mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-07-14 05:00:27 +00:00
Rename SDL semaphore and condition variable functions to match SDL 3.0 naming convention
Fixes https://github.com/libsdl-org/SDL/issues/7642
This commit is contained in:
@@ -44,16 +44,16 @@ SDL3_0.0.0 {
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SDL_CloseJoystick;
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SDL_CloseSensor;
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SDL_ComposeCustomBlendMode;
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SDL_CondBroadcast;
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SDL_CondSignal;
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SDL_CondWait;
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SDL_CondWaitTimeout;
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SDL_BroadcastCondition;
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SDL_SignalCondition;
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SDL_WaitCondition;
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SDL_WaitConditionTimeout;
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SDL_ConvertPixels;
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SDL_ConvertSurface;
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SDL_ConvertSurfaceFormat;
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SDL_CreateAudioStream;
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SDL_CreateColorCursor;
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SDL_CreateCond;
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SDL_CreateCondition;
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SDL_CreateCursor;
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SDL_CreateMutex;
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SDL_CreatePalette;
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@@ -80,7 +80,7 @@ SDL3_0.0.0 {
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SDL_DelayNS;
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SDL_DequeueAudio;
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SDL_DestroyAudioStream;
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SDL_DestroyCond;
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SDL_DestroyCondition;
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SDL_DestroyMutex;
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SDL_DestroyPalette;
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SDL_DestroyPixelFormat;
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@@ -548,11 +548,11 @@ SDL3_0.0.0 {
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SDL_SaveBMP_RW;
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SDL_ScreenKeyboardShown;
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SDL_ScreenSaverEnabled;
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SDL_SemPost;
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SDL_SemTryWait;
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SDL_SemValue;
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SDL_SemWait;
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SDL_SemWaitTimeout;
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SDL_PostSemaphore;
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SDL_TryWaitSemaphore;
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SDL_GetSemaphoreValue;
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SDL_WaitSemaphore;
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SDL_WaitSemaphoreTimeout;
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SDL_SendGamepadEffect;
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SDL_SendJoystickEffect;
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SDL_SetAssertionHandler;
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@@ -68,16 +68,16 @@
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#define SDL_CloseJoystick SDL_CloseJoystick_REAL
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#define SDL_CloseSensor SDL_CloseSensor_REAL
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#define SDL_ComposeCustomBlendMode SDL_ComposeCustomBlendMode_REAL
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#define SDL_CondBroadcast SDL_CondBroadcast_REAL
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#define SDL_CondSignal SDL_CondSignal_REAL
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#define SDL_CondWait SDL_CondWait_REAL
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#define SDL_CondWaitTimeout SDL_CondWaitTimeout_REAL
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#define SDL_BroadcastCondition SDL_BroadcastCondition_REAL
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#define SDL_SignalCondition SDL_SignalCondition_REAL
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#define SDL_WaitCondition SDL_WaitCondition_REAL
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#define SDL_WaitConditionTimeout SDL_WaitConditionTimeout_REAL
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#define SDL_ConvertPixels SDL_ConvertPixels_REAL
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#define SDL_ConvertSurface SDL_ConvertSurface_REAL
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#define SDL_ConvertSurfaceFormat SDL_ConvertSurfaceFormat_REAL
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#define SDL_CreateAudioStream SDL_CreateAudioStream_REAL
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#define SDL_CreateColorCursor SDL_CreateColorCursor_REAL
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#define SDL_CreateCond SDL_CreateCond_REAL
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#define SDL_CreateCondition SDL_CreateCondition_REAL
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#define SDL_CreateCursor SDL_CreateCursor_REAL
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#define SDL_CreateMutex SDL_CreateMutex_REAL
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#define SDL_CreatePalette SDL_CreatePalette_REAL
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@@ -104,7 +104,7 @@
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#define SDL_DelayNS SDL_DelayNS_REAL
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#define SDL_DequeueAudio SDL_DequeueAudio_REAL
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#define SDL_DestroyAudioStream SDL_DestroyAudioStream_REAL
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#define SDL_DestroyCond SDL_DestroyCond_REAL
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#define SDL_DestroyCondition SDL_DestroyCondition_REAL
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#define SDL_DestroyMutex SDL_DestroyMutex_REAL
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#define SDL_DestroyPalette SDL_DestroyPalette_REAL
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#define SDL_DestroyPixelFormat SDL_DestroyPixelFormat_REAL
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@@ -572,11 +572,11 @@
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#define SDL_SaveBMP_RW SDL_SaveBMP_RW_REAL
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#define SDL_ScreenKeyboardShown SDL_ScreenKeyboardShown_REAL
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#define SDL_ScreenSaverEnabled SDL_ScreenSaverEnabled_REAL
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#define SDL_SemPost SDL_SemPost_REAL
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#define SDL_SemTryWait SDL_SemTryWait_REAL
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#define SDL_SemValue SDL_SemValue_REAL
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#define SDL_SemWait SDL_SemWait_REAL
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#define SDL_SemWaitTimeout SDL_SemWaitTimeout_REAL
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#define SDL_PostSemaphore SDL_PostSemaphore_REAL
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#define SDL_TryWaitSemaphore SDL_TryWaitSemaphore_REAL
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#define SDL_GetSemaphoreValue SDL_GetSemaphoreValue_REAL
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#define SDL_WaitSemaphore SDL_WaitSemaphore_REAL
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#define SDL_WaitSemaphoreTimeout SDL_WaitSemaphoreTimeout_REAL
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#define SDL_SendGamepadEffect SDL_SendGamepadEffect_REAL
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#define SDL_SendJoystickEffect SDL_SendJoystickEffect_REAL
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#define SDL_SetAssertionHandler SDL_SetAssertionHandler_REAL
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@@ -149,16 +149,16 @@ SDL_DYNAPI_PROC(void,SDL_CloseGamepad,(SDL_Gamepad *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseJoystick,(SDL_Joystick *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseSensor,(SDL_Sensor *a),(a),)
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SDL_DYNAPI_PROC(SDL_BlendMode,SDL_ComposeCustomBlendMode,(SDL_BlendFactor a, SDL_BlendFactor b, SDL_BlendOperation c, SDL_BlendFactor d, SDL_BlendFactor e, SDL_BlendOperation f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_CondBroadcast,(SDL_cond *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_CondSignal,(SDL_cond *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_CondWait,(SDL_cond *a, SDL_mutex *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_CondWaitTimeout,(SDL_cond *a, SDL_mutex *b, Sint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_BroadcastCondition,(SDL_cond *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SignalCondition,(SDL_cond *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_WaitCondition,(SDL_cond *a, SDL_mutex *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_WaitConditionTimeout,(SDL_cond *a, SDL_mutex *b, Sint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_ConvertPixels,(int a, int b, Uint32 c, const void *d, int e, Uint32 f, void *g, int h),(a,b,c,d,e,f,g,h),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurface,(SDL_Surface *a, const SDL_PixelFormat *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurfaceFormat,(SDL_Surface *a, Uint32 b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_CreateAudioStream,(SDL_AudioFormat a, int b, int c, SDL_AudioFormat d, int e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateColorCursor,(SDL_Surface *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_cond*,SDL_CreateCond,(void),(),return)
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SDL_DYNAPI_PROC(SDL_cond*,SDL_CreateCondition,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateCursor,(const Uint8 *a, const Uint8 *b, int c, int d, int e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(SDL_mutex*,SDL_CreateMutex,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Palette*,SDL_CreatePalette,(int a),(a),return)
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@@ -182,7 +182,7 @@ SDL_DYNAPI_PROC(void,SDL_Delay,(Uint32 a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DelayNS,(Uint64 a),(a),)
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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_DestroyAudioStream,(SDL_AudioStream *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyCond,(SDL_cond *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyCondition,(SDL_cond *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyMutex,(SDL_mutex *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyPalette,(SDL_Palette *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyPixelFormat,(SDL_PixelFormat *a),(a),)
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@@ -628,11 +628,11 @@ SDL_DYNAPI_PROC(size_t,SDL_SIMDGetAlignment,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_SaveBMP_RW,(SDL_Surface *a, SDL_RWops *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenKeyboardShown,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenSaverEnabled,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_SemPost,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SemTryWait,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_SemValue,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SemWait,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SemWaitTimeout,(SDL_sem *a, Sint32 b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_PostSemaphore,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_TryWaitSemaphore,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetSemaphoreValue,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_WaitSemaphore,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_WaitSemaphoreTimeout,(SDL_sem *a, Sint32 b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SendGamepadEffect,(SDL_Gamepad *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SendJoystickEffect,(SDL_Joystick *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),)
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