SDL API renaming: SDL_render.h

Fixes https://github.com/libsdl-org/SDL/issues/6883
This commit is contained in:
Sam Lantinga
2022-12-27 06:21:13 -08:00
parent 083e436a1a
commit 0d54115235
41 changed files with 588 additions and 454 deletions

View File

@@ -434,7 +434,7 @@ SDL3_0.0.0 {
SDL_CreateRenderer;
SDL_CreateSoftwareRenderer;
SDL_GetRenderer;
SDL_RenderGetWindow;
SDL_GetRenderWindow;
SDL_GetRendererInfo;
SDL_GetRendererOutputSize;
SDL_CreateTexture;
@@ -456,20 +456,20 @@ SDL3_0.0.0 {
SDL_LockTexture;
SDL_LockTextureToSurface;
SDL_UnlockTexture;
SDL_RenderTargetSupported;
SDL_IsRenderTargetSupported;
SDL_SetRenderTarget;
SDL_GetRenderTarget;
SDL_RenderSetLogicalSize;
SDL_RenderGetLogicalSize;
SDL_RenderSetIntegerScale;
SDL_RenderGetIntegerScale;
SDL_RenderSetViewport;
SDL_RenderGetViewport;
SDL_RenderSetClipRect;
SDL_RenderGetClipRect;
SDL_RenderIsClipEnabled;
SDL_RenderSetScale;
SDL_RenderGetScale;
SDL_SetRenderLogicalSize;
SDL_GetRenderLogicalSize;
SDL_SetRenderIntegerScale;
SDL_GetRenderIntegerScale;
SDL_SetRenderViewport;
SDL_GetRenderViewport;
SDL_SetRenderClipRect;
SDL_GetRenderClipRect;
SDL_IsRenderClipEnabled;
SDL_SetRenderScale;
SDL_GetRenderScale;
SDL_RenderWindowToLogical;
SDL_RenderLogicalToWindow;
SDL_SetRenderDrawColor;
@@ -477,26 +477,26 @@ SDL3_0.0.0 {
SDL_SetRenderDrawBlendMode;
SDL_GetRenderDrawBlendMode;
SDL_RenderClear;
SDL_RenderDrawPoint;
SDL_RenderDrawPoints;
SDL_RenderDrawLine;
SDL_RenderDrawLines;
SDL_RenderDrawRect;
SDL_RenderDrawRects;
SDL_RenderPoint;
SDL_RenderPoints;
SDL_RenderLine;
SDL_RenderLines;
SDL_RenderRect;
SDL_RenderRects;
SDL_RenderFillRect;
SDL_RenderFillRects;
SDL_RenderCopy;
SDL_RenderCopyEx;
SDL_RenderDrawPointF;
SDL_RenderDrawPointsF;
SDL_RenderDrawLineF;
SDL_RenderDrawLinesF;
SDL_RenderDrawRectF;
SDL_RenderDrawRectsF;
SDL_RenderTexture;
SDL_RenderTextureRotated;
SDL_RenderPointF;
SDL_RenderPointsF;
SDL_RenderLineF;
SDL_RenderLinesF;
SDL_RenderRectF;
SDL_RenderRectsF;
SDL_RenderFillRectF;
SDL_RenderFillRectsF;
SDL_RenderCopyF;
SDL_RenderCopyExF;
SDL_RenderTextureF;
SDL_RenderTextureRotatedF;
SDL_RenderGeometry;
SDL_RenderGeometryRaw;
SDL_RenderReadPixels;
@@ -506,9 +506,9 @@ SDL3_0.0.0 {
SDL_RenderFlush;
SDL_GL_BindTexture;
SDL_GL_UnbindTexture;
SDL_RenderGetMetalLayer;
SDL_RenderGetMetalCommandEncoder;
SDL_RenderSetVSync;
SDL_GetRenderMetalLayer;
SDL_GetRenderMetalCommandEncoder;
SDL_SetRenderVSync;
SDL_Init;
SDL_InitSubSystem;
SDL_QuitSubSystem;

View File

@@ -302,32 +302,32 @@
#define SDL_UpdateYUVTexture SDL_UpdateYUVTexture_REAL
#define SDL_LockTexture SDL_LockTexture_REAL
#define SDL_UnlockTexture SDL_UnlockTexture_REAL
#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
#define SDL_IsRenderTargetSupported SDL_IsRenderTargetSupported_REAL
#define SDL_SetRenderTarget SDL_SetRenderTarget_REAL
#define SDL_GetRenderTarget SDL_GetRenderTarget_REAL
#define SDL_RenderSetLogicalSize SDL_RenderSetLogicalSize_REAL
#define SDL_RenderGetLogicalSize SDL_RenderGetLogicalSize_REAL
#define SDL_RenderSetViewport SDL_RenderSetViewport_REAL
#define SDL_RenderGetViewport SDL_RenderGetViewport_REAL
#define SDL_RenderSetClipRect SDL_RenderSetClipRect_REAL
#define SDL_RenderGetClipRect SDL_RenderGetClipRect_REAL
#define SDL_RenderSetScale SDL_RenderSetScale_REAL
#define SDL_RenderGetScale SDL_RenderGetScale_REAL
#define SDL_SetRenderLogicalSize SDL_SetRenderLogicalSize_REAL
#define SDL_GetRenderLogicalSize SDL_GetRenderLogicalSize_REAL
#define SDL_SetRenderViewport SDL_SetRenderViewport_REAL
#define SDL_GetRenderViewport SDL_GetRenderViewport_REAL
#define SDL_SetRenderClipRect SDL_SetRenderClipRect_REAL
#define SDL_GetRenderClipRect SDL_GetRenderClipRect_REAL
#define SDL_SetRenderScale SDL_SetRenderScale_REAL
#define SDL_GetRenderScale SDL_GetRenderScale_REAL
#define SDL_SetRenderDrawColor SDL_SetRenderDrawColor_REAL
#define SDL_GetRenderDrawColor SDL_GetRenderDrawColor_REAL
#define SDL_SetRenderDrawBlendMode SDL_SetRenderDrawBlendMode_REAL
#define SDL_GetRenderDrawBlendMode SDL_GetRenderDrawBlendMode_REAL
#define SDL_RenderClear SDL_RenderClear_REAL
#define SDL_RenderDrawPoint SDL_RenderDrawPoint_REAL
#define SDL_RenderDrawPoints SDL_RenderDrawPoints_REAL
#define SDL_RenderDrawLine SDL_RenderDrawLine_REAL
#define SDL_RenderDrawLines SDL_RenderDrawLines_REAL
#define SDL_RenderDrawRect SDL_RenderDrawRect_REAL
#define SDL_RenderDrawRects SDL_RenderDrawRects_REAL
#define SDL_RenderPoint SDL_RenderPoint_REAL
#define SDL_RenderPoints SDL_RenderPoints_REAL
#define SDL_RenderLine SDL_RenderLine_REAL
#define SDL_RenderLines SDL_RenderLines_REAL
#define SDL_RenderRect SDL_RenderRect_REAL
#define SDL_RenderRects SDL_RenderRects_REAL
#define SDL_RenderFillRect SDL_RenderFillRect_REAL
#define SDL_RenderFillRects SDL_RenderFillRects_REAL
#define SDL_RenderCopy SDL_RenderCopy_REAL
#define SDL_RenderCopyEx SDL_RenderCopyEx_REAL
#define SDL_RenderTexture SDL_RenderTexture_REAL
#define SDL_RenderTextureRotated SDL_RenderTextureRotated_REAL
#define SDL_RenderReadPixels SDL_RenderReadPixels_REAL
#define SDL_RenderPresent SDL_RenderPresent_REAL
#define SDL_DestroyTexture SDL_DestroyTexture_REAL
@@ -546,7 +546,7 @@
#define SDL_GetDefaultAssertionHandler SDL_GetDefaultAssertionHandler_REAL
#define SDL_GetAssertionHandler SDL_GetAssertionHandler_REAL
#define SDL_DXGIGetOutputInfo SDL_DXGIGetOutputInfo_REAL
#define SDL_RenderIsClipEnabled SDL_RenderIsClipEnabled_REAL
#define SDL_IsRenderClipEnabled SDL_IsRenderClipEnabled_REAL
#define SDL_WarpMouseGlobal SDL_WarpMouseGlobal_REAL
#define SDL_WinRTGetFSPathUNICODE SDL_WinRTGetFSPathUNICODE_REAL
#define SDL_WinRTGetFSPathUTF8 SDL_WinRTGetFSPathUTF8_REAL
@@ -571,8 +571,8 @@
#define SDL_GetWindowOpacity SDL_GetWindowOpacity_REAL
#define SDL_SetWindowInputFocus SDL_SetWindowInputFocus_REAL
#define SDL_SetWindowModalFor SDL_SetWindowModalFor_REAL
#define SDL_RenderSetIntegerScale SDL_RenderSetIntegerScale_REAL
#define SDL_RenderGetIntegerScale SDL_RenderGetIntegerScale_REAL
#define SDL_SetRenderIntegerScale SDL_SetRenderIntegerScale_REAL
#define SDL_GetRenderIntegerScale SDL_GetRenderIntegerScale_REAL
#define SDL_DequeueAudio SDL_DequeueAudio_REAL
#define SDL_SetWindowResizable SDL_SetWindowResizable_REAL
#define SDL_CreateSurface SDL_CreateSurface_REAL
@@ -635,8 +635,8 @@
#define SDL_SetYUVConversionMode SDL_SetYUVConversionMode_REAL
#define SDL_GetYUVConversionMode SDL_GetYUVConversionMode_REAL
#define SDL_GetYUVConversionModeForResolution SDL_GetYUVConversionModeForResolution_REAL
#define SDL_RenderGetMetalLayer SDL_RenderGetMetalLayer_REAL
#define SDL_RenderGetMetalCommandEncoder SDL_RenderGetMetalCommandEncoder_REAL
#define SDL_GetRenderMetalLayer SDL_GetRenderMetalLayer_REAL
#define SDL_GetRenderMetalCommandEncoder SDL_GetRenderMetalCommandEncoder_REAL
#define SDL_IsAndroidTV SDL_IsAndroidTV_REAL
#define SDL_WinRTGetDeviceFamily SDL_WinRTGetDeviceFamily_REAL
#define SDL_log10 SDL_log10_REAL
@@ -674,16 +674,16 @@
#define SDL_GetJoystickPlayerIndex SDL_GetJoystickPlayerIndex_REAL
#define SDL_GameControllerGetPlayerIndex SDL_GameControllerGetPlayerIndex_REAL
#define SDL_RenderFlush SDL_RenderFlush_REAL
#define SDL_RenderDrawPointF SDL_RenderDrawPointF_REAL
#define SDL_RenderDrawPointsF SDL_RenderDrawPointsF_REAL
#define SDL_RenderDrawLineF SDL_RenderDrawLineF_REAL
#define SDL_RenderDrawLinesF SDL_RenderDrawLinesF_REAL
#define SDL_RenderDrawRectF SDL_RenderDrawRectF_REAL
#define SDL_RenderDrawRectsF SDL_RenderDrawRectsF_REAL
#define SDL_RenderPointF SDL_RenderPointF_REAL
#define SDL_RenderPointsF SDL_RenderPointsF_REAL
#define SDL_RenderLineF SDL_RenderLineF_REAL
#define SDL_RenderLinesF SDL_RenderLinesF_REAL
#define SDL_RenderRectF SDL_RenderRectF_REAL
#define SDL_RenderRectsF SDL_RenderRectsF_REAL
#define SDL_RenderFillRectF SDL_RenderFillRectF_REAL
#define SDL_RenderFillRectsF SDL_RenderFillRectsF_REAL
#define SDL_RenderCopyF SDL_RenderCopyF_REAL
#define SDL_RenderCopyExF SDL_RenderCopyExF_REAL
#define SDL_RenderTextureF SDL_RenderTextureF_REAL
#define SDL_RenderTextureRotatedF SDL_RenderTextureRotatedF_REAL
#define SDL_GetTouchDeviceType SDL_GetTouchDeviceType_REAL
#define SDL_SIMDGetAlignment SDL_SIMDGetAlignment_REAL
#define SDL_SIMDAlloc SDL_SIMDAlloc_REAL
@@ -789,7 +789,7 @@
#define SDL_GetTextureUserData SDL_GetTextureUserData_REAL
#define SDL_RenderGeometry SDL_RenderGeometry_REAL
#define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL
#define SDL_RenderSetVSync SDL_RenderSetVSync_REAL
#define SDL_SetRenderVSync SDL_SetRenderVSync_REAL
#define SDL_asprintf SDL_asprintf_REAL
#define SDL_vasprintf SDL_vasprintf_REAL
#define SDL_GetWindowICCProfile SDL_GetWindowICCProfile_REAL
@@ -833,7 +833,7 @@
#define SDL_UnionFRect SDL_UnionFRect_REAL
#define SDL_EncloseFPoints SDL_EncloseFPoints_REAL
#define SDL_IntersectFRectAndLine SDL_IntersectFRectAndLine_REAL
#define SDL_RenderGetWindow SDL_RenderGetWindow_REAL
#define SDL_GetRenderWindow SDL_GetRenderWindow_REAL
#define SDL_bsearch SDL_bsearch_REAL
#define SDL_GameControllerPathForIndex SDL_GameControllerPathForIndex_REAL
#define SDL_GameControllerPath SDL_GameControllerPath_REAL

View File

@@ -329,32 +329,32 @@ SDL_DYNAPI_PROC(int,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const
SDL_DYNAPI_PROC(int,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(int,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsRenderTargetSupported,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Texture*,SDL_GetRenderTarget,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderSetLogicalSize,(SDL_Renderer *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_RenderGetLogicalSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),)
SDL_DYNAPI_PROC(int,SDL_RenderSetViewport,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_RenderGetViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_RenderSetClipRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_RenderGetClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_RenderSetScale,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_RenderGetScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),)
SDL_DYNAPI_PROC(int,SDL_SetRenderLogicalSize,(SDL_Renderer *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_GetRenderLogicalSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),)
SDL_DYNAPI_PROC(int,SDL_SetRenderViewport,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GetRenderViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_SetRenderClipRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GetRenderClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_SetRenderScale,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_GetRenderScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),)
SDL_DYNAPI_PROC(int,SDL_SetRenderDrawColor,(SDL_Renderer *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderDrawColor,(SDL_Renderer *a, Uint8 *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderClear,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawPoint,(SDL_Renderer *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawPoints,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawLine,(SDL_Renderer *a, int b, int c, int d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawLines,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderPoint,(SDL_Renderer *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderPoints,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, int b, int c, int d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderCopy,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RenderCopyEx,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d, const double e, const SDL_Point *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(int,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d, const double e, const SDL_Point *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(int,SDL_RenderReadPixels,(SDL_Renderer *a, const SDL_Rect *b, Uint32 c, void *d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_RenderPresent,(SDL_Renderer *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyTexture,(SDL_Texture *a),(a),)
@@ -574,7 +574,7 @@ SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),retu
#if defined(__WIN32__) || defined(__WINGDK__)
SDL_DYNAPI_PROC(SDL_bool,SDL_DXGIGetOutputInfo,(int a, int *b, int *c),(a,b,c),return)
#endif
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderIsClipEnabled,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsRenderClipEnabled,(SDL_Renderer *a),(a),return)
#ifdef __WINRT__
SDL_DYNAPI_PROC(const wchar_t*,SDL_WinRTGetFSPathUNICODE,(SDL_WinRT_Path a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_WinRTGetFSPathUTF8,(SDL_WinRT_Path a),(a),return)
@@ -604,8 +604,8 @@ SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowOpacity,(SDL_Window *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderSetIntegerScale,(SDL_Renderer *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderGetIntegerScale,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderIntegerScale,(SDL_Renderer *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderIntegerScale,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(Uint32,SDL_DequeueAudio,(SDL_AudioDeviceID a, void *b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SetWindowResizable,(SDL_Window *a, SDL_bool b),(a,b),)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateSurface,(int a, int b, Uint32 c),(a,b,c),return)
@@ -668,8 +668,8 @@ SDL_DYNAPI_PROC(float,SDL_fmodf,(float a, float b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_SetYUVConversionMode,(SDL_YUV_CONVERSION_MODE a),(a),)
SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionMode,(void),(),return)
SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionModeForResolution,(int a, int b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalLayer,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalCommandEncoder,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_GetRenderMetalLayer,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_GetRenderMetalCommandEncoder,(SDL_Renderer *a),(a),return)
#ifdef __WINRT__
SDL_DYNAPI_PROC(SDL_WinRT_DeviceFamily,SDL_WinRTGetDeviceFamily,(void),(),return)
#endif
@@ -725,16 +725,16 @@ SDL_DYNAPI_PROC(int,SDL_GetJoystickDevicePlayerIndex,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetJoystickPlayerIndex,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerGetPlayerIndex,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderFlush,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawPointF,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawPointsF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawLineF,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawLinesF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderPointF,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderPointsF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderLineF,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderLinesF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderCopyF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RenderCopyExF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(int,SDL_RenderTextureF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RenderTextureRotatedF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(SDL_TouchDeviceType,SDL_GetTouchDeviceType,(SDL_TouchID a),(a),return)
SDL_DYNAPI_PROC(size_t,SDL_SIMDGetAlignment,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_SIMDAlloc,(const size_t a),(a),return)
@@ -850,7 +850,7 @@ SDL_DYNAPI_PROC(int,SDL_SetTextureUserData,(SDL_Texture *a, void *b),(a,b),retur
SDL_DYNAPI_PROC(void*,SDL_GetTextureUserData,(SDL_Texture *a),(a),return)
SDL_DYNAPI_PROC(int,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(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_Color *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(int,SDL_RenderSetVSync,(SDL_Renderer *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderVSync,(SDL_Renderer *a, int b),(a,b),return)
#if !SDL_DYNAPI_PROC_NO_VARARGS
SDL_DYNAPI_PROC(int,SDL_asprintf,(char **a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),return)
#endif
@@ -900,7 +900,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectFRect,(const SDL_FRect *a, const SDL_FRect
SDL_DYNAPI_PROC(void,SDL_UnionFRect,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_bool,SDL_EncloseFPoints,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectFRectAndLine,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_RenderGetWindow,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetRenderWindow,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_bsearch,(const void *a, const void *b, size_t c, size_t d, int (SDLCALL *e)(const void *, const void *)),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(const char*,SDL_GameControllerPathForIndex,(int a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GameControllerPath,(SDL_GameController *a),(a),return)

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@@ -1057,7 +1057,7 @@ SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags)
SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
SDL_RenderSetViewport(renderer, NULL);
SDL_SetRenderViewport(renderer, NULL);
SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
@@ -1103,7 +1103,7 @@ SDL_CreateSoftwareRenderer(SDL_Surface *surface)
/* Software renderer always uses line method, for speed */
renderer->line_method = SDL_RENDERLINEMETHOD_LINES;
SDL_RenderSetViewport(renderer, NULL);
SDL_SetRenderViewport(renderer, NULL);
}
return renderer;
#else
@@ -1119,7 +1119,7 @@ SDL_GetRenderer(SDL_Window *window)
}
SDL_Window *
SDL_RenderGetWindow(SDL_Renderer *renderer)
SDL_GetRenderWindow(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer, NULL);
return renderer->window;
@@ -2141,7 +2141,7 @@ void SDL_UnlockTexture(SDL_Texture *texture)
}
SDL_bool
SDL_RenderTargetSupported(SDL_Renderer *renderer)
SDL_IsRenderTargetSupported(SDL_Renderer *renderer)
{
if (renderer == NULL || !renderer->SetRenderTarget) {
return SDL_FALSE;
@@ -2151,7 +2151,7 @@ SDL_RenderTargetSupported(SDL_Renderer *renderer)
int SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
if (!SDL_RenderTargetSupported(renderer)) {
if (!SDL_IsRenderTargetSupported(renderer)) {
return SDL_Unsupported();
}
@@ -2276,7 +2276,7 @@ static int UpdateLogicalSize(SDL_Renderer *renderer, SDL_bool flush_viewport_cmd
real_aspect = (float)w / h;
/* Clear the scale because we're setting viewport in output coordinates */
SDL_RenderSetScale(renderer, 1.0f, 1.0f);
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
if (renderer->integer_scale) {
if (want_aspect > real_aspect) {
@@ -2350,12 +2350,12 @@ static int UpdateLogicalSize(SDL_Renderer *renderer, SDL_bool flush_viewport_cmd
}
/* Set the new scale */
SDL_RenderSetScale(renderer, scale, scale);
SDL_SetRenderScale(renderer, scale, scale);
return 0;
}
int SDL_RenderSetLogicalSize(SDL_Renderer *renderer, int w, int h)
int SDL_SetRenderLogicalSize(SDL_Renderer *renderer, int w, int h)
{
CHECK_RENDERER_MAGIC(renderer, -1);
@@ -2363,8 +2363,8 @@ int SDL_RenderSetLogicalSize(SDL_Renderer *renderer, int w, int h)
/* Clear any previous logical resolution */
renderer->logical_w = 0;
renderer->logical_h = 0;
SDL_RenderSetViewport(renderer, NULL);
SDL_RenderSetScale(renderer, 1.0f, 1.0f);
SDL_SetRenderViewport(renderer, NULL);
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
return 0;
}
@@ -2374,7 +2374,7 @@ int SDL_RenderSetLogicalSize(SDL_Renderer *renderer, int w, int h)
return UpdateLogicalSize(renderer, SDL_TRUE);
}
void SDL_RenderGetLogicalSize(SDL_Renderer *renderer, int *w, int *h)
void SDL_GetRenderLogicalSize(SDL_Renderer *renderer, int *w, int *h)
{
CHECK_RENDERER_MAGIC(renderer, );
@@ -2386,7 +2386,7 @@ void SDL_RenderGetLogicalSize(SDL_Renderer *renderer, int *w, int *h)
}
}
int SDL_RenderSetIntegerScale(SDL_Renderer *renderer, SDL_bool enable)
int SDL_SetRenderIntegerScale(SDL_Renderer *renderer, SDL_bool enable)
{
CHECK_RENDERER_MAGIC(renderer, -1);
@@ -2397,14 +2397,14 @@ int SDL_RenderSetIntegerScale(SDL_Renderer *renderer, SDL_bool enable)
SDL_bool
SDLCALL
SDL_RenderGetIntegerScale(SDL_Renderer *renderer)
SDL_GetRenderIntegerScale(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer, SDL_FALSE);
return renderer->integer_scale;
}
int SDL_RenderSetViewport(SDL_Renderer *renderer, const SDL_Rect *rect)
int SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect)
{
int retval;
CHECK_RENDERER_MAGIC(renderer, -1);
@@ -2430,7 +2430,7 @@ int SDL_RenderSetViewport(SDL_Renderer *renderer, const SDL_Rect *rect)
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
void SDL_RenderGetViewport(SDL_Renderer *renderer, SDL_Rect *rect)
void SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect)
{
CHECK_RENDERER_MAGIC(renderer, );
@@ -2450,7 +2450,7 @@ static void RenderGetViewportSize(SDL_Renderer *renderer, SDL_FRect *rect)
rect->h = (float)(renderer->viewport.h / renderer->scale.y);
}
int SDL_RenderSetClipRect(SDL_Renderer *renderer, const SDL_Rect *rect)
int SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect)
{
int retval;
CHECK_RENDERER_MAGIC(renderer, -1)
@@ -2470,7 +2470,7 @@ int SDL_RenderSetClipRect(SDL_Renderer *renderer, const SDL_Rect *rect)
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
void SDL_RenderGetClipRect(SDL_Renderer *renderer, SDL_Rect *rect)
void SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect)
{
CHECK_RENDERER_MAGIC(renderer, )
@@ -2483,13 +2483,13 @@ void SDL_RenderGetClipRect(SDL_Renderer *renderer, SDL_Rect *rect)
}
SDL_bool
SDL_RenderIsClipEnabled(SDL_Renderer *renderer)
SDL_IsRenderClipEnabled(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer, SDL_FALSE)
return renderer->clipping_enabled;
}
int SDL_RenderSetScale(SDL_Renderer *renderer, float scaleX, float scaleY)
int SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY)
{
CHECK_RENDERER_MAGIC(renderer, -1);
@@ -2498,7 +2498,7 @@ int SDL_RenderSetScale(SDL_Renderer *renderer, float scaleX, float scaleY)
return 0;
}
void SDL_RenderGetScale(SDL_Renderer *renderer, float *scaleX, float *scaleY)
void SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY)
{
CHECK_RENDERER_MAGIC(renderer, );
@@ -2606,20 +2606,20 @@ int SDL_RenderClear(SDL_Renderer *renderer)
/* !!! FIXME: delete all the duplicate code for the integer versions in 2.1,
!!! FIXME: making the floating point versions the only available APIs. */
int SDL_RenderDrawPoint(SDL_Renderer *renderer, int x, int y)
int SDL_RenderPoint(SDL_Renderer *renderer, int x, int y)
{
SDL_FPoint fpoint;
fpoint.x = (float)x;
fpoint.y = (float)y;
return SDL_RenderDrawPointsF(renderer, &fpoint, 1);
return SDL_RenderPointsF(renderer, &fpoint, 1);
}
int SDL_RenderDrawPointF(SDL_Renderer *renderer, float x, float y)
int SDL_RenderPointF(SDL_Renderer *renderer, float x, float y)
{
SDL_FPoint fpoint;
fpoint.x = x;
fpoint.y = y;
return SDL_RenderDrawPointsF(renderer, &fpoint, 1);
return SDL_RenderPointsF(renderer, &fpoint, 1);
}
static int RenderDrawPointsWithRects(SDL_Renderer *renderer,
@@ -2653,7 +2653,7 @@ static int RenderDrawPointsWithRects(SDL_Renderer *renderer,
return retval;
}
int SDL_RenderDrawPoints(SDL_Renderer *renderer,
int SDL_RenderPoints(SDL_Renderer *renderer,
const SDL_Point *points, int count)
{
SDL_FPoint *fpoints;
@@ -2664,7 +2664,7 @@ int SDL_RenderDrawPoints(SDL_Renderer *renderer,
CHECK_RENDERER_MAGIC(renderer, -1);
if (points == NULL) {
return SDL_InvalidParamError("SDL_RenderDrawPoints(): points");
return SDL_InvalidParamError("SDL_RenderPoints(): points");
}
if (count < 1) {
return 0;
@@ -2727,7 +2727,7 @@ static int RenderDrawPointsWithRectsF(SDL_Renderer *renderer,
return retval;
}
int SDL_RenderDrawPointsF(SDL_Renderer *renderer,
int SDL_RenderPointsF(SDL_Renderer *renderer,
const SDL_FPoint *points, int count)
{
int retval;
@@ -2735,7 +2735,7 @@ int SDL_RenderDrawPointsF(SDL_Renderer *renderer,
CHECK_RENDERER_MAGIC(renderer, -1);
if (points == NULL) {
return SDL_InvalidParamError("SDL_RenderDrawPointsF(): points");
return SDL_InvalidParamError("SDL_RenderPointsF(): points");
}
if (count < 1) {
return 0;
@@ -2756,24 +2756,24 @@ int SDL_RenderDrawPointsF(SDL_Renderer *renderer,
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int SDL_RenderDrawLine(SDL_Renderer *renderer, int x1, int y1, int x2, int y2)
int SDL_RenderLine(SDL_Renderer *renderer, int x1, int y1, int x2, int y2)
{
SDL_FPoint points[2];
points[0].x = (float)x1;
points[0].y = (float)y1;
points[1].x = (float)x2;
points[1].y = (float)y2;
return SDL_RenderDrawLinesF(renderer, points, 2);
return SDL_RenderLinesF(renderer, points, 2);
}
int SDL_RenderDrawLineF(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
int SDL_RenderLineF(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
{
SDL_FPoint points[2];
points[0].x = x1;
points[0].y = y1;
points[1].x = x2;
points[1].y = y2;
return SDL_RenderDrawLinesF(renderer, points, 2);
return SDL_RenderLinesF(renderer, points, 2);
}
static int RenderDrawLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2, int y2, SDL_bool draw_last)
@@ -2929,7 +2929,7 @@ static int RenderDrawLinesWithRectsF(SDL_Renderer *renderer,
return retval;
}
int SDL_RenderDrawLines(SDL_Renderer *renderer,
int SDL_RenderLines(SDL_Renderer *renderer,
const SDL_Point *points, int count)
{
SDL_FPoint *fpoints;
@@ -2940,7 +2940,7 @@ int SDL_RenderDrawLines(SDL_Renderer *renderer,
CHECK_RENDERER_MAGIC(renderer, -1);
if (points == NULL) {
return SDL_InvalidParamError("SDL_RenderDrawLines(): points");
return SDL_InvalidParamError("SDL_RenderLines(): points");
}
if (count < 2) {
return 0;
@@ -2963,14 +2963,14 @@ int SDL_RenderDrawLines(SDL_Renderer *renderer,
fpoints[i].y = (float)points[i].y;
}
retval = SDL_RenderDrawLinesF(renderer, fpoints, count);
retval = SDL_RenderLinesF(renderer, fpoints, count);
SDL_small_free(fpoints, isstack);
return retval;
}
int SDL_RenderDrawLinesF(SDL_Renderer *renderer,
int SDL_RenderLinesF(SDL_Renderer *renderer,
const SDL_FPoint *points, int count)
{
int retval = 0;
@@ -2978,7 +2978,7 @@ int SDL_RenderDrawLinesF(SDL_Renderer *renderer,
CHECK_RENDERER_MAGIC(renderer, -1);
if (points == NULL) {
return SDL_InvalidParamError("SDL_RenderDrawLinesF(): points");
return SDL_InvalidParamError("SDL_RenderLinesF(): points");
}
if (count < 2) {
return 0;
@@ -3122,7 +3122,7 @@ int SDL_RenderDrawLinesF(SDL_Renderer *renderer,
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int SDL_RenderDrawRect(SDL_Renderer *renderer, const SDL_Rect *rect)
int SDL_RenderRect(SDL_Renderer *renderer, const SDL_Rect *rect)
{
SDL_FRect frect;
SDL_FRect *prect = NULL;
@@ -3135,10 +3135,10 @@ int SDL_RenderDrawRect(SDL_Renderer *renderer, const SDL_Rect *rect)
prect = &frect;
}
return SDL_RenderDrawRectF(renderer, prect);
return SDL_RenderRectF(renderer, prect);
}
int SDL_RenderDrawRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
int SDL_RenderRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
{
SDL_FRect frect;
SDL_FPoint points[5];
@@ -3161,10 +3161,10 @@ int SDL_RenderDrawRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
points[3].y = rect->y + rect->h - 1;
points[4].x = rect->x;
points[4].y = rect->y;
return SDL_RenderDrawLinesF(renderer, points, 5);
return SDL_RenderLinesF(renderer, points, 5);
}
int SDL_RenderDrawRects(SDL_Renderer *renderer,
int SDL_RenderRects(SDL_Renderer *renderer,
const SDL_Rect *rects, int count)
{
int i;
@@ -3172,7 +3172,7 @@ int SDL_RenderDrawRects(SDL_Renderer *renderer,
CHECK_RENDERER_MAGIC(renderer, -1);
if (rects == NULL) {
return SDL_InvalidParamError("SDL_RenderDrawRects(): rects");
return SDL_InvalidParamError("SDL_RenderRects(): rects");
}
if (count < 1) {
return 0;
@@ -3186,14 +3186,14 @@ int SDL_RenderDrawRects(SDL_Renderer *renderer,
#endif
for (i = 0; i < count; ++i) {
if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
if (SDL_RenderRect(renderer, &rects[i]) < 0) {
return -1;
}
}
return 0;
}
int SDL_RenderDrawRectsF(SDL_Renderer *renderer,
int SDL_RenderRectsF(SDL_Renderer *renderer,
const SDL_FRect *rects, int count)
{
int i;
@@ -3201,7 +3201,7 @@ int SDL_RenderDrawRectsF(SDL_Renderer *renderer,
CHECK_RENDERER_MAGIC(renderer, -1);
if (rects == NULL) {
return SDL_InvalidParamError("SDL_RenderDrawRectsF(): rects");
return SDL_InvalidParamError("SDL_RenderRectsF(): rects");
}
if (count < 1) {
return 0;
@@ -3215,7 +3215,7 @@ int SDL_RenderDrawRectsF(SDL_Renderer *renderer,
#endif
for (i = 0; i < count; ++i) {
if (SDL_RenderDrawRectF(renderer, &rects[i]) < 0) {
if (SDL_RenderRectF(renderer, &rects[i]) < 0) {
return -1;
}
}
@@ -3338,7 +3338,7 @@ int SDL_RenderFillRectsF(SDL_Renderer *renderer,
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int SDL_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture,
int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *srcrect, const SDL_Rect *dstrect)
{
SDL_FRect dstfrect;
@@ -3350,10 +3350,10 @@ int SDL_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture,
dstfrect.h = (float)dstrect->h;
pdstfrect = &dstfrect;
}
return SDL_RenderCopyF(renderer, texture, srcrect, pdstfrect);
return SDL_RenderTextureF(renderer, texture, srcrect, pdstfrect);
}
int SDL_RenderCopyF(SDL_Renderer *renderer, SDL_Texture *texture,
int SDL_RenderTextureF(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *srcrect, const SDL_FRect *dstrect)
{
SDL_Rect real_srcrect;
@@ -3458,7 +3458,7 @@ int SDL_RenderCopyF(SDL_Renderer *renderer, SDL_Texture *texture,
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int SDL_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture,
int SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *srcrect, const SDL_Rect *dstrect,
const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
{
@@ -3481,10 +3481,10 @@ int SDL_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture,
pfcenter = &fcenter;
}
return SDL_RenderCopyExF(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip);
return SDL_RenderTextureRotatedF(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip);
}
int SDL_RenderCopyExF(SDL_Renderer *renderer, SDL_Texture *texture,
int SDL_RenderTextureRotatedF(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *srcrect, const SDL_FRect *dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
@@ -3495,7 +3495,7 @@ int SDL_RenderCopyExF(SDL_Renderer *renderer, SDL_Texture *texture,
int use_rendergeometry;
if (flip == SDL_FLIP_NONE && (int)(angle / 360) == angle / 360) { /* fast path when we don't need rotation or flipping */
return SDL_RenderCopyF(renderer, texture, srcrect, dstrect);
return SDL_RenderTextureF(renderer, texture, srcrect, dstrect);
}
CHECK_RENDERER_MAGIC(renderer, -1);
@@ -3941,7 +3941,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
SDL_SetTextureAlphaMod(texture, col0_.a);
SDL_SetTextureColorMod(texture, col0_.r, col0_.g, col0_.b);
if (s.w > 0 && s.h > 0) {
SDL_RenderCopyF(renderer, texture, &s, &d);
SDL_RenderTextureF(renderer, texture, &s, &d);
} else {
int flags = 0;
if (s.w < 0) {
@@ -3954,7 +3954,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
s.h *= -1;
s.y -= s.h;
}
SDL_RenderCopyExF(renderer, texture, &s, &d, 0, NULL, flags);
SDL_RenderTextureRotatedF(renderer, texture, &s, &d, 0, NULL, flags);
}
#if DEBUG_SW_RENDER_GEOMETRY
@@ -4350,7 +4350,7 @@ int SDL_GL_UnbindTexture(SDL_Texture *texture)
}
void *
SDL_RenderGetMetalLayer(SDL_Renderer *renderer)
SDL_GetRenderMetalLayer(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer, NULL);
@@ -4362,7 +4362,7 @@ SDL_RenderGetMetalLayer(SDL_Renderer *renderer)
}
void *
SDL_RenderGetMetalCommandEncoder(SDL_Renderer *renderer)
SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer, NULL);
@@ -4466,7 +4466,7 @@ SDL_GetBlendModeAlphaOperation(SDL_BlendMode blendMode)
return (SDL_BlendOperation)(((Uint32)blendMode >> 16) & 0xF);
}
int SDL_RenderSetVSync(SDL_Renderer *renderer, int vsync)
int SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync)
{
CHECK_RENDERER_MAGIC(renderer, -1);

View File

@@ -1316,9 +1316,9 @@ SDLTest_CommonInit(SDLTest_CommonState *state)
return SDL_FALSE;
}
if (state->logical_w && state->logical_h) {
SDL_RenderSetLogicalSize(state->renderers[i], state->logical_w, state->logical_h);
SDL_SetRenderLogicalSize(state->renderers[i], state->logical_w, state->logical_h);
} else if (state->scale != 0.) {
SDL_RenderSetScale(state->renderers[i], state->scale, state->scale);
SDL_SetRenderScale(state->renderers[i], state->scale, state->scale);
}
if (state->verbose & VERBOSE_RENDER) {
SDL_RendererInfo info;
@@ -1710,7 +1710,7 @@ static void SDLTest_ScreenShot(SDL_Renderer *renderer)
return;
}
SDL_RenderGetViewport(renderer, &viewport);
SDL_GetRenderViewport(renderer, &viewport);
surface = SDL_CreateSurface(viewport.w, viewport.h, SDL_PIXELFORMAT_BGR24);
@@ -1920,15 +1920,15 @@ void SDLTest_CommonEvent(SDLTest_CommonState *state, SDL_Event *event, int *done
if (state->renderers[i]) {
SDL_Rect clip;
SDL_GetWindowSize(state->windows[i], &w, &h);
SDL_RenderGetClipRect(state->renderers[i], &clip);
SDL_GetRenderClipRect(state->renderers[i], &clip);
if (SDL_RectEmpty(&clip)) {
clip.x = w / 4;
clip.y = h / 4;
clip.w = w / 2;
clip.h = h / 2;
SDL_RenderSetClipRect(state->renderers[i], &clip);
SDL_SetRenderClipRect(state->renderers[i], &clip);
} else {
SDL_RenderSetClipRect(state->renderers[i], NULL);
SDL_SetRenderClipRect(state->renderers[i], NULL);
}
}
}
@@ -2218,20 +2218,20 @@ void SDLTest_CommonDrawWindowInfo(SDL_Renderer *renderer, SDL_Window *window, in
textY += lineHeight;
}
SDL_RenderGetViewport(renderer, &rect);
(void)SDL_snprintf(text, sizeof text, "SDL_RenderGetViewport: %d,%d, %dx%d",
SDL_GetRenderViewport(renderer, &rect);
(void)SDL_snprintf(text, sizeof text, "SDL_GetRenderViewport: %d,%d, %dx%d",
rect.x, rect.y, rect.w, rect.h);
SDLTest_DrawString(renderer, 0, textY, text);
textY += lineHeight;
SDL_RenderGetScale(renderer, &scaleX, &scaleY);
(void)SDL_snprintf(text, sizeof text, "SDL_RenderGetScale: %f,%f",
SDL_GetRenderScale(renderer, &scaleX, &scaleY);
(void)SDL_snprintf(text, sizeof text, "SDL_GetRenderScale: %f,%f",
scaleX, scaleY);
SDLTest_DrawString(renderer, 0, textY, text);
textY += lineHeight;
SDL_RenderGetLogicalSize(renderer, &w, &h);
(void)SDL_snprintf(text, sizeof text, "SDL_RenderGetLogicalSize: %dx%d", w, h);
SDL_GetRenderLogicalSize(renderer, &w, &h);
(void)SDL_snprintf(text, sizeof text, "SDL_GetRenderLogicalSize: %dx%d", w, h);
SDLTest_DrawString(renderer, 0, textY, text);
textY += lineHeight;

View File

@@ -3234,7 +3234,7 @@ int SDLTest_DrawCharacter(SDL_Renderer *renderer, int x, int y, Uint32 c)
/*
* Draw texture onto destination
*/
result |= SDL_RenderCopy(renderer, cache->charTextureCache[ci], &srect, &drect);
result |= SDL_RenderTexture(renderer, cache->charTextureCache[ci], &srect, &drect);
return result;
}

View File

@@ -303,7 +303,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
*pitch = data->pitch;
/* Make sure we're not double-scaling the viewport */
SDL_RenderSetViewport(data->renderer, NULL);
SDL_SetRenderViewport(data->renderer, NULL);
return 0;
}
@@ -331,7 +331,7 @@ static int SDL_UpdateWindowTexture(SDL_VideoDevice *unused, SDL_Window *window,
return -1;
}
if (SDL_RenderCopy(data->renderer, data->texture, NULL, NULL) < 0) {
if (SDL_RenderTexture(data->renderer, data->texture, NULL, NULL) < 0) {
return -1;
}