mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-04 17:06:25 +00:00
Replace tri-state functions SDL_EventState(), SDL_GetJoystickEventState(), SDL_GetGamepadEventState(), SDL_ShowCursor()
`SDL_QUERY`, `SDL_IGNORE`, `SDL_ENABLE`, and `SDL_DISABLE` have been removed. SDL_EventState() has been replaced with SDL_SetEventEnabled() SDL_GetEventState() has been replaced with SDL_EventEnabled() SDL_GameControllerEventState has been replaced with SDL_SetGamepadEventsEnabled() and SDL_GamepadEventsEnabled() SDL_JoystickEventState has been replaced with SDL_SetJoystickEventsEnabled() and SDL_JoystickEventsEnabled() SDL_ShowCursor() has been split into three functions: SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible() Fixes https://github.com/libsdl-org/SDL/issues/6929
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@@ -101,7 +101,6 @@ SDL3_0.0.0 {
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SDL_EGL_SetEGLAttributeCallbacks;
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SDL_EnableScreenSaver;
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SDL_Error;
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SDL_EventState;
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SDL_FillSurfaceRect;
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SDL_FillSurfaceRects;
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SDL_FilterEvents;
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@@ -173,7 +172,6 @@ SDL3_0.0.0 {
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SDL_GetError;
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SDL_GetErrorMsg;
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SDL_GetEventFilter;
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SDL_GetEventState;
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SDL_GetGamepadAppleSFSymbolsNameForAxis;
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SDL_GetGamepadAppleSFSymbolsNameForButton;
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SDL_GetGamepadAxis;
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@@ -182,7 +180,6 @@ SDL3_0.0.0 {
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SDL_GetGamepadBindForButton;
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SDL_GetGamepadButton;
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SDL_GetGamepadButtonFromString;
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SDL_GetGamepadEventState;
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SDL_GetGamepadFirmwareVersion;
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SDL_GetGamepadFromInstanceID;
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SDL_GetGamepadFromPlayerIndex;
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@@ -222,7 +219,6 @@ SDL3_0.0.0 {
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SDL_GetJoystickAxis;
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SDL_GetJoystickAxisInitialState;
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SDL_GetJoystickButton;
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SDL_GetJoystickEventState;
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SDL_GetJoystickFirmwareVersion;
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SDL_GetJoystickFromInstanceID;
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SDL_GetJoystickFromPlayerIndex;
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@@ -657,7 +653,6 @@ SDL3_0.0.0 {
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SDL_SetWindowTitle;
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SDL_SetWindowsMessageHook;
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SDL_SetYUVConversionMode;
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SDL_ShowCursor;
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SDL_ShowMessageBox;
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SDL_ShowSimpleMessageBox;
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SDL_ShowWindow;
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@@ -855,6 +850,15 @@ SDL3_0.0.0 {
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SDL_wcsncasecmp;
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SDL_wcsncmp;
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SDL_wcsstr;
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SDL_SetEventEnabled;
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SDL_EventEnabled;
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SDL_SetGamepadEventsEnabled;
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SDL_GamepadEventsEnabled;
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SDL_SetJoystickEventsEnabled;
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SDL_JoystickEventsEnabled;
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SDL_ShowCursor;
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SDL_HideCursor;
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SDL_CursorVisible;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@@ -127,7 +127,6 @@
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#define SDL_EGL_SetEGLAttributeCallbacks SDL_EGL_SetEGLAttributeCallbacks_REAL
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#define SDL_EnableScreenSaver SDL_EnableScreenSaver_REAL
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#define SDL_Error SDL_Error_REAL
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#define SDL_EventState SDL_EventState_REAL
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#define SDL_FillSurfaceRect SDL_FillSurfaceRect_REAL
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#define SDL_FillSurfaceRects SDL_FillSurfaceRects_REAL
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#define SDL_FilterEvents SDL_FilterEvents_REAL
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@@ -199,7 +198,6 @@
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#define SDL_GetError SDL_GetError_REAL
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#define SDL_GetErrorMsg SDL_GetErrorMsg_REAL
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#define SDL_GetEventFilter SDL_GetEventFilter_REAL
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#define SDL_GetEventState SDL_GetEventState_REAL
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#define SDL_GetGamepadAppleSFSymbolsNameForAxis SDL_GetGamepadAppleSFSymbolsNameForAxis_REAL
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#define SDL_GetGamepadAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton_REAL
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#define SDL_GetGamepadAxis SDL_GetGamepadAxis_REAL
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@@ -208,7 +206,6 @@
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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_GetGamepadButtonFromString SDL_GetGamepadButtonFromString_REAL
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#define SDL_GetGamepadEventState SDL_GetGamepadEventState_REAL
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#define SDL_GetGamepadFirmwareVersion SDL_GetGamepadFirmwareVersion_REAL
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#define SDL_GetGamepadFromInstanceID SDL_GetGamepadFromInstanceID_REAL
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#define SDL_GetGamepadFromPlayerIndex SDL_GetGamepadFromPlayerIndex_REAL
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@@ -248,7 +245,6 @@
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#define SDL_GetJoystickAxis SDL_GetJoystickAxis_REAL
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#define SDL_GetJoystickAxisInitialState SDL_GetJoystickAxisInitialState_REAL
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#define SDL_GetJoystickButton SDL_GetJoystickButton_REAL
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#define SDL_GetJoystickEventState SDL_GetJoystickEventState_REAL
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#define SDL_GetJoystickFirmwareVersion SDL_GetJoystickFirmwareVersion_REAL
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#define SDL_GetJoystickFromInstanceID SDL_GetJoystickFromInstanceID_REAL
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#define SDL_GetJoystickFromPlayerIndex SDL_GetJoystickFromPlayerIndex_REAL
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@@ -683,7 +679,6 @@
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#define SDL_SetWindowTitle SDL_SetWindowTitle_REAL
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#define SDL_SetWindowsMessageHook SDL_SetWindowsMessageHook_REAL
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#define SDL_SetYUVConversionMode SDL_SetYUVConversionMode_REAL
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#define SDL_ShowCursor SDL_ShowCursor_REAL
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#define SDL_ShowMessageBox SDL_ShowMessageBox_REAL
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#define SDL_ShowSimpleMessageBox SDL_ShowSimpleMessageBox_REAL
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#define SDL_ShowWindow SDL_ShowWindow_REAL
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@@ -883,3 +878,12 @@
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#define SDL_wcsstr SDL_wcsstr_REAL
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/* New API symbols are added at the end */
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#define SDL_SetEventEnabled SDL_SetEventEnabled_REAL
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#define SDL_EventEnabled SDL_EventEnabled_REAL
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#define SDL_SetGamepadEventsEnabled SDL_SetGamepadEventsEnabled_REAL
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#define SDL_GamepadEventsEnabled SDL_GamepadEventsEnabled_REAL
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#define SDL_SetJoystickEventsEnabled SDL_SetJoystickEventsEnabled_REAL
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#define SDL_JoystickEventsEnabled SDL_JoystickEventsEnabled_REAL
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#define SDL_ShowCursor SDL_ShowCursor_REAL
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#define SDL_HideCursor SDL_HideCursor_REAL
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#define SDL_CursorVisible SDL_CursorVisible_REAL
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@@ -204,7 +204,6 @@ SDL_DYNAPI_PROC(SDL_EGLSurface,SDL_EGL_GetWindowEGLSurface,(SDL_Window *a),(a),r
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SDL_DYNAPI_PROC(void,SDL_EGL_SetEGLAttributeCallbacks,(SDL_EGLAttribArrayCallback a, SDL_EGLIntArrayCallback b, SDL_EGLIntArrayCallback c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_EnableScreenSaver,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_Error,(SDL_errorcode a),(a),return)
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SDL_DYNAPI_PROC(Uint8,SDL_EventState,(Uint32 a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_FillSurfaceRect,(SDL_Surface *a, const SDL_Rect *b, Uint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_FillSurfaceRects,(SDL_Surface *a, const SDL_Rect *b, int c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_FilterEvents,(SDL_EventFilter a, void *b),(a,b),)
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@@ -273,7 +272,6 @@ SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(int a, SDL_Rect *b),(a,b),return
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SDL_DYNAPI_PROC(const char*,SDL_GetError,(void),(),return)
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SDL_DYNAPI_PROC(char*,SDL_GetErrorMsg,(char *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetEventFilter,(SDL_EventFilter *a, void **b),(a,b),return)
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SDL_DYNAPI_PROC(Uint8,SDL_GetEventState,(Uint32 a),(a),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(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton 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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@@ -282,7 +280,6 @@ SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForAxis,(SDL_Gamepad *a, SD
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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(SDL_GamepadButton,SDL_GetGamepadButtonFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetGamepadEventState,(int 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(SDL_Gamepad*,SDL_GetGamepadFromInstanceID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_GetGamepadFromPlayerIndex,(int a),(a),return)
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@@ -322,7 +319,6 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GetHintBoolean,(const char *a, SDL_bool b),(a,b),re
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SDL_DYNAPI_PROC(Sint16,SDL_GetJoystickAxis,(SDL_Joystick *a, int b),(a,b),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(Uint8,SDL_GetJoystickButton,(SDL_Joystick *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetJoystickEventState,(int 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(SDL_Joystick*,SDL_GetJoystickFromInstanceID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetJoystickFromPlayerIndex,(int a),(a),return)
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@@ -737,7 +733,6 @@ SDL_DYNAPI_PROC(int,SDL_SetWindowShape,(SDL_Window *a, SDL_Surface *b, SDL_Windo
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SDL_DYNAPI_PROC(void,SDL_SetWindowSize,(SDL_Window *a, int b, int c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_SetWindowTitle,(SDL_Window *a, const char *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetYUVConversionMode,(SDL_YUV_CONVERSION_MODE a),(a),)
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SDL_DYNAPI_PROC(int,SDL_ShowCursor,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_ShowMessageBox,(const SDL_MessageBoxData *a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_ShowSimpleMessageBox,(Uint32 a, const char *b, const char *c, SDL_Window *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_ShowWindow,(SDL_Window *a),(a),)
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@@ -928,3 +923,12 @@ SDL_DYNAPI_PROC(int,SDL_wcsncmp,(const wchar_t *a, const wchar_t *b, size_t c),(
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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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/* New API symbols are added at the end */
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SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, SDL_bool b),(a,b),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_EventEnabled,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_SetGamepadEventsEnabled,(SDL_bool a),(a),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadEventsEnabled,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_SetJoystickEventsEnabled,(SDL_bool a),(a),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickEventsEnabled,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_ShowCursor,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_HideCursor,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_CursorVisible,(void),(),return)
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