mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-04 17:06:25 +00:00
Spell out "Float" in function names
This commit is contained in:
@@ -288,13 +288,13 @@ SDL3_0.0.0 {
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SDL_GetRGB;
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SDL_GetRGBA;
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SDL_GetRectAndLineIntersection;
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SDL_GetRectAndLineIntersectionF;
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SDL_GetRectAndLineIntersectionFloat;
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SDL_GetRectEnclosingPoints;
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SDL_GetRectEnclosingPointsF;
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SDL_GetRectEnclosingPointsFloat;
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SDL_GetRectIntersection;
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SDL_GetRectIntersectionF;
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SDL_GetRectIntersectionFloat;
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SDL_GetRectUnion;
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SDL_GetRectUnionF;
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SDL_GetRectUnionFloat;
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SDL_GetRelativeMouseMode;
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SDL_GetRelativeMouseState;
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SDL_GetRenderClipRect;
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@@ -418,7 +418,7 @@ SDL3_0.0.0 {
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SDL_HasPrimarySelectionText;
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SDL_HasRDTSC;
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SDL_HasRectIntersection;
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SDL_HasRectIntersectionF;
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SDL_HasRectIntersectionFloat;
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SDL_HasSSE2;
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SDL_HasSSE3;
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SDL_HasSSE41;
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@@ -535,33 +535,33 @@ SDL3_0.0.0 {
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SDL_RenderClear;
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SDL_RenderClipEnabled;
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SDL_RenderFillRect;
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SDL_RenderFillRectF;
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SDL_RenderFillRectFloat;
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SDL_RenderFillRects;
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SDL_RenderFillRectsF;
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SDL_RenderFillRectsFloat;
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SDL_RenderFlush;
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SDL_RenderGeometry;
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SDL_RenderGeometryRaw;
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SDL_RenderGetD3D12Device;
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SDL_RenderLine;
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SDL_RenderLineF;
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SDL_RenderLineFloat;
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SDL_RenderLines;
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SDL_RenderLinesF;
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SDL_RenderLinesFloat;
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SDL_RenderLogicalToWindow;
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SDL_RenderPoint;
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SDL_RenderPointF;
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SDL_RenderPointFloat;
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SDL_RenderPoints;
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SDL_RenderPointsF;
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SDL_RenderPointsFloat;
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SDL_RenderPresent;
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SDL_RenderReadPixels;
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SDL_RenderRect;
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SDL_RenderRectF;
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SDL_RenderRectFloat;
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SDL_RenderRects;
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SDL_RenderRectsF;
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SDL_RenderRectsFloat;
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SDL_RenderTargetSupported;
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SDL_RenderTexture;
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SDL_RenderTextureF;
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SDL_RenderTextureFloat;
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SDL_RenderTextureRotated;
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SDL_RenderTextureRotatedF;
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SDL_RenderTextureRotatedFloat;
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SDL_RenderWindowToLogical;
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SDL_ReportAssertion;
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SDL_ResetAssertionReport;
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@@ -314,13 +314,13 @@
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#define SDL_GetRGB SDL_GetRGB_REAL
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#define SDL_GetRGBA SDL_GetRGBA_REAL
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#define SDL_GetRectAndLineIntersection SDL_GetRectAndLineIntersection_REAL
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#define SDL_GetRectAndLineIntersectionF SDL_GetRectAndLineIntersectionF_REAL
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#define SDL_GetRectAndLineIntersectionFloat SDL_GetRectAndLineIntersectionFloat_REAL
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#define SDL_GetRectEnclosingPoints SDL_GetRectEnclosingPoints_REAL
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#define SDL_GetRectEnclosingPointsF SDL_GetRectEnclosingPointsF_REAL
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#define SDL_GetRectEnclosingPointsFloat SDL_GetRectEnclosingPointsFloat_REAL
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#define SDL_GetRectIntersection SDL_GetRectIntersection_REAL
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#define SDL_GetRectIntersectionF SDL_GetRectIntersectionF_REAL
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#define SDL_GetRectIntersectionFloat SDL_GetRectIntersectionFloat_REAL
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#define SDL_GetRectUnion SDL_GetRectUnion_REAL
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#define SDL_GetRectUnionF SDL_GetRectUnionF_REAL
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#define SDL_GetRectUnionFloat SDL_GetRectUnionFloat_REAL
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#define SDL_GetRelativeMouseMode SDL_GetRelativeMouseMode_REAL
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#define SDL_GetRelativeMouseState SDL_GetRelativeMouseState_REAL
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#define SDL_GetRenderClipRect SDL_GetRenderClipRect_REAL
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@@ -444,7 +444,7 @@
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#define SDL_HasPrimarySelectionText SDL_HasPrimarySelectionText_REAL
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#define SDL_HasRDTSC SDL_HasRDTSC_REAL
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#define SDL_HasRectIntersection SDL_HasRectIntersection_REAL
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#define SDL_HasRectIntersectionF SDL_HasRectIntersectionF_REAL
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#define SDL_HasRectIntersectionFloat SDL_HasRectIntersectionFloat_REAL
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#define SDL_HasSSE SDL_HasSSE_REAL
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#define SDL_HasSSE2 SDL_HasSSE2_REAL
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#define SDL_HasSSE3 SDL_HasSSE3_REAL
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@@ -561,33 +561,33 @@
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#define SDL_RenderClear SDL_RenderClear_REAL
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#define SDL_RenderClipEnabled SDL_RenderClipEnabled_REAL
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#define SDL_RenderFillRect SDL_RenderFillRect_REAL
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#define SDL_RenderFillRectF SDL_RenderFillRectF_REAL
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#define SDL_RenderFillRectFloat SDL_RenderFillRectFloat_REAL
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#define SDL_RenderFillRects SDL_RenderFillRects_REAL
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#define SDL_RenderFillRectsF SDL_RenderFillRectsF_REAL
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#define SDL_RenderFillRectsFloat SDL_RenderFillRectsFloat_REAL
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#define SDL_RenderFlush SDL_RenderFlush_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_RenderGetD3D12Device SDL_RenderGetD3D12Device_REAL
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#define SDL_RenderLine SDL_RenderLine_REAL
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#define SDL_RenderLineF SDL_RenderLineF_REAL
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#define SDL_RenderLineFloat SDL_RenderLineFloat_REAL
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#define SDL_RenderLines SDL_RenderLines_REAL
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#define SDL_RenderLinesF SDL_RenderLinesF_REAL
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#define SDL_RenderLinesFloat SDL_RenderLinesFloat_REAL
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#define SDL_RenderLogicalToWindow SDL_RenderLogicalToWindow_REAL
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#define SDL_RenderPoint SDL_RenderPoint_REAL
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#define SDL_RenderPointF SDL_RenderPointF_REAL
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#define SDL_RenderPointFloat SDL_RenderPointFloat_REAL
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#define SDL_RenderPoints SDL_RenderPoints_REAL
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#define SDL_RenderPointsF SDL_RenderPointsF_REAL
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#define SDL_RenderPointsFloat SDL_RenderPointsFloat_REAL
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#define SDL_RenderPresent SDL_RenderPresent_REAL
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#define SDL_RenderReadPixels SDL_RenderReadPixels_REAL
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#define SDL_RenderRect SDL_RenderRect_REAL
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#define SDL_RenderRectF SDL_RenderRectF_REAL
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#define SDL_RenderRectFloat SDL_RenderRectFloat_REAL
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#define SDL_RenderRects SDL_RenderRects_REAL
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#define SDL_RenderRectsF SDL_RenderRectsF_REAL
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#define SDL_RenderRectsFloat SDL_RenderRectsFloat_REAL
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#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
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#define SDL_RenderTexture SDL_RenderTexture_REAL
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#define SDL_RenderTextureF SDL_RenderTextureF_REAL
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#define SDL_RenderTextureFloat SDL_RenderTextureFloat_REAL
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#define SDL_RenderTextureRotated SDL_RenderTextureRotated_REAL
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#define SDL_RenderTextureRotatedF SDL_RenderTextureRotatedF_REAL
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#define SDL_RenderTextureRotatedFloat SDL_RenderTextureRotatedFloat_REAL
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#define SDL_RenderWindowToLogical SDL_RenderWindowToLogical_REAL
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#define SDL_ReportAssertion SDL_ReportAssertion_REAL
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#define SDL_ResetAssertionReport SDL_ResetAssertionReport_REAL
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@@ -388,13 +388,13 @@ SDL_DYNAPI_PROC(Uint32,SDL_GetQueuedAudioSize,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GetRGB,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(void,SDL_GetRGBA,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e, Uint8 *f),(a,b,c,d,e,f),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersection,(const SDL_Rect *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersectionF,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersectionFloat,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPoints,(const SDL_Point *a, int b, const SDL_Rect *c, SDL_Rect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPointsF,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPointsFloat,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersection,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersectionF,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_GetRectUnion,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_GetRectUnionF,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_GetRectUnionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRelativeMouseMode,(void),(),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetRelativeMouseState,(int *a, int *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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@@ -516,7 +516,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_HasNEON,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasPrimarySelectionText,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasRDTSC,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersectionF,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE2,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE3,(void),(),return)
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@@ -618,32 +618,32 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveTimer,(SDL_TimerID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderClear,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderClipEnabled,(SDL_Renderer *a),(a),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_RenderFillRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFillRectFloat,(SDL_Renderer *a, const SDL_FRect *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_RenderFillRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFillRectsFloat,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFlush,(SDL_Renderer *a),(a),return)
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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)
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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)
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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_RenderLineF,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLineFloat,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLinesF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLinesFloat,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_RenderLogicalToWindow,(SDL_Renderer *a, float b, float c, int *d, int *e),(a,b,c,d,e),)
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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_RenderPointF,(SDL_Renderer *a, float b, float c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderPointFloat,(SDL_Renderer *a, float b, float c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderPoints,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderPointsF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderPointsFloat,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_RenderPresent,(SDL_Renderer *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_RenderReadPixels,(SDL_Renderer *a, const SDL_Rect *b, Uint32 c, void *d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRectFloat,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRectsFloat,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),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_RenderTextureF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_RenderTextureFloat,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *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_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)
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SDL_DYNAPI_PROC(int,SDL_RenderTextureRotatedFloat,(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)
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SDL_DYNAPI_PROC(void,SDL_RenderWindowToLogical,(SDL_Renderer *a, int b, int c, float *d, float *e),(a,b,c,d,e),)
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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)
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SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)
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