mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-04 17:06:25 +00:00
SDL API renaming: SDL_render.h
Fixes https://github.com/libsdl-org/SDL/issues/6883
This commit is contained in:
@@ -434,7 +434,7 @@ SDL3_0.0.0 {
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SDL_CreateRenderer;
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SDL_CreateSoftwareRenderer;
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SDL_GetRenderer;
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SDL_RenderGetWindow;
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SDL_GetRenderWindow;
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SDL_GetRendererInfo;
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SDL_GetRendererOutputSize;
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SDL_CreateTexture;
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@@ -456,20 +456,20 @@ SDL3_0.0.0 {
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SDL_LockTexture;
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SDL_LockTextureToSurface;
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SDL_UnlockTexture;
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SDL_RenderTargetSupported;
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SDL_IsRenderTargetSupported;
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SDL_SetRenderTarget;
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SDL_GetRenderTarget;
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SDL_RenderSetLogicalSize;
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SDL_RenderGetLogicalSize;
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SDL_RenderSetIntegerScale;
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SDL_RenderGetIntegerScale;
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SDL_RenderSetViewport;
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SDL_RenderGetViewport;
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SDL_RenderSetClipRect;
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SDL_RenderGetClipRect;
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SDL_RenderIsClipEnabled;
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SDL_RenderSetScale;
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SDL_RenderGetScale;
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SDL_SetRenderLogicalSize;
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SDL_GetRenderLogicalSize;
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SDL_SetRenderIntegerScale;
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SDL_GetRenderIntegerScale;
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SDL_SetRenderViewport;
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SDL_GetRenderViewport;
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SDL_SetRenderClipRect;
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SDL_GetRenderClipRect;
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SDL_IsRenderClipEnabled;
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SDL_SetRenderScale;
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SDL_GetRenderScale;
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SDL_RenderWindowToLogical;
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SDL_RenderLogicalToWindow;
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SDL_SetRenderDrawColor;
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@@ -477,26 +477,26 @@ SDL3_0.0.0 {
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SDL_SetRenderDrawBlendMode;
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SDL_GetRenderDrawBlendMode;
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SDL_RenderClear;
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SDL_RenderDrawPoint;
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SDL_RenderDrawPoints;
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SDL_RenderDrawLine;
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SDL_RenderDrawLines;
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SDL_RenderDrawRect;
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SDL_RenderDrawRects;
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SDL_RenderPoint;
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SDL_RenderPoints;
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SDL_RenderLine;
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SDL_RenderLines;
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SDL_RenderRect;
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SDL_RenderRects;
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SDL_RenderFillRect;
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SDL_RenderFillRects;
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SDL_RenderCopy;
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SDL_RenderCopyEx;
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SDL_RenderDrawPointF;
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SDL_RenderDrawPointsF;
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SDL_RenderDrawLineF;
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SDL_RenderDrawLinesF;
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SDL_RenderDrawRectF;
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SDL_RenderDrawRectsF;
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SDL_RenderTexture;
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SDL_RenderTextureRotated;
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SDL_RenderPointF;
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SDL_RenderPointsF;
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SDL_RenderLineF;
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SDL_RenderLinesF;
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SDL_RenderRectF;
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SDL_RenderRectsF;
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SDL_RenderFillRectF;
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SDL_RenderFillRectsF;
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SDL_RenderCopyF;
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SDL_RenderCopyExF;
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SDL_RenderTextureF;
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SDL_RenderTextureRotatedF;
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SDL_RenderGeometry;
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SDL_RenderGeometryRaw;
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SDL_RenderReadPixels;
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@@ -506,9 +506,9 @@ SDL3_0.0.0 {
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SDL_RenderFlush;
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SDL_GL_BindTexture;
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SDL_GL_UnbindTexture;
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SDL_RenderGetMetalLayer;
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SDL_RenderGetMetalCommandEncoder;
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SDL_RenderSetVSync;
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SDL_GetRenderMetalLayer;
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SDL_GetRenderMetalCommandEncoder;
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SDL_SetRenderVSync;
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SDL_Init;
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SDL_InitSubSystem;
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SDL_QuitSubSystem;
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@@ -302,32 +302,32 @@
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#define SDL_UpdateYUVTexture SDL_UpdateYUVTexture_REAL
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#define SDL_LockTexture SDL_LockTexture_REAL
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#define SDL_UnlockTexture SDL_UnlockTexture_REAL
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#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
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#define SDL_IsRenderTargetSupported SDL_IsRenderTargetSupported_REAL
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#define SDL_SetRenderTarget SDL_SetRenderTarget_REAL
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#define SDL_GetRenderTarget SDL_GetRenderTarget_REAL
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#define SDL_RenderSetLogicalSize SDL_RenderSetLogicalSize_REAL
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#define SDL_RenderGetLogicalSize SDL_RenderGetLogicalSize_REAL
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#define SDL_RenderSetViewport SDL_RenderSetViewport_REAL
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#define SDL_RenderGetViewport SDL_RenderGetViewport_REAL
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#define SDL_RenderSetClipRect SDL_RenderSetClipRect_REAL
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#define SDL_RenderGetClipRect SDL_RenderGetClipRect_REAL
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#define SDL_RenderSetScale SDL_RenderSetScale_REAL
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#define SDL_RenderGetScale SDL_RenderGetScale_REAL
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#define SDL_SetRenderLogicalSize SDL_SetRenderLogicalSize_REAL
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#define SDL_GetRenderLogicalSize SDL_GetRenderLogicalSize_REAL
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#define SDL_SetRenderViewport SDL_SetRenderViewport_REAL
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#define SDL_GetRenderViewport SDL_GetRenderViewport_REAL
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#define SDL_SetRenderClipRect SDL_SetRenderClipRect_REAL
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#define SDL_GetRenderClipRect SDL_GetRenderClipRect_REAL
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#define SDL_SetRenderScale SDL_SetRenderScale_REAL
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#define SDL_GetRenderScale SDL_GetRenderScale_REAL
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#define SDL_SetRenderDrawColor SDL_SetRenderDrawColor_REAL
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#define SDL_GetRenderDrawColor SDL_GetRenderDrawColor_REAL
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#define SDL_SetRenderDrawBlendMode SDL_SetRenderDrawBlendMode_REAL
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#define SDL_GetRenderDrawBlendMode SDL_GetRenderDrawBlendMode_REAL
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#define SDL_RenderClear SDL_RenderClear_REAL
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#define SDL_RenderDrawPoint SDL_RenderDrawPoint_REAL
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#define SDL_RenderDrawPoints SDL_RenderDrawPoints_REAL
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#define SDL_RenderDrawLine SDL_RenderDrawLine_REAL
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#define SDL_RenderDrawLines SDL_RenderDrawLines_REAL
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#define SDL_RenderDrawRect SDL_RenderDrawRect_REAL
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#define SDL_RenderDrawRects SDL_RenderDrawRects_REAL
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#define SDL_RenderPoint SDL_RenderPoint_REAL
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#define SDL_RenderPoints SDL_RenderPoints_REAL
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#define SDL_RenderLine SDL_RenderLine_REAL
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#define SDL_RenderLines SDL_RenderLines_REAL
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#define SDL_RenderRect SDL_RenderRect_REAL
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#define SDL_RenderRects SDL_RenderRects_REAL
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#define SDL_RenderFillRect SDL_RenderFillRect_REAL
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#define SDL_RenderFillRects SDL_RenderFillRects_REAL
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#define SDL_RenderCopy SDL_RenderCopy_REAL
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#define SDL_RenderCopyEx SDL_RenderCopyEx_REAL
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#define SDL_RenderTexture SDL_RenderTexture_REAL
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#define SDL_RenderTextureRotated SDL_RenderTextureRotated_REAL
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#define SDL_RenderReadPixels SDL_RenderReadPixels_REAL
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#define SDL_RenderPresent SDL_RenderPresent_REAL
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#define SDL_DestroyTexture SDL_DestroyTexture_REAL
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@@ -546,7 +546,7 @@
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#define SDL_GetDefaultAssertionHandler SDL_GetDefaultAssertionHandler_REAL
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#define SDL_GetAssertionHandler SDL_GetAssertionHandler_REAL
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#define SDL_DXGIGetOutputInfo SDL_DXGIGetOutputInfo_REAL
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#define SDL_RenderIsClipEnabled SDL_RenderIsClipEnabled_REAL
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#define SDL_IsRenderClipEnabled SDL_IsRenderClipEnabled_REAL
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#define SDL_WarpMouseGlobal SDL_WarpMouseGlobal_REAL
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#define SDL_WinRTGetFSPathUNICODE SDL_WinRTGetFSPathUNICODE_REAL
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#define SDL_WinRTGetFSPathUTF8 SDL_WinRTGetFSPathUTF8_REAL
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@@ -571,8 +571,8 @@
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#define SDL_GetWindowOpacity SDL_GetWindowOpacity_REAL
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#define SDL_SetWindowInputFocus SDL_SetWindowInputFocus_REAL
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#define SDL_SetWindowModalFor SDL_SetWindowModalFor_REAL
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#define SDL_RenderSetIntegerScale SDL_RenderSetIntegerScale_REAL
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#define SDL_RenderGetIntegerScale SDL_RenderGetIntegerScale_REAL
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#define SDL_SetRenderIntegerScale SDL_SetRenderIntegerScale_REAL
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#define SDL_GetRenderIntegerScale SDL_GetRenderIntegerScale_REAL
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#define SDL_DequeueAudio SDL_DequeueAudio_REAL
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#define SDL_SetWindowResizable SDL_SetWindowResizable_REAL
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#define SDL_CreateSurface SDL_CreateSurface_REAL
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@@ -635,8 +635,8 @@
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#define SDL_SetYUVConversionMode SDL_SetYUVConversionMode_REAL
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#define SDL_GetYUVConversionMode SDL_GetYUVConversionMode_REAL
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#define SDL_GetYUVConversionModeForResolution SDL_GetYUVConversionModeForResolution_REAL
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#define SDL_RenderGetMetalLayer SDL_RenderGetMetalLayer_REAL
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#define SDL_RenderGetMetalCommandEncoder SDL_RenderGetMetalCommandEncoder_REAL
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#define SDL_GetRenderMetalLayer SDL_GetRenderMetalLayer_REAL
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#define SDL_GetRenderMetalCommandEncoder SDL_GetRenderMetalCommandEncoder_REAL
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#define SDL_IsAndroidTV SDL_IsAndroidTV_REAL
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#define SDL_WinRTGetDeviceFamily SDL_WinRTGetDeviceFamily_REAL
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#define SDL_log10 SDL_log10_REAL
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@@ -674,16 +674,16 @@
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#define SDL_GetJoystickPlayerIndex SDL_GetJoystickPlayerIndex_REAL
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#define SDL_GameControllerGetPlayerIndex SDL_GameControllerGetPlayerIndex_REAL
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#define SDL_RenderFlush SDL_RenderFlush_REAL
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#define SDL_RenderDrawPointF SDL_RenderDrawPointF_REAL
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#define SDL_RenderDrawPointsF SDL_RenderDrawPointsF_REAL
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#define SDL_RenderDrawLineF SDL_RenderDrawLineF_REAL
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#define SDL_RenderDrawLinesF SDL_RenderDrawLinesF_REAL
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#define SDL_RenderDrawRectF SDL_RenderDrawRectF_REAL
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#define SDL_RenderDrawRectsF SDL_RenderDrawRectsF_REAL
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#define SDL_RenderPointF SDL_RenderPointF_REAL
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#define SDL_RenderPointsF SDL_RenderPointsF_REAL
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#define SDL_RenderLineF SDL_RenderLineF_REAL
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#define SDL_RenderLinesF SDL_RenderLinesF_REAL
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#define SDL_RenderRectF SDL_RenderRectF_REAL
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#define SDL_RenderRectsF SDL_RenderRectsF_REAL
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#define SDL_RenderFillRectF SDL_RenderFillRectF_REAL
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#define SDL_RenderFillRectsF SDL_RenderFillRectsF_REAL
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#define SDL_RenderCopyF SDL_RenderCopyF_REAL
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#define SDL_RenderCopyExF SDL_RenderCopyExF_REAL
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#define SDL_RenderTextureF SDL_RenderTextureF_REAL
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#define SDL_RenderTextureRotatedF SDL_RenderTextureRotatedF_REAL
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#define SDL_GetTouchDeviceType SDL_GetTouchDeviceType_REAL
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#define SDL_SIMDGetAlignment SDL_SIMDGetAlignment_REAL
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#define SDL_SIMDAlloc SDL_SIMDAlloc_REAL
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@@ -789,7 +789,7 @@
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#define SDL_GetTextureUserData SDL_GetTextureUserData_REAL
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#define SDL_RenderGeometry SDL_RenderGeometry_REAL
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#define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL
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#define SDL_RenderSetVSync SDL_RenderSetVSync_REAL
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#define SDL_SetRenderVSync SDL_SetRenderVSync_REAL
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#define SDL_asprintf SDL_asprintf_REAL
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#define SDL_vasprintf SDL_vasprintf_REAL
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#define SDL_GetWindowICCProfile SDL_GetWindowICCProfile_REAL
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@@ -833,7 +833,7 @@
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#define SDL_UnionFRect SDL_UnionFRect_REAL
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#define SDL_EncloseFPoints SDL_EncloseFPoints_REAL
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#define SDL_IntersectFRectAndLine SDL_IntersectFRectAndLine_REAL
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#define SDL_RenderGetWindow SDL_RenderGetWindow_REAL
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#define SDL_GetRenderWindow SDL_GetRenderWindow_REAL
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#define SDL_bsearch SDL_bsearch_REAL
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#define SDL_GameControllerPathForIndex SDL_GameControllerPathForIndex_REAL
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#define SDL_GameControllerPath SDL_GameControllerPath_REAL
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@@ -329,32 +329,32 @@ SDL_DYNAPI_PROC(int,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const
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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)
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SDL_DYNAPI_PROC(int,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsRenderTargetSupported,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Texture*,SDL_GetRenderTarget,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderSetLogicalSize,(SDL_Renderer *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_RenderGetLogicalSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),)
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SDL_DYNAPI_PROC(int,SDL_RenderSetViewport,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_RenderGetViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_RenderSetClipRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_RenderGetClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_RenderSetScale,(SDL_Renderer *a, float b, float c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_RenderGetScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),)
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SDL_DYNAPI_PROC(int,SDL_SetRenderLogicalSize,(SDL_Renderer *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_GetRenderLogicalSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),)
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SDL_DYNAPI_PROC(int,SDL_SetRenderViewport,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_GetRenderViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_SetRenderClipRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_GetRenderClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_SetRenderScale,(SDL_Renderer *a, float b, float c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_GetRenderScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),)
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SDL_DYNAPI_PROC(int,SDL_SetRenderDrawColor,(SDL_Renderer *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_GetRenderDrawColor,(SDL_Renderer *a, Uint8 *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_SetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderClear,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderDrawPoint,(SDL_Renderer *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderDrawPoints,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderDrawLine,(SDL_Renderer *a, int b, int c, int d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_RenderDrawLines,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderDrawRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderDrawRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderPoint,(SDL_Renderer *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderPoints,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, int b, int c, int d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
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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)
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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)
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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)
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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)
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SDL_DYNAPI_PROC(int,SDL_RenderReadPixels,(SDL_Renderer *a, const SDL_Rect *b, Uint32 c, void *d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(void,SDL_RenderPresent,(SDL_Renderer *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyTexture,(SDL_Texture *a),(a),)
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@@ -574,7 +574,7 @@ SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),retu
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#if defined(__WIN32__) || defined(__WINGDK__)
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SDL_DYNAPI_PROC(SDL_bool,SDL_DXGIGetOutputInfo,(int a, int *b, int *c),(a,b,c),return)
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#endif
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderIsClipEnabled,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsRenderClipEnabled,(SDL_Renderer *a),(a),return)
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#ifdef __WINRT__
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SDL_DYNAPI_PROC(const wchar_t*,SDL_WinRTGetFSPathUNICODE,(SDL_WinRT_Path a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_WinRTGetFSPathUTF8,(SDL_WinRT_Path a),(a),return)
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@@ -604,8 +604,8 @@ SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowOpacity,(SDL_Window *a, float *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderSetIntegerScale,(SDL_Renderer *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderGetIntegerScale,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetRenderIntegerScale,(SDL_Renderer *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderIntegerScale,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_DequeueAudio,(SDL_AudioDeviceID a, void *b, Uint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_SetWindowResizable,(SDL_Window *a, SDL_bool b),(a,b),)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateSurface,(int a, int b, Uint32 c),(a,b,c),return)
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@@ -668,8 +668,8 @@ SDL_DYNAPI_PROC(float,SDL_fmodf,(float a, float b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_SetYUVConversionMode,(SDL_YUV_CONVERSION_MODE a),(a),)
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SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionMode,(void),(),return)
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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)
|
||||
|
Reference in New Issue
Block a user