mirror of
https://github.com/libsdl-org/SDL.git
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SDL API renaming: SDL_gamecontroller.h
SDL_gamecontroller.h has been renamed SDL_gamepad.h, and all APIs have been renamed to match. Fixes https://github.com/libsdl-org/SDL/issues/6885
This commit is contained in:
@@ -754,62 +754,62 @@ SDL3_0.0.0 {
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SDL_Metal_DestroyView;
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SDL_Metal_GetLayer;
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SDL_Metal_GetDrawableSize;
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SDL_GameControllerAddMappingsFromRW;
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SDL_GameControllerAddMapping;
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SDL_GameControllerNumMappings;
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SDL_GameControllerMappingForIndex;
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SDL_GameControllerMappingForGUID;
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SDL_GameControllerMapping;
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SDL_IsGameController;
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SDL_GameControllerNameForIndex;
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SDL_GameControllerPathForIndex;
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SDL_GameControllerTypeForIndex;
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SDL_GameControllerMappingForDeviceIndex;
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SDL_GameControllerOpen;
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SDL_GameControllerFromInstanceID;
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SDL_GameControllerFromPlayerIndex;
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SDL_GameControllerName;
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SDL_GameControllerPath;
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SDL_GameControllerGetType;
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SDL_GameControllerGetPlayerIndex;
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SDL_GameControllerSetPlayerIndex;
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SDL_GameControllerGetVendor;
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SDL_GameControllerGetProduct;
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SDL_GameControllerGetProductVersion;
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SDL_GameControllerGetFirmwareVersion;
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SDL_GameControllerGetSerial;
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SDL_GameControllerGetAttached;
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SDL_GameControllerGetJoystick;
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SDL_GameControllerEventState;
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SDL_GameControllerUpdate;
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SDL_GameControllerGetAxisFromString;
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SDL_GameControllerGetStringForAxis;
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SDL_GameControllerGetBindForAxis;
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SDL_GameControllerHasAxis;
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SDL_GameControllerGetAxis;
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SDL_GameControllerGetButtonFromString;
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SDL_GameControllerGetStringForButton;
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SDL_GameControllerGetBindForButton;
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SDL_GameControllerHasButton;
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SDL_GameControllerGetButton;
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SDL_GameControllerGetNumTouchpads;
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SDL_GameControllerGetNumTouchpadFingers;
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SDL_GameControllerGetTouchpadFinger;
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SDL_GameControllerHasSensor;
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SDL_GameControllerSetSensorEnabled;
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SDL_GameControllerIsSensorEnabled;
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SDL_GameControllerGetSensorDataRate;
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SDL_GameControllerGetSensorData;
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SDL_GameControllerRumble;
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SDL_GameControllerRumbleTriggers;
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SDL_GameControllerHasLED;
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SDL_GameControllerHasRumble;
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SDL_GameControllerHasRumbleTriggers;
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SDL_GameControllerSetLED;
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SDL_GameControllerSendEffect;
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SDL_GameControllerClose;
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SDL_GameControllerGetAppleSFSymbolsNameForButton;
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SDL_GameControllerGetAppleSFSymbolsNameForAxis;
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SDL_AddGamepadMappingsFromRW;
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SDL_AddGamepadMapping;
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SDL_GetNumGamepadMappings;
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SDL_GetGamepadMappingForIndex;
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SDL_GetGamepadMappingForGUID;
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SDL_GetGamepadMapping;
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SDL_IsGamepad;
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SDL_GetGamepadNameForIndex;
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SDL_GetGamepadPathForIndex;
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SDL_GetGamepadTypeForIndex;
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SDL_GetGamepadMappingForDeviceIndex;
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SDL_OpenGamepad;
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SDL_GetGamepadFromInstanceID;
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SDL_GetGamepadFromPlayerIndex;
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SDL_GetGamepadName;
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SDL_GetGamepadPath;
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SDL_GetGamepadType;
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SDL_GetGamepadPlayerIndex;
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SDL_SetGamepadPlayerIndex;
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SDL_GetGamepadVendor;
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SDL_GetGamepadProduct;
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SDL_GetGamepadProductVersion;
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SDL_GetGamepadFirmwareVersion;
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SDL_GetGamepadSerial;
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SDL_IsGamepadConnected;
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SDL_GetGamepadJoystick;
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SDL_GetGamepadEventState;
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SDL_UpdateGamepads;
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SDL_GetGamepadAxisFromString;
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SDL_GetGamepadStringForAxis;
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SDL_GetGamepadBindForAxis;
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SDL_GamepadHasAxis;
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SDL_GetGamepadAxis;
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SDL_GetGamepadButtonFromString;
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SDL_GetGamepadStringForButton;
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SDL_GetGamepadBindForButton;
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SDL_GamepadHasButton;
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SDL_GetGamepadButton;
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SDL_GetGamepadNumTouchpads;
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SDL_GetGamepadNumTouchpadFingers;
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SDL_GetGamepadTouchpadFinger;
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SDL_GamepadHasSensor;
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SDL_SetGamepadSensorEnabled;
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SDL_IsGamepadSensorEnabled;
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SDL_GetGamepadSensorDataRate;
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SDL_GetGamepadSensorData;
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SDL_RumbleGamepad;
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SDL_RumbleGamepadTriggers;
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SDL_GamepadHasLED;
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SDL_GamepadHasRumble;
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SDL_GamepadHasRumbleTriggers;
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SDL_SetGamepadLED;
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SDL_SendGamepadEffect;
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SDL_CloseGamepad;
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SDL_GetGamepadAppleSFSymbolsNameForButton;
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SDL_GetGamepadAppleSFSymbolsNameForAxis;
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SDL_ReportAssertion;
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SDL_SetAssertionHandler;
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SDL_GetDefaultAssertionHandler;
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@@ -126,26 +126,26 @@
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#define SDL_RegisterEvents SDL_RegisterEvents_REAL
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#define SDL_GetBasePath SDL_GetBasePath_REAL
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#define SDL_GetPrefPath SDL_GetPrefPath_REAL
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#define SDL_GameControllerAddMapping SDL_GameControllerAddMapping_REAL
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#define SDL_GameControllerMappingForGUID SDL_GameControllerMappingForGUID_REAL
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#define SDL_GameControllerMapping SDL_GameControllerMapping_REAL
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#define SDL_IsGameController SDL_IsGameController_REAL
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#define SDL_GameControllerNameForIndex SDL_GameControllerNameForIndex_REAL
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#define SDL_GameControllerOpen SDL_GameControllerOpen_REAL
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#define SDL_GameControllerName SDL_GameControllerName_REAL
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#define SDL_GameControllerGetAttached SDL_GameControllerGetAttached_REAL
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#define SDL_GameControllerGetJoystick SDL_GameControllerGetJoystick_REAL
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#define SDL_GameControllerEventState SDL_GameControllerEventState_REAL
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#define SDL_GameControllerUpdate SDL_GameControllerUpdate_REAL
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#define SDL_GameControllerGetAxisFromString SDL_GameControllerGetAxisFromString_REAL
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#define SDL_GameControllerGetStringForAxis SDL_GameControllerGetStringForAxis_REAL
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#define SDL_GameControllerGetBindForAxis SDL_GameControllerGetBindForAxis_REAL
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#define SDL_GameControllerGetAxis SDL_GameControllerGetAxis_REAL
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#define SDL_GameControllerGetButtonFromString SDL_GameControllerGetButtonFromString_REAL
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#define SDL_GameControllerGetStringForButton SDL_GameControllerGetStringForButton_REAL
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#define SDL_GameControllerGetBindForButton SDL_GameControllerGetBindForButton_REAL
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#define SDL_GameControllerGetButton SDL_GameControllerGetButton_REAL
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#define SDL_GameControllerClose SDL_GameControllerClose_REAL
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#define SDL_AddGamepadMapping SDL_AddGamepadMapping_REAL
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#define SDL_GetGamepadMappingForGUID SDL_GetGamepadMappingForGUID_REAL
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#define SDL_GetGamepadMapping SDL_GetGamepadMapping_REAL
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#define SDL_IsGamepad SDL_IsGamepad_REAL
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#define SDL_GetGamepadNameForIndex SDL_GetGamepadNameForIndex_REAL
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#define SDL_OpenGamepad SDL_OpenGamepad_REAL
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#define SDL_GetGamepadName SDL_GetGamepadName_REAL
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#define SDL_IsGamepadConnected SDL_IsGamepadConnected_REAL
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#define SDL_GetGamepadJoystick SDL_GetGamepadJoystick_REAL
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#define SDL_GetGamepadEventState SDL_GetGamepadEventState_REAL
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#define SDL_UpdateGamepads SDL_UpdateGamepads_REAL
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#define SDL_GetGamepadAxisFromString SDL_GetGamepadAxisFromString_REAL
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#define SDL_GetGamepadStringForAxis SDL_GetGamepadStringForAxis_REAL
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#define SDL_GetGamepadBindForAxis SDL_GetGamepadBindForAxis_REAL
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#define SDL_GetGamepadAxis SDL_GetGamepadAxis_REAL
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#define SDL_GetGamepadButtonFromString SDL_GetGamepadButtonFromString_REAL
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#define SDL_GetGamepadStringForButton SDL_GetGamepadStringForButton_REAL
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#define SDL_GetGamepadBindForButton SDL_GetGamepadBindForButton_REAL
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#define SDL_GetGamepadButton SDL_GetGamepadButton_REAL
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#define SDL_CloseGamepad SDL_CloseGamepad_REAL
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#define SDL_NumHaptics SDL_NumHaptics_REAL
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#define SDL_HapticName SDL_HapticName_REAL
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#define SDL_HapticOpen SDL_HapticOpen_REAL
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@@ -540,7 +540,7 @@
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#define SDL_GL_SwapWindow SDL_GL_SwapWindow_REAL
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#define SDL_GL_DeleteContext SDL_GL_DeleteContext_REAL
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#define SDL_vsscanf SDL_vsscanf_REAL
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#define SDL_GameControllerAddMappingsFromRW SDL_GameControllerAddMappingsFromRW_REAL
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#define SDL_AddGamepadMappingsFromRW SDL_AddGamepadMappingsFromRW_REAL
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#define SDL_GL_ResetAttributes SDL_GL_ResetAttributes_REAL
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#define SDL_HasAVX SDL_HasAVX_REAL
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#define SDL_GetDefaultAssertionHandler SDL_GetDefaultAssertionHandler_REAL
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@@ -563,7 +563,7 @@
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#define SDL_GetGrabbedWindow SDL_GetGrabbedWindow_REAL
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#define SDL_SetWindowsMessageHook SDL_SetWindowsMessageHook_REAL
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#define SDL_GetJoystickPowerLevel SDL_GetJoystickPowerLevel_REAL
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#define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_REAL
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#define SDL_GetGamepadFromInstanceID SDL_GetGamepadFromInstanceID_REAL
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#define SDL_GetJoystickFromInstanceID SDL_GetJoystickFromInstanceID_REAL
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#define SDL_GetDisplayUsableBounds SDL_GetDisplayUsableBounds_REAL
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#define SDL_GetWindowBordersSize SDL_GetWindowBordersSize_REAL
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@@ -584,12 +584,12 @@
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#define SDL_GetJoystickVendor SDL_GetJoystickVendor_REAL
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#define SDL_GetJoystickProduct SDL_GetJoystickProduct_REAL
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#define SDL_GetJoystickProductVersion SDL_GetJoystickProductVersion_REAL
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#define SDL_GameControllerGetVendor SDL_GameControllerGetVendor_REAL
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#define SDL_GameControllerGetProduct SDL_GameControllerGetProduct_REAL
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#define SDL_GameControllerGetProductVersion SDL_GameControllerGetProductVersion_REAL
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#define SDL_GetGamepadVendor SDL_GetGamepadVendor_REAL
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#define SDL_GetGamepadProduct SDL_GetGamepadProduct_REAL
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#define SDL_GetGamepadProductVersion SDL_GetGamepadProductVersion_REAL
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#define SDL_HasNEON SDL_HasNEON_REAL
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#define SDL_GameControllerNumMappings SDL_GameControllerNumMappings_REAL
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#define SDL_GameControllerMappingForIndex SDL_GameControllerMappingForIndex_REAL
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#define SDL_GetNumGamepadMappings SDL_GetNumGamepadMappings_REAL
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#define SDL_GetGamepadMappingForIndex SDL_GetGamepadMappingForIndex_REAL
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#define SDL_GetJoystickAxisInitialState SDL_GetJoystickAxisInitialState_REAL
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#define SDL_GetJoystickDeviceType SDL_GetJoystickDeviceType_REAL
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#define SDL_GetJoystickType SDL_GetJoystickType_REAL
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@@ -641,7 +641,7 @@
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#define SDL_WinRTGetDeviceFamily SDL_WinRTGetDeviceFamily_REAL
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#define SDL_log10 SDL_log10_REAL
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#define SDL_log10f SDL_log10f_REAL
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#define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_REAL
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#define SDL_GetGamepadMappingForDeviceIndex SDL_GetGamepadMappingForDeviceIndex_REAL
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#define SDL_LinuxSetThreadPriority SDL_LinuxSetThreadPriority_REAL
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#define SDL_HasAVX512F SDL_HasAVX512F_REAL
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#define SDL_IsChromebook SDL_IsChromebook_REAL
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@@ -650,7 +650,7 @@
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#define SDL_exp SDL_exp_REAL
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#define SDL_expf SDL_expf_REAL
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#define SDL_wcsdup SDL_wcsdup_REAL
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#define SDL_GameControllerRumble SDL_GameControllerRumble_REAL
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#define SDL_RumbleGamepad SDL_RumbleGamepad_REAL
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#define SDL_RumbleJoystick SDL_RumbleJoystick_REAL
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#define SDL_GetNumSensors SDL_GetNumSensors_REAL
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#define SDL_GetSensorDeviceName SDL_GetSensorDeviceName_REAL
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@@ -672,7 +672,7 @@
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#define SDL_CreateThreadWithStackSize SDL_CreateThreadWithStackSize_REAL
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#define SDL_GetJoystickDevicePlayerIndex SDL_GetJoystickDevicePlayerIndex_REAL
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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_GetGamepadPlayerIndex SDL_GetGamepadPlayerIndex_REAL
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#define SDL_RenderFlush SDL_RenderFlush_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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@@ -702,10 +702,10 @@
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#define SDL_strtokr SDL_strtokr_REAL
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#define SDL_wcsstr SDL_wcsstr_REAL
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#define SDL_wcsncmp SDL_wcsncmp_REAL
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#define SDL_GameControllerTypeForIndex SDL_GameControllerTypeForIndex_REAL
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#define SDL_GameControllerGetType SDL_GameControllerGetType_REAL
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#define SDL_GameControllerFromPlayerIndex SDL_GameControllerFromPlayerIndex_REAL
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#define SDL_GameControllerSetPlayerIndex SDL_GameControllerSetPlayerIndex_REAL
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#define SDL_GetGamepadTypeForIndex SDL_GetGamepadTypeForIndex_REAL
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#define SDL_GetGamepadType SDL_GetGamepadType_REAL
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#define SDL_GetGamepadFromPlayerIndex SDL_GetGamepadFromPlayerIndex_REAL
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#define SDL_SetGamepadPlayerIndex SDL_SetGamepadPlayerIndex_REAL
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#define SDL_GetJoystickFromPlayerIndex SDL_GetJoystickFromPlayerIndex_REAL
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#define SDL_SetJoystickPlayerIndex SDL_SetJoystickPlayerIndex_REAL
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#define SDL_SetTextureScaleMode SDL_SetTextureScaleMode_REAL
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@@ -738,24 +738,24 @@
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#define SDL_AndroidRequestPermission SDL_AndroidRequestPermission_REAL
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#define SDL_OpenURL SDL_OpenURL_REAL
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#define SDL_SurfaceHasRLE SDL_SurfaceHasRLE_REAL
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#define SDL_GameControllerHasLED SDL_GameControllerHasLED_REAL
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#define SDL_GameControllerSetLED SDL_GameControllerSetLED_REAL
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#define SDL_GamepadHasLED SDL_GamepadHasLED_REAL
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#define SDL_SetGamepadLED SDL_SetGamepadLED_REAL
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#define SDL_JoystickHasLED SDL_JoystickHasLED_REAL
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#define SDL_SetJoystickLED SDL_SetJoystickLED_REAL
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#define SDL_GameControllerRumbleTriggers SDL_GameControllerRumbleTriggers_REAL
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#define SDL_RumbleGamepadTriggers SDL_RumbleGamepadTriggers_REAL
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#define SDL_RumbleJoystickTriggers SDL_RumbleJoystickTriggers_REAL
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#define SDL_GameControllerHasAxis SDL_GameControllerHasAxis_REAL
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#define SDL_GameControllerHasButton SDL_GameControllerHasButton_REAL
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#define SDL_GameControllerGetNumTouchpads SDL_GameControllerGetNumTouchpads_REAL
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#define SDL_GameControllerGetNumTouchpadFingers SDL_GameControllerGetNumTouchpadFingers_REAL
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#define SDL_GameControllerGetTouchpadFinger SDL_GameControllerGetTouchpadFinger_REAL
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#define SDL_GamepadHasAxis SDL_GamepadHasAxis_REAL
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#define SDL_GamepadHasButton SDL_GamepadHasButton_REAL
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#define SDL_GetGamepadNumTouchpads SDL_GetGamepadNumTouchpads_REAL
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#define SDL_GetGamepadNumTouchpadFingers SDL_GetGamepadNumTouchpadFingers_REAL
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#define SDL_GetGamepadTouchpadFinger SDL_GetGamepadTouchpadFinger_REAL
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#define SDL_crc32 SDL_crc32_REAL
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#define SDL_GameControllerGetSerial SDL_GameControllerGetSerial_REAL
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#define SDL_GetGamepadSerial SDL_GetGamepadSerial_REAL
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#define SDL_GetJoystickSerial SDL_GetJoystickSerial_REAL
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#define SDL_GameControllerHasSensor SDL_GameControllerHasSensor_REAL
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#define SDL_GameControllerSetSensorEnabled SDL_GameControllerSetSensorEnabled_REAL
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#define SDL_GameControllerIsSensorEnabled SDL_GameControllerIsSensorEnabled_REAL
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#define SDL_GameControllerGetSensorData SDL_GameControllerGetSensorData_REAL
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#define SDL_GamepadHasSensor SDL_GamepadHasSensor_REAL
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#define SDL_SetGamepadSensorEnabled SDL_SetGamepadSensorEnabled_REAL
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#define SDL_IsGamepadSensorEnabled SDL_IsGamepadSensorEnabled_REAL
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#define SDL_GetGamepadSensorData SDL_GetGamepadSensorData_REAL
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#define SDL_wcscasecmp SDL_wcscasecmp_REAL
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#define SDL_wcsncasecmp SDL_wcsncasecmp_REAL
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#define SDL_round SDL_round_REAL
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@@ -782,9 +782,9 @@
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#define SDL_TLSCleanup SDL_TLSCleanup_REAL
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#define SDL_SetWindowAlwaysOnTop SDL_SetWindowAlwaysOnTop_REAL
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#define SDL_FlashWindow SDL_FlashWindow_REAL
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#define SDL_GameControllerSendEffect SDL_GameControllerSendEffect_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_GameControllerGetSensorDataRate SDL_GameControllerGetSensorDataRate_REAL
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#define SDL_GetGamepadSensorDataRate SDL_GetGamepadSensorDataRate_REAL
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#define SDL_SetTextureUserData SDL_SetTextureUserData_REAL
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#define SDL_GetTextureUserData SDL_GetTextureUserData_REAL
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#define SDL_RenderGeometry SDL_RenderGeometry_REAL
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@@ -794,8 +794,8 @@
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#define SDL_vasprintf SDL_vasprintf_REAL
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#define SDL_GetWindowICCProfile SDL_GetWindowICCProfile_REAL
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#define SDL_LinuxSetThreadPriorityAndPolicy SDL_LinuxSetThreadPriorityAndPolicy_REAL
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#define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GameControllerGetAppleSFSymbolsNameForButton_REAL
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#define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GameControllerGetAppleSFSymbolsNameForAxis_REAL
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#define SDL_GetGamepadAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton_REAL
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#define SDL_GetGamepadAppleSFSymbolsNameForAxis SDL_GetGamepadAppleSFSymbolsNameForAxis_REAL
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#define SDL_hid_init SDL_hid_init_REAL
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#define SDL_hid_exit SDL_hid_exit_REAL
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#define SDL_hid_device_change_count SDL_hid_device_change_count_REAL
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@@ -820,8 +820,8 @@
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#define SDL_RenderLogicalToWindow SDL_RenderLogicalToWindow_REAL
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#define SDL_JoystickHasRumble SDL_JoystickHasRumble_REAL
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#define SDL_JoystickHasRumbleTriggers SDL_JoystickHasRumbleTriggers_REAL
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#define SDL_GameControllerHasRumble SDL_GameControllerHasRumble_REAL
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#define SDL_GameControllerHasRumbleTriggers SDL_GameControllerHasRumbleTriggers_REAL
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#define SDL_GamepadHasRumble SDL_GamepadHasRumble_REAL
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#define SDL_GamepadHasRumbleTriggers SDL_GamepadHasRumbleTriggers_REAL
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#define SDL_hid_ble_scan SDL_hid_ble_scan_REAL
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#define SDL_PremultiplyAlpha SDL_PremultiplyAlpha_REAL
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#define SDL_AndroidSendMessage SDL_AndroidSendMessage_REAL
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@@ -835,12 +835,12 @@
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#define SDL_IntersectFRectAndLine SDL_IntersectFRectAndLine_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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#define SDL_GetGamepadPathForIndex SDL_GetGamepadPathForIndex_REAL
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#define SDL_GetGamepadPath SDL_GetGamepadPath_REAL
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#define SDL_GetJoystickPathForIndex SDL_GetJoystickPathForIndex_REAL
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#define SDL_GetJoystickPath SDL_GetJoystickPath_REAL
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#define SDL_AttachVirtualJoystickEx SDL_AttachVirtualJoystickEx_REAL
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#define SDL_GameControllerGetFirmwareVersion SDL_GameControllerGetFirmwareVersion_REAL
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#define SDL_GetGamepadFirmwareVersion SDL_GetGamepadFirmwareVersion_REAL
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#define SDL_GetJoystickFirmwareVersion SDL_GetJoystickFirmwareVersion_REAL
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#define SDL_GUIDToString SDL_GUIDToString_REAL
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#define SDL_GUIDFromString SDL_GUIDFromString_REAL
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@@ -153,26 +153,26 @@ SDL_DYNAPI_PROC(Uint8,SDL_EventState,(Uint32 a, int b),(a,b),return)
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SDL_DYNAPI_PROC(Uint32,SDL_RegisterEvents,(int a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GetBasePath,(void),(),return)
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SDL_DYNAPI_PROC(char*,SDL_GetPrefPath,(const char *a, const char *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerAddMapping,(const char *a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForGUID,(SDL_JoystickGUID a),(a),return)
|
||||
SDL_DYNAPI_PROC(char*,SDL_GameControllerMapping,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_IsGameController,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GameControllerNameForIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerOpen,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GameControllerName,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerGetAttached,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GameControllerGetJoystick,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GameControllerEventState,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_GameControllerUpdate,(void),(),)
|
||||
SDL_DYNAPI_PROC(SDL_GameControllerAxis,SDL_GameControllerGetAxisFromString,(const char *a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetStringForAxis,(SDL_GameControllerAxis a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_GameControllerButtonBind,SDL_GameControllerGetBindForAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(Sint16,SDL_GameControllerGetAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(SDL_GameControllerButton,SDL_GameControllerGetButtonFromString,(const char *a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetStringForButton,(SDL_GameControllerButton a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_GameControllerButtonBind,SDL_GameControllerGetBindForButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(Uint8,SDL_GameControllerGetButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_GameControllerClose,(SDL_GameController *a),(a),)
|
||||
SDL_DYNAPI_PROC(int,SDL_AddGamepadMapping,(const char *a),(a),return)
|
||||
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForGUID,(SDL_JoystickGUID a),(a),return)
|
||||
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMapping,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepad,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadNameForIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_OpenGamepad,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadName,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepadConnected,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetGamepadJoystick,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GetGamepadEventState,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_UpdateGamepads,(void),(),)
|
||||
SDL_DYNAPI_PROC(SDL_GamepadAxis,SDL_GetGamepadAxisFromString,(const char *a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForAxis,(SDL_GamepadAxis a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(SDL_GamepadButton,SDL_GetGamepadButtonFromString,(const char *a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForButton,(SDL_GamepadButton a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(Uint8,SDL_GetGamepadButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_CloseGamepad,(SDL_Gamepad *a),(a),)
|
||||
SDL_DYNAPI_PROC(int,SDL_NumHaptics,(void),(),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_HapticName,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpen,(int a),(a),return)
|
||||
@@ -566,7 +566,7 @@ SDL_DYNAPI_PROC(int,SDL_GL_GetSwapInterval,(void),(),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_GL_SwapWindow,(SDL_Window *a),(a),)
|
||||
SDL_DYNAPI_PROC(void,SDL_GL_DeleteContext,(SDL_GLContext a),(a),)
|
||||
SDL_DYNAPI_PROC(int,SDL_vsscanf,(const char *a, const char *b, va_list c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GameControllerAddMappingsFromRW,(SDL_RWops *a, int b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromRW,(SDL_RWops *a, int b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_GL_ResetAttributes,(void),(),)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX,(void),(),return)
|
||||
SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetDefaultAssertionHandler,(void),(),return)
|
||||
@@ -596,7 +596,7 @@ SDL_DYNAPI_PROC(void,SDL_SetWindowsMessageHook,(SDL_WindowsMessageHook a, void *
|
||||
#endif
|
||||
SDL_DYNAPI_PROC(int,SDL_GetDisplayDPI,(int a, float *b, float *c, float *d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(SDL_JoystickPowerLevel,SDL_GetJoystickPowerLevel,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerFromInstanceID,(SDL_JoystickID a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_GetGamepadFromInstanceID,(SDL_JoystickID a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetJoystickFromInstanceID,(SDL_JoystickID a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(int a, SDL_Rect *b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
|
||||
@@ -617,12 +617,12 @@ SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickDeviceProductVersion,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickVendor,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickProduct,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickProductVersion,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetVendor,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetProduct,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetProductVersion,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadVendor,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProduct,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProductVersion,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_HasNEON,(void),(),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GameControllerNumMappings,(void),(),return)
|
||||
SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GetNumGamepadMappings,(void),(),return)
|
||||
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GetJoystickAxisInitialState,(SDL_Joystick *a, int b, Sint16 *c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(SDL_JoystickType,SDL_GetJoystickDeviceType,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_JoystickType,SDL_GetJoystickType,(SDL_Joystick *a),(a),return)
|
||||
@@ -678,7 +678,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_IsAndroidTV,(void),(),return)
|
||||
#endif
|
||||
SDL_DYNAPI_PROC(double,SDL_log10,(double a),(a),return)
|
||||
SDL_DYNAPI_PROC(float,SDL_log10f,(float a),(a),return)
|
||||
SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForDeviceIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForDeviceIndex,(int a),(a),return)
|
||||
#ifdef __LINUX__
|
||||
SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriority,(Sint64 a, int b),(a,b),return)
|
||||
#endif
|
||||
@@ -691,7 +691,7 @@ SDL_DYNAPI_PROC(void,SDL_AndroidBackButton,(void),(),)
|
||||
SDL_DYNAPI_PROC(double,SDL_exp,(double a),(a),return)
|
||||
SDL_DYNAPI_PROC(float,SDL_expf,(float a),(a),return)
|
||||
SDL_DYNAPI_PROC(wchar_t*,SDL_wcsdup,(const wchar_t *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GameControllerRumble,(SDL_GameController *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RumbleGamepad,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RumbleJoystick,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GetNumSensors,(void),(),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetSensorDeviceName,(int a),(a),return)
|
||||
@@ -723,7 +723,7 @@ SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThreadWithStackSize,(SDL_ThreadFunction a,
|
||||
|
||||
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_GetGamepadPlayerIndex,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RenderFlush,(SDL_Renderer *a),(a),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)
|
||||
@@ -753,10 +753,10 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_HasARMSIMD,(void),(),return)
|
||||
SDL_DYNAPI_PROC(char*,SDL_strtokr,(char *a, const char *b, char **c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_wcsncmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(SDL_GameControllerType,SDL_GameControllerTypeForIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_GameControllerType,SDL_GameControllerGetType,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerFromPlayerIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_GameControllerSetPlayerIndex,(SDL_GameController *a, int b),(a,b),)
|
||||
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadTypeForIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadType,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_GetGamepadFromPlayerIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetGamepadPlayerIndex,(SDL_Gamepad *a, int b),(a,b),)
|
||||
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetJoystickFromPlayerIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetJoystickPlayerIndex,(SDL_Joystick *a, int b),(a,b),)
|
||||
SDL_DYNAPI_PROC(int,SDL_SetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode b),(a,b),return)
|
||||
@@ -795,24 +795,24 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_AndroidRequestPermission,(const char *a),(a),return
|
||||
#endif
|
||||
SDL_DYNAPI_PROC(int,SDL_OpenURL,(const char *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasRLE,(SDL_Surface *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasLED,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GameControllerSetLED,(SDL_GameController *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasLED,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_SetGamepadLED,(SDL_Gamepad *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasLED,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_SetJoystickLED,(SDL_Joystick *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GameControllerRumbleTriggers,(SDL_GameController *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RumbleGamepadTriggers,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_RumbleJoystickTriggers,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GameControllerGetNumTouchpads,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GameControllerGetNumTouchpadFingers,(SDL_GameController *a, int b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GameControllerGetTouchpadFinger,(SDL_GameController *a, int b, int c, Uint8 *d, float *e, float *f, float *g),(a,b,c,d,e,f,g),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GetGamepadNumTouchpads,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GetGamepadNumTouchpadFingers,(SDL_Gamepad *a, int b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GetGamepadTouchpadFinger,(SDL_Gamepad *a, int b, int c, Uint8 *d, float *e, float *f, float *g),(a,b,c,d,e,f,g),return)
|
||||
SDL_DYNAPI_PROC(Uint32,SDL_crc32,(Uint32 a, const void *b, size_t c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetSerial,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadSerial,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetJoystickSerial,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasSensor,(SDL_GameController *a, SDL_SensorType b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GameControllerSetSensorEnabled,(SDL_GameController *a, SDL_SensorType b, SDL_bool c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerIsSensorEnabled,(SDL_GameController *a, SDL_SensorType b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GameControllerGetSensorData,(SDL_GameController *a, SDL_SensorType b, float *c, int d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_SetGamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b, SDL_bool c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GetGamepadSensorData,(SDL_Gamepad *a, SDL_SensorType b, float *c, int d),(a,b,c,d),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_wcscasecmp,(const wchar_t *a, const wchar_t *b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_wcsncasecmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(double,SDL_round,(double a),(a),return)
|
||||
@@ -843,9 +843,9 @@ SDL_DYNAPI_PROC(int,SDL_GetAudioDeviceSpec,(int a, int b, SDL_AudioSpec *c),(a,b
|
||||
SDL_DYNAPI_PROC(void,SDL_TLSCleanup,(void),(),)
|
||||
SDL_DYNAPI_PROC(void,SDL_SetWindowAlwaysOnTop,(SDL_Window *a, SDL_bool b),(a,b),)
|
||||
SDL_DYNAPI_PROC(int,SDL_FlashWindow,(SDL_Window *a, SDL_FlashOperation b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_GameControllerSendEffect,(SDL_GameController *a, const void *b, int c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_SendGamepadEffect,(SDL_Gamepad *a, const void *b, int c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_SendJoystickEffect,(SDL_Joystick *a, const void *b, int c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(float,SDL_GameControllerGetSensorDataRate,(SDL_GameController *a, SDL_SensorType b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(float,SDL_GetGamepadSensorDataRate,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_SetTextureUserData,(SDL_Texture *a, void *b),(a,b),return)
|
||||
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)
|
||||
@@ -859,8 +859,8 @@ SDL_DYNAPI_PROC(void*,SDL_GetWindowICCProfile,(SDL_Window *a, size_t *b),(a,b),r
|
||||
#ifdef __LINUX__
|
||||
SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriorityAndPolicy,(Sint64 a, int b, int c),(a,b,c),return)
|
||||
#endif
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetAppleSFSymbolsNameForButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetAppleSFSymbolsNameForAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_hid_init,(void),(),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_hid_exit,(void),(),return)
|
||||
SDL_DYNAPI_PROC(Uint32,SDL_hid_device_change_count,(void),(),return)
|
||||
@@ -885,8 +885,8 @@ SDL_DYNAPI_PROC(void,SDL_RenderWindowToLogical,(SDL_Renderer *a, int b, int c, f
|
||||
SDL_DYNAPI_PROC(void,SDL_RenderLogicalToWindow,(SDL_Renderer *a, float b, float c, int *d, int *e),(a,b,c,d,e),)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumble,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumbleTriggers,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasRumble,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasRumbleTriggers,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasRumble,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasRumbleTriggers,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_hid_ble_scan,(SDL_bool a),(a),)
|
||||
SDL_DYNAPI_PROC(int,SDL_PremultiplyAlpha,(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)
|
||||
#ifdef __ANDROID__
|
||||
@@ -902,12 +902,12 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_EncloseFPoints,(const SDL_FPoint *a, int b, const S
|
||||
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_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)
|
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerPathForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerPath,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadPathForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadPath,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetJoystickPathForIndex,(int a),(a),return)
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||||
SDL_DYNAPI_PROC(const char*,SDL_GetJoystickPath,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_AttachVirtualJoystickEx,(const SDL_VirtualJoystickDesc *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetFirmwareVersion,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadFirmwareVersion,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickFirmwareVersion,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),)
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SDL_DYNAPI_PROC(SDL_GUID,SDL_GUIDFromString,(const char *a),(a),return)
|
||||
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Reference in New Issue
Block a user