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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:
@@ -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)
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SDL_DYNAPI_PROC(char*,SDL_GameControllerMapping,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsGameController,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerNameForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerOpen,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerName,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerGetAttached,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GameControllerGetJoystick,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerEventState,(int a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GameControllerUpdate,(void),(),)
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SDL_DYNAPI_PROC(SDL_GameControllerAxis,SDL_GameControllerGetAxisFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetStringForAxis,(SDL_GameControllerAxis a),(a),return)
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SDL_DYNAPI_PROC(SDL_GameControllerButtonBind,SDL_GameControllerGetBindForAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
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SDL_DYNAPI_PROC(Sint16,SDL_GameControllerGetAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GameControllerButton,SDL_GameControllerGetButtonFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetStringForButton,(SDL_GameControllerButton a),(a),return)
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SDL_DYNAPI_PROC(SDL_GameControllerButtonBind,SDL_GameControllerGetBindForButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
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SDL_DYNAPI_PROC(Uint8,SDL_GameControllerGetButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_GameControllerClose,(SDL_GameController *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_AddGamepadMapping,(const char *a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForGUID,(SDL_JoystickGUID a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GetGamepadMapping,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepad,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadNameForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_OpenGamepad,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadName,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepadConnected,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetGamepadJoystick,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetGamepadEventState,(int a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_UpdateGamepads,(void),(),)
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SDL_DYNAPI_PROC(SDL_GamepadAxis,SDL_GetGamepadAxisFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForAxis,(SDL_GamepadAxis a),(a),return)
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SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GamepadButton,SDL_GetGamepadButtonFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForButton,(SDL_GamepadButton a),(a),return)
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SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(Uint8,SDL_GetGamepadButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_CloseGamepad,(SDL_Gamepad *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_NumHaptics,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_HapticName,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpen,(int a),(a),return)
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@@ -566,7 +566,7 @@ SDL_DYNAPI_PROC(int,SDL_GL_GetSwapInterval,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_GL_SwapWindow,(SDL_Window *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_GL_DeleteContext,(SDL_GLContext a),(a),)
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SDL_DYNAPI_PROC(int,SDL_vsscanf,(const char *a, const char *b, va_list c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerAddMappingsFromRW,(SDL_RWops *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromRW,(SDL_RWops *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_GL_ResetAttributes,(void),(),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX,(void),(),return)
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SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetDefaultAssertionHandler,(void),(),return)
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@@ -596,7 +596,7 @@ SDL_DYNAPI_PROC(void,SDL_SetWindowsMessageHook,(SDL_WindowsMessageHook a, void *
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#endif
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SDL_DYNAPI_PROC(int,SDL_GetDisplayDPI,(int a, float *b, float *c, float *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_JoystickPowerLevel,SDL_GetJoystickPowerLevel,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerFromInstanceID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_GetGamepadFromInstanceID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetJoystickFromInstanceID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(int a, SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
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@@ -617,12 +617,12 @@ SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickDeviceProductVersion,(int a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickVendor,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickProduct,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickProductVersion,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetVendor,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetProduct,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetProductVersion,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadVendor,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProduct,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProductVersion,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasNEON,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerNumMappings,(void),(),return)
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SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumGamepadMappings,(void),(),return)
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SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetJoystickAxisInitialState,(SDL_Joystick *a, int b, Sint16 *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_JoystickType,SDL_GetJoystickDeviceType,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_JoystickType,SDL_GetJoystickType,(SDL_Joystick *a),(a),return)
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@@ -678,7 +678,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_IsAndroidTV,(void),(),return)
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#endif
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SDL_DYNAPI_PROC(double,SDL_log10,(double a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_log10f,(float a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForDeviceIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForDeviceIndex,(int a),(a),return)
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#ifdef __LINUX__
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SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriority,(Sint64 a, int b),(a,b),return)
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#endif
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@@ -691,7 +691,7 @@ SDL_DYNAPI_PROC(void,SDL_AndroidBackButton,(void),(),)
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SDL_DYNAPI_PROC(double,SDL_exp,(double a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_expf,(float a),(a),return)
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SDL_DYNAPI_PROC(wchar_t*,SDL_wcsdup,(const wchar_t *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerRumble,(SDL_GameController *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_RumbleGamepad,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_RumbleJoystick,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumSensors,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetSensorDeviceName,(int a),(a),return)
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@@ -723,7 +723,7 @@ SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThreadWithStackSize,(SDL_ThreadFunction a,
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SDL_DYNAPI_PROC(int,SDL_GetJoystickDevicePlayerIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetJoystickPlayerIndex,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerGetPlayerIndex,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetGamepadPlayerIndex,(SDL_Gamepad *a),(a),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_RenderPointF,(SDL_Renderer *a, float b, float 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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@@ -753,10 +753,10 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_HasARMSIMD,(void),(),return)
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SDL_DYNAPI_PROC(char*,SDL_strtokr,(char *a, const char *b, char **c),(a,b,c),return)
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SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_wcsncmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_GameControllerType,SDL_GameControllerTypeForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_GameControllerType,SDL_GameControllerGetType,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerFromPlayerIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GameControllerSetPlayerIndex,(SDL_GameController *a, int b),(a,b),)
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SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadTypeForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadType,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_GetGamepadFromPlayerIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_SetGamepadPlayerIndex,(SDL_Gamepad *a, int b),(a,b),)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetJoystickFromPlayerIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_SetJoystickPlayerIndex,(SDL_Joystick *a, int b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_SetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode b),(a,b),return)
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@@ -795,24 +795,24 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_AndroidRequestPermission,(const char *a),(a),return
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#endif
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SDL_DYNAPI_PROC(int,SDL_OpenURL,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasRLE,(SDL_Surface *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasLED,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerSetLED,(SDL_GameController *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasLED,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetGamepadLED,(SDL_Gamepad *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasLED,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetJoystickLED,(SDL_Joystick *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerRumbleTriggers,(SDL_GameController *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_RumbleGamepadTriggers,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_RumbleJoystickTriggers,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerGetNumTouchpads,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerGetNumTouchpadFingers,(SDL_GameController *a, int b),(a,b),return)
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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)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetGamepadNumTouchpads,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetGamepadNumTouchpadFingers,(SDL_Gamepad *a, int b),(a,b),return)
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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)
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SDL_DYNAPI_PROC(Uint32,SDL_crc32,(Uint32 a, const void *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetSerial,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadSerial,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetJoystickSerial,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasSensor,(SDL_GameController *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerSetSensorEnabled,(SDL_GameController *a, SDL_SensorType b, SDL_bool c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerIsSensorEnabled,(SDL_GameController *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerGetSensorData,(SDL_GameController *a, SDL_SensorType b, float *c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetGamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b, SDL_bool c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetGamepadSensorData,(SDL_Gamepad *a, SDL_SensorType b, float *c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_wcscasecmp,(const wchar_t *a, const wchar_t *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_wcsncasecmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(double,SDL_round,(double a),(a),return)
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@@ -843,9 +843,9 @@ SDL_DYNAPI_PROC(int,SDL_GetAudioDeviceSpec,(int a, int b, SDL_AudioSpec *c),(a,b
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SDL_DYNAPI_PROC(void,SDL_TLSCleanup,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_SetWindowAlwaysOnTop,(SDL_Window *a, SDL_bool b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_FlashWindow,(SDL_Window *a, SDL_FlashOperation b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerSendEffect,(SDL_GameController *a, const void *b, int c),(a,b,c),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(float,SDL_GameControllerGetSensorDataRate,(SDL_GameController *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(float,SDL_GetGamepadSensorDataRate,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetTextureUserData,(SDL_Texture *a, void *b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_GetTextureUserData,(SDL_Texture *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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@@ -859,8 +859,8 @@ SDL_DYNAPI_PROC(void*,SDL_GetWindowICCProfile,(SDL_Window *a, size_t *b),(a,b),r
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#ifdef __LINUX__
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SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriorityAndPolicy,(Sint64 a, int b, int c),(a,b,c),return)
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#endif
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetAppleSFSymbolsNameForButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetAppleSFSymbolsNameForAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_hid_init,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_hid_exit,(void),(),return)
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SDL_DYNAPI_PROC(Uint32,SDL_hid_device_change_count,(void),(),return)
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@@ -885,8 +885,8 @@ SDL_DYNAPI_PROC(void,SDL_RenderWindowToLogical,(SDL_Renderer *a, int b, int c, f
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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(SDL_bool,SDL_JoystickHasRumble,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumbleTriggers,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasRumble,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasRumbleTriggers,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasRumble,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasRumbleTriggers,(SDL_Gamepad *a),(a),return)
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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)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GameControllerPathForIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GameControllerPath,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadPathForIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadPath,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetJoystickPathForIndex,(int a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_GetJoystickPath,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(int,SDL_AttachVirtualJoystickEx,(const SDL_VirtualJoystickDesc *a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetFirmwareVersion,(SDL_GameController *a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadFirmwareVersion,(SDL_Gamepad *a),(a),return)
|
||||
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickFirmwareVersion,(SDL_Joystick *a),(a),return)
|
||||
SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),)
|
||||
SDL_DYNAPI_PROC(SDL_GUID,SDL_GUIDFromString,(const char *a),(a),return)
|
||||
|
Reference in New Issue
Block a user