlockSurface,(SDL_Surface *a),(a),)
2023-02-09 22:50:00 +03:00
SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_UnmapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_UnregisterApp,(void),(),)
SDL_DYNAPI_PROC(bool,SDL_UnsetEnvironmentVariable,(SDL_Environment *a, const char *b),(a,b),return)
2022-12-28 14:29:46 -08:00
SDL_DYNAPI_PROC(void,SDL_UpdateGamepads,(void),(),)
SDL_DYNAPI_PROC(bool,SDL_UpdateHapticEffect,(SDL_Haptic *a, int b, const SDL_HapticEffect *c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_UpdateJoysticks,(void),(),)
SDL_DYNAPI_PROC(bool,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)
2022-12-28 14:29:46 -08:00
SDL_DYNAPI_PROC(void,SDL_UpdateSensors,(void),(),)
SDL_DYNAPI_PROC(bool,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const void *c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_UpdateWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_UpdateWindowSurfaceRects,(SDL_Window *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_UpdateYUVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f, const Uint8 *g, int h),(a,b,c,d,e,f,g,h),return)
SDL_DYNAPI_PROC(void,SDL_UploadToGPUBuffer,(SDL_GPUCopyPass *a, const SDL_GPUTransferBufferLocation *b, const SDL_GPUBufferRegion *c, bool d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_UploadToGPUTexture,(SDL_GPUCopyPass *a, const SDL_GPUTextureTransferInfo *b, const SDL_GPUTextureRegion *c, bool d),(a,b,c,d),)
SDL_DYNAPI_PROC(bool,SDL_Vulkan_CreateSurface,(SDL_Window *a, VkInstance b, const struct VkAllocationCallbacks *c, VkSurfaceKHR *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_Vulkan_DestroySurface,(VkInstance a, VkSurfaceKHR b, const struct VkAllocationCallbacks *c),(a,b,c),)
SDL_DYNAPI_PROC(char const* const*,SDL_Vulkan_GetInstanceExtensions,(Uint32 *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_Vulkan_GetPresentationSupport,(VkInstance a, VkPhysicalDevice b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_Vulkan_GetVkGetInstanceProcAddr,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_Vulkan_LoadLibrary,(const char *a),(a),return)
2022-12-28 14:29:46 -08:00
SDL_DYNAPI_PROC(void,SDL_Vulkan_UnloadLibrary,(void),(),)
Use SDL_bool instead an int return code in the SDL API Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
2024-08-22 17:33:49 -07:00
SDL_DYNAPI_PROC(void,SDL_WaitCondition,(SDL_Condition *a, SDL_Mutex *b),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_WaitEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WaitForGPUFences,(SDL_GPUDevice *a, bool b, SDL_GPUFence *const *c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_WaitForGPUIdle,(SDL_GPUDevice *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_WaitProcess,(SDL_Process *a, bool b, int *c),(a,b,c),return)
Use SDL_bool instead an int return code in the SDL API Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
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SDL_DYNAPI_PROC(void,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_WarpMouseGlobal,(float a, float b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_WarpMouseInWindow,(SDL_Window *a, float b, float c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_InitFlags,SDL_WasInit,(SDL_InitFlags a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_WindowHasSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_WindowSupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_WindowSupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return)
SDL_DYNAPI_PROC(size_t,SDL_WriteIO,(SDL_IOStream *a, const void *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_WriteS16BE,(SDL_IOStream *a, Sint16 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteS16LE,(SDL_IOStream *a, Sint16 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteS32BE,(SDL_IOStream *a, Sint32 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteS32LE,(SDL_IOStream *a, Sint32 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteS64BE,(SDL_IOStream *a, Sint64 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteS64LE,(SDL_IOStream *a, Sint64 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteS8,(SDL_IOStream *a, Sint8 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteStorageFile,(SDL_Storage *a, const char *b, const void *c, Uint64 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_WriteSurfacePixel,(SDL_Surface *a, int b, int c, Uint8 d, Uint8 e, Uint8 f, Uint8 g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(bool,SDL_WriteSurfacePixelFloat,(SDL_Surface *a, int b, int c, float d, float e, float f, float g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(bool,SDL_WriteU16BE,(SDL_IOStream *a, Uint16 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteU16LE,(SDL_IOStream *a, Uint16 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteU32BE,(SDL_IOStream *a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteU32LE,(SDL_IOStream *a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteU64BE,(SDL_IOStream *a, Uint64 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteU64LE,(SDL_IOStream *a, Uint64 b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_WriteU8,(SDL_IOStream *a, Uint8 b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_abs,(int a),(a),return)
SDL_DYNAPI_PROC(double,SDL_acos,(double a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_acosf,(float a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_aligned_alloc,(size_t a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_aligned_free,(void *a),(a),)
SDL_DYNAPI_PROC(double,SDL_asin,(double a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_asinf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_atan,(double a),(a),return)
SDL_DYNAPI_PROC(double,SDL_atan2,(double a, double b),(a,b),return)
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SDL_DYNAPI_PROC(float,SDL_atan2f,(float a, float b),(a,b),return)
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SDL_DYNAPI_PROC(float,SDL_atanf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_atof,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_atoi,(const char *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_bsearch,(const void *a, const void *b, size_t c, size_t d, SDL_CompareCallback e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void*,SDL_bsearch_r,(const void *a, const void *b, size_t c, size_t d, SDL_CompareCallback_r e, void *f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(void*,SDL_calloc,(size_t a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(double,SDL_ceil,(double a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_ceilf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_copysign,(double a, double b),(a,b),return)
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SDL_DYNAPI_PROC(float,SDL_copysignf,(float a, float b),(a,b),return)
SDL_DYNAPI_PROC(double,SDL_cos,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_cosf,(float a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_crc16,(Uint16 a, const void *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(Uint32,SDL_crc32,(Uint32 a, const void *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(double,SDL_exp,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_expf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_fabs,(double a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_fabsf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_floor,(double a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_floorf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_fmod,(double a, double b),(a,b),return)
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),)
SDL_DYNAPI_PROC(const char*,SDL_getenv,(const char *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_getenv_unsafe,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_hid_ble_scan,(bool a),(a),)
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)
SDL_DYNAPI_PROC(SDL_hid_device_info*,SDL_hid_enumerate,(unsigned short a, unsigned short b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_hid_exit,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_hid_free_enumeration,(SDL_hid_device_info *a),(a),)
SDL_DYNAPI_PROC(SDL_hid_device_info*,SDL_hid_get_device_info,(SDL_hid_device *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_hid_get_feature_report,(SDL_hid_device *a, unsigned char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_hid_get_indexed_string,(SDL_hid_device *a, int b, wchar_t *c, size_t d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_hid_get_input_report,(SDL_hid_device *a, unsigned char *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_hid_get_manufacturer_string,(SDL_hid_device *a, wchar_t *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_hid_get_product_string,(SDL_hid_device *a, wchar_t *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_hid_get_report_descriptor,(SDL_hid_device *a, unsigned char *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_hid_get_serial_number_string,(SDL_hid_device *a, wchar_t *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_hid_init,(void),(),return)
SDL_DYNAPI_PROC(SDL_hid_device*,SDL_hid_open,(unsigned short a, unsigned short b, const wchar_t *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_hid_device*,SDL_hid_open_path,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_hid_read,(SDL_hid_device *a, unsigned char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_hid_read_timeout,(SDL_hid_device *a, unsigned char *b, size_t c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_hid_send_feature_report,(SDL_hid_device *a, const unsigned char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_hid_set_nonblocking,(SDL_hid_device *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_hid_write,(SDL_hid_device *a, const unsigned char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(size_t,SDL_iconv,(SDL_iconv_t a, const char **b, size_t *c, char **d, size_t *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_iconv_close,(SDL_iconv_t a),(a),return)
SDL_DYNAPI_PROC(SDL_iconv_t,SDL_iconv_open,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_iconv_string,(const char *a, const char *b, const char *c, size_t d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_isalnum,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isalpha,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isblank,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_iscntrl,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isdigit,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isgraph,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isinf,(double a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isinff,(float a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_islower,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isnan,(double a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isnanf,(float a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isprint,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ispunct,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isspace,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isupper,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isxdigit,(int a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_itoa,(int a, char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(char*,SDL_lltoa,(long long a, char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(double,SDL_log,(double a),(a),return)
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SDL_DYNAPI_PROC(double,SDL_log10,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_log10f,(float a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_logf,(float a),(a),return)
SDL_DYNAPI_PROC(long,SDL_lround,(double a),(a),return)
SDL_DYNAPI_PROC(long,SDL_lroundf,(float a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_ltoa,(long a, char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void*,SDL_malloc,(size_t a),(a),return)
SDL_DYNAPI_PROC(int,SDL_memcmp,(const void *a, const void *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(void*,SDL_memcpy,(SDL_OUT_BYTECAP(c) void *a, SDL_IN_BYTECAP(c) const void *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(void*,SDL_memmove,(SDL_OUT_BYTECAP(c) void *a, SDL_IN_BYTECAP(c) const void *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(void*,SDL_memset,(SDL_OUT_BYTECAP(c) void *a, int b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(void*,SDL_memset4,(void *a, Uint32 b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(double,SDL_modf,(double a, double *b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_modff,(float a, float *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint32,SDL_murmur3_32,(const void *a, size_t b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(double,SDL_pow,(double a, double b),(a,b),return)
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SDL_DYNAPI_PROC(float,SDL_powf,(float a, float b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_qsort,(void *a, size_t b, size_t c, SDL_CompareCallback d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_qsort_r,(void *a, size_t b, size_t c, SDL_CompareCallback_r d, void *e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(Sint32,SDL_rand,(Sint32 a),(a),return)
SDL_DYNAPI_PROC(Uint32,SDL_rand_bits,(void),(),return)
SDL_DYNAPI_PROC(Uint32,SDL_rand_bits_r,(Uint64 *a),(a),return)
SDL_DYNAPI_PROC(Sint32,SDL_rand_r,(Uint64 *a, Sint32 b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_randf,(void),(),return)
SDL_DYNAPI_PROC(float,SDL_randf_r,(Uint64 *a),(a),return)
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SDL_DYNAPI_PROC(void*,SDL_realloc,(void *a, size_t b),(a,b),return)
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SDL_DYNAPI_PROC(double,SDL_round,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_roundf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_scalbn,(double a, int b),(a,b),return)
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SDL_DYNAPI_PROC(float,SDL_scalbnf,(float a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_setenv_unsafe,(const char *a, const char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(double,SDL_sin,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_sinf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_sqrt,(double a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_sqrtf,(float a),(a),return)
SDL_DYNAPI_PROC(void,SDL_srand,(Uint64 a),(a),)
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SDL_DYNAPI_PROC(int,SDL_strcasecmp,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_strcasestr,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_strchr,(const char *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_strcmp,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_strdup,(const char *a),(a),return)
SDL_DYNAPI_PROC(size_t,SDL_strlcat,(SDL_INOUT_Z_CAP(c) char *a, const char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(size_t,SDL_strlcpy,(SDL_OUT_Z_CAP(c) char *a, const char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(size_t,SDL_strlen,(const char *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_strlwr,(char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_strncasecmp,(const char *a, const char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_strncmp,(const char *a, const char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(char*,SDL_strndup,(const char *a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(size_t,SDL_strnlen,(const char *a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_strnstr,(const char *a, const char *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(char*,SDL_strpbrk,(const char *a, const char *b),(a,b),return)
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SDL_DYNAPI_PROC(char*,SDL_strrchr,(const char *a, int b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_strrev,(char *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_strstr,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(double,SDL_strtod,(const char *a, char **b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_strtok_r,(char *a, const char *b, char **c),(a,b,c),return)
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SDL_DYNAPI_PROC(long,SDL_strtol,(const char *a, char **b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(long long,SDL_strtoll,(const char *a, char **b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(unsigned long,SDL_strtoul,(const char *a, char **b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(unsigned long long,SDL_strtoull,(const char *a, char **b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(char*,SDL_strupr,(char *a),(a),return)
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SDL_DYNAPI_PROC(double,SDL_tan,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_tanf,(float a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_tolower,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_toupper,(int a),(a),return)
SDL_DYNAPI_PROC(double,SDL_trunc,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_truncf,(float a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_uitoa,(unsigned int a, char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(char*,SDL_ulltoa,(unsigned long long a, char *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(char*,SDL_ultoa,(unsigned long a, char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_unsetenv_unsafe,(const char *a),(a),return)
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SDL_DYNAPI_PROC(size_t,SDL_utf8strlcpy,(SDL_OUT_Z_CAP(c) char *a, const char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(size_t,SDL_utf8strlen,(const char *a),(a),return)
SDL_DYNAPI_PROC(size_t,SDL_utf8strnlen,(const char *a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_vasprintf,(char **a, SDL_PRINTF_FORMAT_STRING const char *b, va_list c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_vsnprintf,(SDL_OUT_Z_CAP(b) char *a, size_t b, SDL_PRINTF_FORMAT_STRING const char *c, va_list d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_vsscanf,(const char *a, SDL_SCANF_FORMAT_STRING const char *b, va_list c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_vswprintf,(SDL_OUT_Z_CAP(b) wchar_t *a, size_t b, const wchar_t *c, va_list d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_wcscasecmp,(const wchar_t *a, const wchar_t *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_wcscmp,(const wchar_t *a, const wchar_t *b),(a,b),return)
SDL_DYNAPI_PROC(wchar_t*,SDL_wcsdup,(const wchar_t *a),(a),return)
SDL_DYNAPI_PROC(size_t,SDL_wcslcat,(SDL_INOUT_Z_CAP(c) wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(size_t,SDL_wcslcpy,(SDL_OUT_Z_CAP(c) wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(size_t,SDL_wcslen,(const wchar_t *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_wcsncasecmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_wcsncmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(size_t,SDL_wcsnlen,(const wchar_t *a, size_t b),(a,b),return)
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SDL_DYNAPI_PROC(wchar_t*,SDL_wcsnstr,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return)
SDL_DYNAPI_PROC(long,SDL_wcstol,(const wchar_t *a, wchar_t **b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(Uint32,SDL_StepBackUTF8,(const char *a, const char **b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_DelayPrecise,(Uint64 a),(a),)
SDL_DYNAPI_PROC(Uint32,SDL_CalculateGPUTextureFormatSize,(SDL_GPUTextureFormat a, Uint32 b, Uint32 c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(bool,SDL_SetErrorV,(SDL_PRINTF_FORMAT_STRING const char *a,va_list b),(a,b),return)
SDL_DYNAPI_PROC(SDL_LogOutputFunction,SDL_GetDefaultLogOutputFunction,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_RenderDebugText,(SDL_Renderer *a,float b,float c,const char *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_Sandbox,SDL_GetSandbox,(void),(),return)
SDL_DYNAPI_PROC(bool,SDL_CancelGPUCommandBuffer,(SDL_GPUCommandBuffer *a),(a),return)