mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-05-06 07:54:04 +02:00
rwops: Fixed some SDL2 symbols that got missed.
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@@ -4,7 +4,7 @@ SDL3_0.0.0 {
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SDL_DYNAPI_entry;
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SDL_AddEventWatch;
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SDL_AddGamepadMapping;
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SDL_AddGamepadMappingsFromRW;
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SDL_AddGamepadMappingsFromIO;
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SDL_AddHintCallback;
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SDL_AddTimer;
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SDL_AndroidBackButton;
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@@ -409,7 +409,7 @@ SDL3_0.0.0 {
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SDL_LoadBMP;
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SDL_LoadBMP_IO;
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SDL_LoadFile;
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SDL_LoadFile_RW;
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SDL_LoadFile_IO;
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SDL_LoadFunction;
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SDL_LoadObject;
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SDL_LockJoysticks;
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@@ -28,7 +28,7 @@
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#define SDL_AddEventWatch SDL_AddEventWatch_REAL
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#define SDL_AddGamepadMapping SDL_AddGamepadMapping_REAL
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#define SDL_AddGamepadMappingsFromRW SDL_AddGamepadMappingsFromRW_REAL
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#define SDL_AddGamepadMappingsFromIO SDL_AddGamepadMappingsFromIO_REAL
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#define SDL_AddHintCallback SDL_AddHintCallback_REAL
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#define SDL_AddTimer SDL_AddTimer_REAL
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#define SDL_AndroidBackButton SDL_AndroidBackButton_REAL
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@@ -433,7 +433,7 @@
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#define SDL_LoadBMP SDL_LoadBMP_REAL
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#define SDL_LoadBMP_IO SDL_LoadBMP_IO_REAL
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#define SDL_LoadFile SDL_LoadFile_REAL
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#define SDL_LoadFile_RW SDL_LoadFile_RW_REAL
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#define SDL_LoadFile_IO SDL_LoadFile_IO_REAL
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#define SDL_LoadFunction SDL_LoadFunction_REAL
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#define SDL_LoadObject SDL_LoadObject_REAL
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#define SDL_LockJoysticks SDL_LockJoysticks_REAL
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@@ -103,7 +103,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_IsDeXMode,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_AddGamepadMapping,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromRW,(SDL_IOStream *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromIO,(SDL_IOStream *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_AddHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),return)
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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(int,SDL_AtomicAdd,(SDL_AtomicInt *a, int b),(a,b),return)
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@@ -487,7 +487,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_IsJoystickHaptic,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP_IO,(SDL_IOStream *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_LoadFile,(const char *a, size_t *b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_LoadFile_RW,(SDL_IOStream *a, size_t *b, SDL_bool c),(a,b,c),return)
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SDL_DYNAPI_PROC(void*,SDL_LoadFile_IO,(SDL_IOStream *a, size_t *b, SDL_bool c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_LoadFunction,(void *a, const char *b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_LoadObject,(const char *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_LockJoysticks,(void),(),)
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@@ -763,7 +763,7 @@ int SDL_CloseIO(SDL_IOStream *iostr)
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}
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/* Load all the data from an SDL data stream */
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void *SDL_LoadFile_RW(SDL_IOStream *src, size_t *datasize, SDL_bool freesrc)
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void *SDL_LoadFile_IO(SDL_IOStream *src, size_t *datasize, SDL_bool freesrc)
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{
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const int FILE_CHUNK_SIZE = 1024;
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Sint64 size, size_total = 0;
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@@ -832,7 +832,7 @@ done:
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void *SDL_LoadFile(const char *file, size_t *datasize)
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{
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return SDL_LoadFile_RW(SDL_IOFromFile(file, "rb"), datasize, SDL_TRUE);
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return SDL_LoadFile_IO(SDL_IOFromFile(file, "rb"), datasize, SDL_TRUE);
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}
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SDL_PropertiesID SDL_GetRWProperties(SDL_IOStream *context)
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@@ -1789,7 +1789,7 @@ static GamepadMapping_t *SDL_PrivateGetGamepadMapping(SDL_JoystickID instance_id
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/*
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* Add or update an entry into the Mappings Database
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*/
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int SDL_AddGamepadMappingsFromRW(SDL_IOStream *src, SDL_bool freesrc)
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int SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, SDL_bool freesrc)
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{
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const char *platform = SDL_GetPlatform();
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int gamepads = 0;
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@@ -1797,7 +1797,7 @@ int SDL_AddGamepadMappingsFromRW(SDL_IOStream *src, SDL_bool freesrc)
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size_t db_size;
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size_t platform_len;
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buf = (char *)SDL_LoadFile_RW(src, &db_size, freesrc);
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buf = (char *)SDL_LoadFile_IO(src, &db_size, freesrc);
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if (!buf) {
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return SDL_SetError("Could not allocate space to read DB into memory");
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}
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@@ -1845,7 +1845,7 @@ int SDL_AddGamepadMappingsFromRW(SDL_IOStream *src, SDL_bool freesrc)
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int SDL_AddGamepadMappingsFromFile(const char *file)
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{
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return SDL_AddGamepadMappingsFromRW(SDL_IOFromFile(file, "rb"), 1);
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return SDL_AddGamepadMappingsFromIO(SDL_IOFromFile(file, "rb"), 1);
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}
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int SDL_ReloadGamepadMappings(void)
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