Use SDL_bool instead an int return code in the SDL API

Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool.

Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test:
@ bool_return_type  @
identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$";
@@
(
  func(
  ...
  )
- == 0
|
- func(
+ !func(
  ...
  )
- < 0
|
- func(
+ !func(
  ...
  )
- != 0
|
- func(
+ !func(
  ...
  )
- == -1
)
This commit is contained in:
Sam Lantinga
2024-08-22 17:33:49 -07:00
parent d9a5ed75b9
commit 9ff3446f03
726 changed files with 11062 additions and 11472 deletions

View File

@@ -39,7 +39,7 @@ SDL_DYNAPI_PROC(void,SDL_LogInfo,(int a, SDL_PRINTF_FORMAT_STRING const char *b,
SDL_DYNAPI_PROC(void,SDL_LogMessage,(int a, SDL_LogPriority b, SDL_PRINTF_FORMAT_STRING const char *c, ...),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_LogVerbose,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(void,SDL_LogWarn,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(int,SDL_SetError,(SDL_PRINTF_FORMAT_STRING const char *a, ...),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetError,(SDL_PRINTF_FORMAT_STRING const char *a, ...),(a),return)
SDL_DYNAPI_PROC(int,SDL_asprintf,(char **a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_snprintf,(SDL_OUT_Z_CAP(b) char *a, size_t b, SDL_PRINTF_FORMAT_STRING const char *c, ...),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_sscanf,(const char *a, SDL_SCANF_FORMAT_STRING const char *b, ...),(a,b),return)
@@ -48,15 +48,15 @@ SDL_DYNAPI_PROC(int,SDL_swprintf,(SDL_OUT_Z_CAP(b) wchar_t *a, size_t b, SDL_PRI
// New API symbols are added at the end
SDL_DYNAPI_PROC(SDL_Surface*,SDL_AcquireCameraFrame,(SDL_Camera *a, Uint64 *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_AddGamepadMapping,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromFile,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromIO,(SDL_IOStream *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_AddHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_AddSurfaceAlternateImage,(SDL_Surface *a, SDL_Surface *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_AddHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_AddSurfaceAlternateImage,(SDL_Surface *a, SDL_Surface *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimer,(Uint32 a, SDL_TimerCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimerNS,(Uint64 a, SDL_NSTimerCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_AddVulkanRenderSemaphores,(SDL_Renderer *a, Uint32 b, Sint64 c, Sint64 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_AddVulkanRenderSemaphores,(SDL_Renderer *a, Uint32 b, Sint64 c, Sint64 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_AtomicAdd,(SDL_AtomicInt *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCompareAndSwap,(SDL_AtomicInt *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCompareAndSwapPointer,(void **a, void *b, void *c),(a,b,c),return)
@@ -66,47 +66,47 @@ SDL_DYNAPI_PROC(int,SDL_AtomicSet,(SDL_AtomicInt *a, int b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_AtomicSetPtr,(void **a, void *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_JoystickID,SDL_AttachVirtualJoystick,(const SDL_VirtualJoystickDesc *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_AudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_BindAudioStream,(SDL_AudioDeviceID a, SDL_AudioStream *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_BindAudioStreams,(SDL_AudioDeviceID a, SDL_AudioStream **b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_BlitSurface,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_BlitSurface9Grid,(SDL_Surface *a, const SDL_Rect *b, int c, int d, int e, int f, float g, SDL_ScaleMode h, SDL_Surface *i, const SDL_Rect *j),(a,b,c,d,e,f,g,h,i,j),return)
SDL_DYNAPI_PROC(int,SDL_BlitSurfaceScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_BlitSurfaceTiled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_BlitSurfaceTiledWithScale,(SDL_Surface *a, const SDL_Rect *b, float c, SDL_ScaleMode d, SDL_Surface *e, const SDL_Rect *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(int,SDL_BlitSurfaceUnchecked,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_BlitSurfaceUncheckedScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_BroadcastCondition,(SDL_Condition *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_CaptureMouse,(SDL_bool a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BindAudioStream,(SDL_AudioDeviceID a, SDL_AudioStream *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BindAudioStreams,(SDL_AudioDeviceID a, SDL_AudioStream **b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface9Grid,(SDL_Surface *a, const SDL_Rect *b, int c, int d, int e, int f, float g, SDL_ScaleMode h, SDL_Surface *i, const SDL_Rect *j),(a,b,c,d,e,f,g,h,i,j),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceTiled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceTiledWithScale,(SDL_Surface *a, const SDL_Rect *b, float c, SDL_ScaleMode d, SDL_Surface *e, const SDL_Rect *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceUnchecked,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceUncheckedScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_BroadcastCondition,(SDL_Condition *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_CaptureMouse,(SDL_bool a),(a),return)
SDL_DYNAPI_PROC(void,SDL_CleanupTLS,(void),(),)
SDL_DYNAPI_PROC(int,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ClearClipboardData,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_ClearComposition,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ClearError,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_ClearProperty,(SDL_PropertiesID a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_ClearSurface,(SDL_Surface *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClearClipboardData,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClearComposition,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClearError,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClearProperty,(SDL_PropertiesID a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClearSurface,(SDL_Surface *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_CloseAudioDevice,(SDL_AudioDeviceID a),(a),)
SDL_DYNAPI_PROC(void,SDL_CloseCamera,(SDL_Camera *a),(a),)
SDL_DYNAPI_PROC(void,SDL_CloseGamepad,(SDL_Gamepad *a),(a),)
SDL_DYNAPI_PROC(void,SDL_CloseHaptic,(SDL_Haptic *a),(a),)
SDL_DYNAPI_PROC(int,SDL_CloseIO,(SDL_IOStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_CloseIO,(SDL_IOStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_CloseJoystick,(SDL_Joystick *a),(a),)
SDL_DYNAPI_PROC(void,SDL_CloseSensor,(SDL_Sensor *a),(a),)
SDL_DYNAPI_PROC(int,SDL_CloseStorage,(SDL_Storage *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_CloseStorage,(SDL_Storage *a),(a),return)
SDL_DYNAPI_PROC(SDL_BlendMode,SDL_ComposeCustomBlendMode,(SDL_BlendFactor a, SDL_BlendFactor b, SDL_BlendOperation c, SDL_BlendFactor d, SDL_BlendFactor e, SDL_BlendOperation f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(int,SDL_ConvertAudioSamples,(const SDL_AudioSpec *a, const Uint8 *b, int c, const SDL_AudioSpec *d, Uint8 **e, int *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(int,SDL_ConvertEventToRenderCoordinates,(SDL_Renderer *a, SDL_Event *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_ConvertPixels,(int a, int b, SDL_PixelFormat c, const void *d, int e, SDL_PixelFormat f, void *g, int h),(a,b,c,d,e,f,g,h),return)
SDL_DYNAPI_PROC(int,SDL_ConvertPixelsAndColorspace,(int a, int b, SDL_PixelFormat c, SDL_Colorspace d, SDL_PropertiesID e, const void *f, int g, SDL_PixelFormat h, SDL_Colorspace i, SDL_PropertiesID j, void *k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ConvertAudioSamples,(const SDL_AudioSpec *a, const Uint8 *b, int c, const SDL_AudioSpec *d, Uint8 **e, int *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ConvertEventToRenderCoordinates,(SDL_Renderer *a, SDL_Event *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ConvertPixels,(int a, int b, SDL_PixelFormat c, const void *d, int e, SDL_PixelFormat f, void *g, int h),(a,b,c,d,e,f,g,h),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ConvertPixelsAndColorspace,(int a, int b, SDL_PixelFormat c, SDL_Colorspace d, SDL_PropertiesID e, const void *f, int g, SDL_PixelFormat h, SDL_Colorspace i, SDL_PropertiesID j, void *k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurface,(SDL_Surface *a, SDL_PixelFormat b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurfaceAndColorspace,(SDL_Surface *a, SDL_PixelFormat b, SDL_Palette *c, SDL_Colorspace d, SDL_PropertiesID e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_CopyFile,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_CopyProperties,(SDL_PropertiesID a, SDL_PropertiesID b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_CopyStorageFile,(SDL_Storage *a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_CopyFile,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_CopyProperties,(SDL_PropertiesID a, SDL_PropertiesID b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_CopyStorageFile,(SDL_Storage *a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_CreateAudioStream,(const SDL_AudioSpec *a, const SDL_AudioSpec *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateColorCursor,(SDL_Surface *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Condition*,SDL_CreateCondition,(void),(),return)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateCursor,(const Uint8 *a, const Uint8 *b, int c, int d, int e, int f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(int,SDL_CreateDirectory,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_CreateDirectory,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_CreateHapticEffect,(SDL_Haptic *a, const SDL_HapticEffect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Mutex*,SDL_CreateMutex,(void),(),return)
SDL_DYNAPI_PROC(SDL_Palette*,SDL_CreatePalette,(int a),(a),return)
@@ -117,7 +117,7 @@ SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRenderer,(SDL_Window *a, const char *b),
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRendererWithProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(SDL_Semaphore*,SDL_CreateSemaphore,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateSoftwareRenderer,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_CreateStorageDirectory,(SDL_Storage *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_CreateStorageDirectory,(SDL_Storage *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateSurface,(int a, int b, SDL_PixelFormat c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateSurfaceFrom,(int a, int b, SDL_PixelFormat c, void *d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_Palette*,SDL_CreateSurfacePalette,(SDL_Surface *a),(a),return)
@@ -128,10 +128,10 @@ SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureWithProperties,(SDL_Renderer *a, S
SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThreadRuntime,(SDL_ThreadFunction a, const char *b, void *c, SDL_FunctionPointer d, SDL_FunctionPointer e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThreadWithPropertiesRuntime,(SDL_PropertiesID a, SDL_FunctionPointer b, SDL_FunctionPointer c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindow,(const char *a, int b, int c, SDL_WindowFlags d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_CreateWindowAndRenderer,(const char *a, int b, int c, SDL_WindowFlags d, SDL_Window **e, SDL_Renderer **f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_CreateWindowAndRenderer,(const char *a, int b, int c, SDL_WindowFlags d, SDL_Window **e, SDL_Renderer **f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindowWithProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_CursorVisible,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_DateTimeToTime,(const SDL_DateTime *a, SDL_Time *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_DateTimeToTime,(const SDL_DateTime *a, SDL_Time *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_DelEventWatch,(SDL_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_DelHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_Delay,(Uint32 a),(a),)
@@ -149,46 +149,46 @@ SDL_DYNAPI_PROC(void,SDL_DestroySemaphore,(SDL_Semaphore *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroySurface,(SDL_Surface *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyTexture,(SDL_Texture *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(int,SDL_DestroyWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_DestroyWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_DetachThread,(SDL_Thread *a),(a),)
SDL_DYNAPI_PROC(int,SDL_DetachVirtualJoystick,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_DisableScreenSaver,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_DetachVirtualJoystick,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_DisableScreenSaver,(void),(),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_DuplicateSurface,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_EGLConfig,SDL_EGL_GetCurrentConfig,(void),(),return)
SDL_DYNAPI_PROC(SDL_EGLDisplay,SDL_EGL_GetCurrentDisplay,(void),(),return)
SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_EGL_GetProcAddress,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_EGLSurface,SDL_EGL_GetWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_EGL_SetAttributeCallbacks,(SDL_EGLAttribArrayCallback a, SDL_EGLIntArrayCallback b, SDL_EGLIntArrayCallback c),(a,b,c),)
SDL_DYNAPI_PROC(int,SDL_EnableScreenSaver,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_EnableScreenSaver,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_EnterAppMainCallbacks,(int a, char *b[], SDL_AppInit_func c, SDL_AppIterate_func d, SDL_AppEvent_func e, SDL_AppQuit_func f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(int,SDL_EnumerateDirectory,(const char *a, SDL_EnumerateDirectoryCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_EnumerateProperties,(SDL_PropertiesID a, SDL_EnumeratePropertiesCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_EnumerateStorageDirectory,(SDL_Storage *a, const char *b, SDL_EnumerateDirectoryCallback c, void *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_EnumerateDirectory,(const char *a, SDL_EnumerateDirectoryCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_EnumerateProperties,(SDL_PropertiesID a, SDL_EnumeratePropertiesCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_EnumerateStorageDirectory,(SDL_Storage *a, const char *b, SDL_EnumerateDirectoryCallback c, void *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_EventEnabled,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(int,SDL_FillSurfaceRect,(SDL_Surface *a, const SDL_Rect *b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_FillSurfaceRects,(SDL_Surface *a, const SDL_Rect *b, int c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_FillSurfaceRect,(SDL_Surface *a, const SDL_Rect *b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_FillSurfaceRects,(SDL_Surface *a, const SDL_Rect *b, int c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_FilterEvents,(SDL_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_FlashWindow,(SDL_Window *a, SDL_FlashOperation b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_FlipSurface,(SDL_Surface *a, SDL_FlipMode b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_FlashWindow,(SDL_Window *a, SDL_FlashOperation b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_FlipSurface,(SDL_Surface *a, SDL_FlipMode b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_FlushRenderer,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_FlushRenderer,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GDKSuspendComplete,(void),(),)
SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_DestroyContext,(SDL_GLContext a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GL_DestroyContext,(SDL_GLContext a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GL_ExtensionSupported,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_GetAttribute,(SDL_GLattr a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GL_GetAttribute,(SDL_GLattr a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_GetCurrentContext,(void),(),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GL_GetCurrentWindow,(void),(),return)
SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_GL_GetProcAddress,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_GetSwapInterval,(int *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_LoadLibrary,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_MakeCurrent,(SDL_Window *a, SDL_GLContext b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GL_GetSwapInterval,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GL_LoadLibrary,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GL_MakeCurrent,(SDL_Window *a, SDL_GLContext b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GL_ResetAttributes,(void),(),)
SDL_DYNAPI_PROC(int,SDL_GL_SetAttribute,(SDL_GLattr a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GL_SetSwapInterval,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_SwapWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SetAttribute,(SDL_GLattr a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SetSwapInterval,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SwapWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadConnected,(SDL_Gamepad *a),(a),return)
@@ -208,7 +208,7 @@ SDL_DYNAPI_PROC(const char*,SDL_GetAppMetadataProperty,(const char *a),(a),retur
SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return)
SDL_DYNAPI_PROC(const SDL_AssertData*,SDL_GetAssertionReport,(void),(),return)
SDL_DYNAPI_PROC(int*,SDL_GetAudioDeviceChannelMap,(SDL_AudioDeviceID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetAudioDeviceFormat,(SDL_AudioDeviceID a, SDL_AudioSpec *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetAudioDeviceFormat,(SDL_AudioDeviceID a, SDL_AudioSpec *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(float,SDL_GetAudioDeviceGain,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAudioDeviceName,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAudioDriver,(int a),(a),return)
@@ -218,7 +218,7 @@ SDL_DYNAPI_PROC(SDL_AudioDeviceID*,SDL_GetAudioRecordingDevices,(int *a),(a),ret
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamAvailable,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamData,(SDL_AudioStream *a, void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_GetAudioStreamDevice,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamFormat,(SDL_AudioStream *a, SDL_AudioSpec *b, SDL_AudioSpec *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetAudioStreamFormat,(SDL_AudioStream *a, SDL_AudioSpec *b, SDL_AudioSpec *c),(a,b,c),return)
SDL_DYNAPI_PROC(float,SDL_GetAudioStreamFrequencyRatio,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(float,SDL_GetAudioStreamGain,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int*,SDL_GetAudioStreamInputChannelMap,(SDL_AudioStream *a, int *b),(a,b),return)
@@ -230,7 +230,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GetBooleanProperty,(SDL_PropertiesID a, const char
SDL_DYNAPI_PROC(int,SDL_GetCPUCacheLineSize,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetCPUCount,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetCameraDriver,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetCameraFormat,(SDL_Camera *a, SDL_CameraSpec *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetCameraFormat,(SDL_Camera *a, SDL_CameraSpec *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_CameraID,SDL_GetCameraID,(SDL_Camera *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetCameraName,(SDL_CameraID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetCameraPermissionState,(SDL_Camera *a),(a),return)
@@ -240,18 +240,18 @@ SDL_DYNAPI_PROC(SDL_CameraSpec**,SDL_GetCameraSupportedFormats,(SDL_CameraID a,
SDL_DYNAPI_PROC(SDL_CameraID*,SDL_GetCameras,(int *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_GetClipboardData,(const char *a, size_t *b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_GetClipboardText,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetClosestFullscreenDisplayMode,(SDL_DisplayID a, int b, int c, float d, SDL_bool e, SDL_DisplayMode *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetClosestFullscreenDisplayMode,(SDL_DisplayID a, int b, int c, float d, SDL_bool e, SDL_DisplayMode *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(const char*,SDL_GetCurrentAudioDriver,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetCurrentCameraDriver,(void),(),return)
SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetCurrentDisplayMode,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(SDL_DisplayOrientation,SDL_GetCurrentDisplayOrientation,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetCurrentRenderOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetCurrentRenderOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_ThreadID,SDL_GetCurrentThreadID,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetCurrentTime,(SDL_Time *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetCurrentTime,(SDL_Time *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetCurrentVideoDriver,(void),(),return)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetCursor,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetDXGIOutputInfo,(SDL_DisplayID a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetDateTimeLocalePreferences,(SDL_DateFormat *a, SDL_TimeFormat *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetDXGIOutputInfo,(SDL_DisplayID a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetDateTimeLocalePreferences,(SDL_DateFormat *a, SDL_TimeFormat *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetDayOfWeek,(int a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetDayOfYear,(int a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetDaysInMonth,(int a, int b),(a,b),return)
@@ -259,21 +259,21 @@ SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetDefaultAssertionHandler,(void),(),re
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetDefaultCursor,(void),(),return)
SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetDesktopDisplayMode,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetDirect3D9AdapterIndex,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetDisplayBounds,(SDL_DisplayID a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetDisplayBounds,(SDL_DisplayID a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_GetDisplayContentScale,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetDisplayForPoint,(const SDL_Point *a),(a),return)
SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetDisplayForRect,(const SDL_Rect *a),(a),return)
SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetDisplayForWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetDisplayName,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetDisplayProperties,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(SDL_DisplayID a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetDisplayUsableBounds,(SDL_DisplayID a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_DisplayID*,SDL_GetDisplays,(int *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetError,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetEventFilter,(SDL_EventFilter *a, void **b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_GetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_DisplayMode**,SDL_GetFullscreenDisplayModes,(SDL_DisplayID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetGDKDefaultUser,(XUserHandle *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetGDKTaskQueue,(XTaskQueueHandle *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetGDKDefaultUser,(XUserHandle *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetGDKTaskQueue,(XTaskQueueHandle *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
@@ -306,14 +306,14 @@ SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProductForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProductVersion,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProductVersionForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetGamepadProperties,(SDL_Gamepad *a),(a),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(SDL_bool,SDL_GetGamepadSensorData,(SDL_Gamepad *a, SDL_SensorType b, float *c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(float,SDL_GetGamepadSensorDataRate,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadSerial,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetGamepadSteamHandle,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForAxis,(SDL_GamepadAxis a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForButton,(SDL_GamepadButton a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForType,(SDL_GamepadType a),(a),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(SDL_bool,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(SDL_GamepadType,SDL_GetGamepadType,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadTypeForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadTypeFromString,(const char *a),(a),return)
@@ -323,7 +323,7 @@ SDL_DYNAPI_PROC(SDL_JoystickID*,SDL_GetGamepads,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_MouseButtonFlags,SDL_GetGlobalMouseState,(float *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetGlobalProperties,(void),(),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetGrabbedWindow,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetHapticEffectStatus,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetHapticEffectStatus,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetHapticFeatures,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(SDL_Haptic*,SDL_GetHapticFromID,(SDL_HapticID a),(a),return)
SDL_DYNAPI_PROC(SDL_HapticID,SDL_GetHapticID,(SDL_Haptic *a),(a),return)
@@ -337,7 +337,7 @@ SDL_DYNAPI_PROC(Sint64,SDL_GetIOSize,(SDL_IOStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_IOStatus,SDL_GetIOStatus,(SDL_IOStream *a),(a),return)
SDL_DYNAPI_PROC(Sint16,SDL_GetJoystickAxis,(SDL_Joystick *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetJoystickAxisInitialState,(SDL_Joystick *a, int b, Sint16 *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetJoystickBall,(SDL_Joystick *a, int b, int *c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetJoystickBall,(SDL_Joystick *a, int b, int *c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(Uint8,SDL_GetJoystickButton,(SDL_Joystick *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_JoystickConnectionState,SDL_GetJoystickConnectionState,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickFirmwareVersion,(SDL_Joystick *a),(a),return)
@@ -375,7 +375,7 @@ SDL_DYNAPI_PROC(const Uint8*,SDL_GetKeyboardState,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_KeyboardID*,SDL_GetKeyboards,(int *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GetLogOutputFunction,(SDL_LogOutputFunction *a, void **b),(a,b),)
SDL_DYNAPI_PROC(SDL_LogPriority,SDL_GetLogPriority,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetMasksForPixelFormat,(SDL_PixelFormat a, int *b, Uint32 *c, Uint32 *d, Uint32 *e, Uint32 *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetMasksForPixelFormat,(SDL_PixelFormat a, int *b, Uint32 *c, Uint32 *d, Uint32 *e, Uint32 *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(int,SDL_GetMaxHapticEffects,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetMaxHapticEffectsPlaying,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GetMemoryFunctions,(SDL_malloc_func *a, SDL_calloc_func *b, SDL_realloc_func *c, SDL_free_func *d),(a,b,c,d),)
@@ -399,7 +399,7 @@ SDL_DYNAPI_PROC(int,SDL_GetNumRenderDrivers,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetNumVideoDrivers,(void),(),return)
SDL_DYNAPI_PROC(Sint64,SDL_GetNumberProperty,(SDL_PropertiesID a, const char *b, Sint64 c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_GetOriginalMemoryFunctions,(SDL_malloc_func *a, SDL_calloc_func *b, SDL_realloc_func *c, SDL_free_func *d),(a,b,c,d),)
SDL_DYNAPI_PROC(int,SDL_GetPathInfo,(const char *a, SDL_PathInfo *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetPathInfo,(const char *a, SDL_PathInfo *b),(a,b),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceCounter,(void),(),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceFrequency,(void),(),return)
SDL_DYNAPI_PROC(const SDL_PixelFormatDetails*,SDL_GetPixelFormatDetails,(SDL_PixelFormat a),(a),return)
@@ -423,25 +423,25 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPoints,(const SDL_Point *a, int b,
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPointsFloat,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersection,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetRectUnion,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetRectUnionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectUnion,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectUnionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_MouseButtonFlags,SDL_GetRelativeMouseState,(float *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderColorScale,(SDL_Renderer *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderDrawColor,(SDL_Renderer *a, Uint8 *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderDrawColorFloat,(SDL_Renderer *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderColorScale,(SDL_Renderer *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderDrawColor,(SDL_Renderer *a, Uint8 *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderDrawColorFloat,(SDL_Renderer *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(const char*,SDL_GetRenderDriver,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderLogicalPresentation,(SDL_Renderer *a, int *b, int *c, SDL_RendererLogicalPresentation *d, SDL_ScaleMode *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderLogicalPresentationRect,(SDL_Renderer *a, SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderLogicalPresentation,(SDL_Renderer *a, int *b, int *c, SDL_RendererLogicalPresentation *d, SDL_ScaleMode *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderLogicalPresentationRect,(SDL_Renderer *a, SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_GetRenderMetalCommandEncoder,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_GetRenderMetalLayer,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderSafeArea,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderSafeArea,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Texture*,SDL_GetRenderTarget,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderVSync,(SDL_Renderer *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderVSync,(SDL_Renderer *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetRenderWindow,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_GetRenderer,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_GetRendererFromTexture,(SDL_Texture *a),(a),return)
@@ -453,7 +453,7 @@ SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromKey,(SDL_Keycode a, SDL_Keymod *
SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromName,(const char *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetScancodeName,(SDL_Scancode a),(a),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetSemaphoreValue,(SDL_Semaphore *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetSensorData,(SDL_Sensor *a, float *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetSensorData,(SDL_Sensor *a, float *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Sensor*,SDL_GetSensorFromID,(SDL_SensorID a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorID,SDL_GetSensorID,(SDL_Sensor *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetSensorName,(SDL_Sensor *a),(a),return)
@@ -465,15 +465,15 @@ SDL_DYNAPI_PROC(SDL_SensorType,SDL_GetSensorType,(SDL_Sensor *a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorType,SDL_GetSensorTypeForID,(SDL_SensorID a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorID*,SDL_GetSensors,(int *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetSilenceValueForFormat,(SDL_AudioFormat a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetStorageFileSize,(SDL_Storage *a, const char *b, Uint64 *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetStoragePathInfo,(SDL_Storage *a, const char *b, SDL_PathInfo *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetStorageFileSize,(SDL_Storage *a, const char *b, Uint64 *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetStoragePathInfo,(SDL_Storage *a, const char *b, SDL_PathInfo *c),(a,b,c),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetStorageSpaceRemaining,(SDL_Storage *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetStringProperty,(SDL_PropertiesID a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetSurfaceAlphaMod,(SDL_Surface *a, Uint8 *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetSurfaceClipRect,(SDL_Surface *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetSurfaceColorKey,(SDL_Surface *a, Uint32 *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetSurfaceColorMod,(SDL_Surface *a, Uint8 *b, Uint8 *c, Uint8 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetSurfaceAlphaMod,(SDL_Surface *a, Uint8 *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetSurfaceClipRect,(SDL_Surface *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetSurfaceColorKey,(SDL_Surface *a, Uint32 *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetSurfaceColorMod,(SDL_Surface *a, Uint8 *b, Uint8 *c, Uint8 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_Colorspace,SDL_GetSurfaceColorspace,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_Surface**,SDL_GetSurfaceImages,(SDL_Surface *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Palette*,SDL_GetSurfacePalette,(SDL_Surface *a),(a),return)
@@ -481,15 +481,15 @@ SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetSurfaceProperties,(SDL_Surface *a),(a),r
SDL_DYNAPI_PROC(int,SDL_GetSystemRAM,(void),(),return)
SDL_DYNAPI_PROC(SDL_SystemTheme,SDL_GetSystemTheme,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_GetTLS,(SDL_TLSID *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetTextInputArea,(SDL_Window *a, SDL_Rect *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetTextureAlphaMod,(SDL_Texture *a, Uint8 *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetTextureAlphaModFloat,(SDL_Texture *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetTextureColorMod,(SDL_Texture *a, Uint8 *b, Uint8 *c, Uint8 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_GetTextureColorModFloat,(SDL_Texture *a, float *b, float *c, float *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetTextInputArea,(SDL_Window *a, SDL_Rect *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetTextureAlphaMod,(SDL_Texture *a, Uint8 *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetTextureAlphaModFloat,(SDL_Texture *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetTextureColorMod,(SDL_Texture *a, Uint8 *b, Uint8 *c, Uint8 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetTextureColorModFloat,(SDL_Texture *a, float *b, float *c, float *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetTextureProperties,(SDL_Texture *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetTextureSize,(SDL_Texture *a, float *b, float *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetTextureSize,(SDL_Texture *a, float *b, float *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_ThreadID,SDL_GetThreadID,(SDL_Thread *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetThreadName,(SDL_Thread *a),(a),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetTicks,(void),(),return)
@@ -503,8 +503,8 @@ SDL_DYNAPI_PROC(int,SDL_GetVersion,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetVideoDriver,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_WinRT_DeviceFamily,SDL_GetWinRTDeviceFamily,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetWinRTFSPath,(SDL_WinRT_Path a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowAspectRatio,(SDL_Window *a, float *b, float *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowAspectRatio,(SDL_Window *a, float *b, float *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(float,SDL_GetWindowDisplayScale,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_WindowFlags,SDL_GetWindowFlags,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetWindowFromEvent,(const SDL_Event *a),(a),return)
@@ -513,22 +513,22 @@ SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetWindowFullscreenMode,(SDL_Window *
SDL_DYNAPI_PROC(void*,SDL_GetWindowICCProfile,(SDL_Window *a, size_t *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_WindowID,SDL_GetWindowID,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowKeyboardGrab,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowMaximumSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowMinimumSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowMaximumSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowMinimumSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowMouseGrab,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(const SDL_Rect*,SDL_GetWindowMouseRect,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(float,SDL_GetWindowOpacity,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetWindowParent,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(float,SDL_GetWindowPixelDensity,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_PixelFormat,SDL_GetWindowPixelFormat,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowPosition,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowPosition,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetWindowProperties,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowRelativeMouseMode,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowSafeArea,(SDL_Window *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowSizeInPixels,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowSafeArea,(SDL_Window *a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowSizeInPixels,(SDL_Window *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_GetWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowSurfaceVSync,(SDL_Window *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowSurfaceVSync,(SDL_Window *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetWindowTitle,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Window**,SDL_GetWindows,(int *a),(a),return)
SDL_DYNAPI_PROC(char **,SDL_GlobDirectory,(const char *a, const char *b, SDL_GlobFlags c, int *d),(a,b,c,d),return)
@@ -562,16 +562,16 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE3,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE41,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE42,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasScreenKeyboardSupport,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_HideCursor,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_HideWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HideCursor,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HideWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_IOStream*,SDL_IOFromConstMem,(const void *a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(SDL_IOStream*,SDL_IOFromDynamicMem,(void),(),return)
SDL_DYNAPI_PROC(SDL_IOStream*,SDL_IOFromFile,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_IOStream*,SDL_IOFromMem,(void *a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(size_t,SDL_IOvprintf,(SDL_IOStream *a, SDL_PRINTF_FORMAT_STRING const char *b, va_list c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_Init,(SDL_InitFlags a),(a),return)
SDL_DYNAPI_PROC(int,SDL_InitHapticRumble,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_InitSubSystem,(SDL_InitFlags a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_Init,(SDL_InitFlags a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_InitHapticRumble,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_InitSubSystem,(SDL_InitFlags a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsAndroidTV,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsChromebook,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsDeXMode,(void),(),return)
@@ -588,31 +588,31 @@ SDL_DYNAPI_PROC(void*,SDL_LoadFile,(const char *a, size_t *b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_LoadFile_IO,(SDL_IOStream *a, size_t *b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_LoadFunction,(void *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_LoadObject,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uint32 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_LoadWAV_IO,(SDL_IOStream *a, SDL_bool b, SDL_AudioSpec *c, Uint8 **d, Uint32 *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_LockAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uint32 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_LoadWAV_IO,(SDL_IOStream *a, SDL_bool b, SDL_AudioSpec *c, Uint8 **d, Uint32 *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_LockAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_LockJoysticks,(void),(),)
SDL_DYNAPI_PROC(void,SDL_LockMutex,(SDL_Mutex *a),(a),)
SDL_DYNAPI_PROC(int,SDL_LockProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_LockProperties,(SDL_PropertiesID a),(a),return)
SDL_DYNAPI_PROC(void,SDL_LockRWLockForReading,(SDL_RWLock *a),(a),)
SDL_DYNAPI_PROC(void,SDL_LockRWLockForWriting,(SDL_RWLock *a),(a),)
SDL_DYNAPI_PROC(void,SDL_LockSpinlock,(SDL_SpinLock *a),(a),)
SDL_DYNAPI_PROC(int,SDL_LockSurface,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_LockTextureToSurface,(SDL_Texture *a, const SDL_Rect *b, SDL_Surface **c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_LockSurface,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_LockTextureToSurface,(SDL_Texture *a, const SDL_Rect *b, SDL_Surface **c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_LogMessageV,(int a, SDL_LogPriority b, SDL_PRINTF_FORMAT_STRING const char *c, va_list d),(a,b,c,d),)
SDL_DYNAPI_PROC(Uint32,SDL_MapRGB,(const SDL_PixelFormatDetails *a, const SDL_Palette *b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(Uint32,SDL_MapRGBA,(const SDL_PixelFormatDetails *a, const SDL_Palette *b, Uint8 c, Uint8 d, Uint8 e, Uint8 f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(Uint32,SDL_MapSurfaceRGB,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(Uint32,SDL_MapSurfaceRGBA,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_MaximizeWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_MaximizeWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_MemoryBarrierAcquireFunction,(void),(),)
SDL_DYNAPI_PROC(void,SDL_MemoryBarrierReleaseFunction,(void),(),)
SDL_DYNAPI_PROC(SDL_MetalView,SDL_Metal_CreateView,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_Metal_DestroyView,(SDL_MetalView a),(a),)
SDL_DYNAPI_PROC(void*,SDL_Metal_GetLayer,(SDL_MetalView a),(a),return)
SDL_DYNAPI_PROC(int,SDL_MinimizeWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_MixAudio,(Uint8 *a, const Uint8 *b, SDL_AudioFormat c, Uint32 d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_MinimizeWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_MixAudio,(Uint8 *a, const Uint8 *b, SDL_AudioFormat c, Uint32 d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidChangeStatusBarOrientation,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidEnterBackground,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidEnterForeground,(void),(),)
@@ -633,23 +633,23 @@ SDL_DYNAPI_PROC(SDL_Joystick*,SDL_OpenJoystick,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_Sensor*,SDL_OpenSensor,(SDL_SensorID a),(a),return)
SDL_DYNAPI_PROC(SDL_Storage*,SDL_OpenStorage,(const SDL_StorageInterface *a, void *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Storage*,SDL_OpenTitleStorage,(const char *a, SDL_PropertiesID b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_OpenURL,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_OpenURL,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_Storage*,SDL_OpenUserStorage,(const char *a, const char *b, SDL_PropertiesID c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_OutOfMemory,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PauseAudioStreamDevice,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PauseHaptic,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_OutOfMemory,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PauseAudioStreamDevice,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PauseHaptic,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL_Event *a, int b, SDL_EventAction c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_PlayHapticRumble,(SDL_Haptic *a, float b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PlayHapticRumble,(SDL_Haptic *a, float b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PollEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PremultiplyAlpha,(int a, int b, SDL_PixelFormat c, const void *d, int e, SDL_PixelFormat f, void *g, int h, SDL_bool i),(a,b,c,d,e,f,g,h,i),return)
SDL_DYNAPI_PROC(int,SDL_PremultiplySurfaceAlpha,(SDL_Surface *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PremultiplyAlpha,(int a, int b, SDL_PixelFormat c, const void *d, int e, SDL_PixelFormat f, void *g, int h, SDL_bool i),(a,b,c,d,e,f,g,h,i),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PremultiplySurfaceAlpha,(SDL_Surface *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_PumpEvents,(void),(),)
SDL_DYNAPI_PROC(int,SDL_PushEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PutAudioStreamData,(SDL_AudioStream *a, const void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PushEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PutAudioStreamData,(SDL_AudioStream *a, const void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_Quit,(void),(),)
SDL_DYNAPI_PROC(void,SDL_QuitSubSystem,(SDL_InitFlags a),(a),)
SDL_DYNAPI_PROC(int,SDL_RaiseWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RaiseWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(size_t,SDL_ReadIO,(SDL_IOStream *a, void *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS16BE,(SDL_IOStream *a, Sint16 *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS16LE,(SDL_IOStream *a, Sint16 *b),(a,b),return)
@@ -658,9 +658,9 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS32LE,(SDL_IOStream *a, Sint32 *b),(a,b),return
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS64BE,(SDL_IOStream *a, Sint64 *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS64LE,(SDL_IOStream *a, Sint64 *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS8,(SDL_IOStream *a, Sint8 *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_ReadStorageFile,(SDL_Storage *a, const char *b, void *c, Uint64 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_ReadSurfacePixel,(SDL_Surface *a, int b, int c, Uint8 *d, Uint8 *e, Uint8 *f, Uint8 *g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(int,SDL_ReadSurfacePixelFloat,(SDL_Surface *a, int b, int c, float *d, float *e, float *f, float *g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadStorageFile,(SDL_Storage *a, const char *b, void *c, Uint64 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadSurfacePixel,(SDL_Surface *a, int b, int c, Uint8 *d, Uint8 *e, Uint8 *f, Uint8 *g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadSurfacePixelFloat,(SDL_Surface *a, int b, int c, float *d, float *e, float *f, float *g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU16BE,(SDL_IOStream *a, Uint16 *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU16LE,(SDL_IOStream *a, Uint16 *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU32BE,(SDL_IOStream *a, Uint32 *b),(a,b),return)
@@ -668,209 +668,209 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU32LE,(SDL_IOStream *a, Uint32 *b),(a,b),return
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU64BE,(SDL_IOStream *a, Uint64 *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU64LE,(SDL_IOStream *a, Uint64 *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU8,(SDL_IOStream *a, Uint8 *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RegisterApp,(const char *a, Uint32 b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RegisterApp,(const char *a, Uint32 b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(Uint32,SDL_RegisterEvents,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ReleaseCameraFrame,(SDL_Camera *a, SDL_Surface *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_ReloadGamepadMappings,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_RemovePath,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RemoveStoragePath,(SDL_Storage *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_ReleaseCameraFrame,(SDL_Camera *a, SDL_Surface *b),(a,b),)
SDL_DYNAPI_PROC(SDL_bool,SDL_ReloadGamepadMappings,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RemovePath,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveStoragePath,(SDL_Storage *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_RemoveSurfaceAlternateImages,(SDL_Surface *a),(a),)
SDL_DYNAPI_PROC(int,SDL_RemoveTimer,(SDL_TimerID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenamePath,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenameStoragePath,(SDL_Storage *a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderClear,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveTimer,(SDL_TimerID a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenamePath,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenameStoragePath,(SDL_Storage *a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderClear,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderClipEnabled,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderCoordinatesFromWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderCoordinatesToWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),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)
SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_FColor *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderPoint,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderPoints,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderPresent,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderCoordinatesFromWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderCoordinatesToWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,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)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_FColor *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderLine,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderLines,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderPoint,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderPoints,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderPresent,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_RenderReadPixels,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, const SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RenderTexture9Grid,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, float d, float e, float f, float g, float h, const SDL_FRect *i),(a,b,c,d,e,f,g,h,i),return)
SDL_DYNAPI_PROC(int,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_FlipMode g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(int,SDL_RenderTextureTiled,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, float d, const SDL_FRect *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, const SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTexture9Grid,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, float d, float e, float f, float g, float h, const SDL_FRect *i),(a,b,c,d,e,f,g,h,i),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_FlipMode g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTextureTiled,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, float d, const SDL_FRect *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderViewportSet,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_AssertState,SDL_ReportAssertion,(SDL_AssertData *a, const char *b, const char *c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RequestAndroidPermission,(const char *a, SDL_RequestAndroidPermissionCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RequestAndroidPermission,(const char *a, SDL_RequestAndroidPermissionCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)
SDL_DYNAPI_PROC(int,SDL_ResetHint,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ResetHint,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_ResetHints,(void),(),)
SDL_DYNAPI_PROC(void,SDL_ResetKeyboard,(void),(),)
SDL_DYNAPI_PROC(void,SDL_ResetLogPriorities,(void),(),)
SDL_DYNAPI_PROC(int,SDL_RestoreWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ResumeAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ResumeAudioStreamDevice,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ResumeHaptic,(SDL_Haptic *a),(a),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_RumbleGamepadTriggers,(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_RumbleJoystickTriggers,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RestoreWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ResumeAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ResumeAudioStreamDevice,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ResumeHaptic,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RumbleGamepad,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RumbleGamepadTriggers,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RumbleJoystick,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RumbleJoystickTriggers,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RunApp,(int a, char *b[], SDL_main_func c, void *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RunHapticEffect,(SDL_Haptic *a, int b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SaveBMP,(SDL_Surface *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SaveBMP_IO,(SDL_Surface *a, SDL_IOStream *b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RunHapticEffect,(SDL_Haptic *a, int b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SaveBMP,(SDL_Surface *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SaveBMP_IO,(SDL_Surface *a, SDL_IOStream *b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_ScaleSurface,(SDL_Surface *a, int b, int c, SDL_ScaleMode d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenKeyboardShown,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenSaverEnabled,(void),(),return)
SDL_DYNAPI_PROC(Sint64,SDL_SeekIO,(SDL_IOStream *a, Sint64 b, SDL_IOWhence c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SendAndroidBackButton,(void),(),)
SDL_DYNAPI_PROC(int,SDL_SendAndroidMessage,(Uint32 a, int b),(a,b),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(int,SDL_SendJoystickVirtualSensorData,(SDL_Joystick *a, SDL_SensorType b, Uint64 c, const float *d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_SetAppMetadata,(const char *a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetAppMetadataProperty,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SendAndroidMessage,(Uint32 a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SendGamepadEffect,(SDL_Gamepad *a, const void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SendJoystickEffect,(SDL_Joystick *a, const void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SendJoystickVirtualSensorData,(SDL_Joystick *a, SDL_SensorType b, Uint64 c, const float *d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetAppMetadata,(const char *a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetAppMetadataProperty,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_SetAudioDeviceGain,(SDL_AudioDeviceID a, float b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioPostmixCallback,(SDL_AudioDeviceID a, SDL_AudioPostmixCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamFormat,(SDL_AudioStream *a, const SDL_AudioSpec *b, const SDL_AudioSpec *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamFrequencyRatio,(SDL_AudioStream *a, float b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamGain,(SDL_AudioStream *a, float b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamGetCallback,(SDL_AudioStream *a, SDL_AudioStreamCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamInputChannelMap,(SDL_AudioStream *a, const int *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamOutputChannelMap,(SDL_AudioStream *a, const int *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamPutCallback,(SDL_AudioStream *a, SDL_AudioStreamCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetBooleanProperty,(SDL_PropertiesID a, const char *b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetClipboardData,(SDL_ClipboardDataCallback a, SDL_ClipboardCleanupCallback b, void *c, const char **d, size_t e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_SetClipboardText,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetCursor,(SDL_Cursor *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetAudioDeviceGain,(SDL_AudioDeviceID a, float b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetAudioPostmixCallback,(SDL_AudioDeviceID a, SDL_AudioPostmixCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetAudioStreamFormat,(SDL_AudioStream *a, const SDL_AudioSpec *b, const SDL_AudioSpec *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetAudioStreamFrequencyRatio,(SDL_AudioStream *a, float b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetAudioStreamGain,(SDL_AudioStream *a, float b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetAudioStreamGetCallback,(SDL_AudioStream *a, SDL_AudioStreamCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetAudioStreamInputChannelMap,(SDL_AudioStream *a, const int *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetAudioStreamOutputChannelMap,(SDL_AudioStream *a, const int *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetAudioStreamPutCallback,(SDL_AudioStream *a, SDL_AudioStreamCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetBooleanProperty,(SDL_PropertiesID a, const char *b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetClipboardData,(SDL_ClipboardDataCallback a, SDL_ClipboardCleanupCallback b, void *c, const char **d, size_t e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetClipboardText,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetCursor,(SDL_Cursor *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, SDL_bool b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_SetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SetGamepadEventsEnabled,(SDL_bool a),(a),)
SDL_DYNAPI_PROC(int,SDL_SetGamepadLED,(SDL_Gamepad *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_SetGamepadMapping,(SDL_JoystickID a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetGamepadPlayerIndex,(SDL_Gamepad *a, int 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(int,SDL_SetHapticAutocenter,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetHapticGain,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetHint,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetHintWithPriority,(const char *a, const char *b, SDL_HintPriority c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetGamepadLED,(SDL_Gamepad *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetGamepadMapping,(SDL_JoystickID a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetGamepadPlayerIndex,(SDL_Gamepad *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetGamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetHapticAutocenter,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetHapticGain,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetHint,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetHintWithPriority,(const char *a, const char *b, SDL_HintPriority c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SetJoystickEventsEnabled,(SDL_bool a),(a),)
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_SetJoystickPlayerIndex,(SDL_Joystick *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualAxis,(SDL_Joystick *a, int b, Sint16 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualBall,(SDL_Joystick *a, int b, Sint16 c, Sint16 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualButton,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualHat,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualTouchpad,(SDL_Joystick *a, int b, int c, Uint8 d, float e, float f, float g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(int,SDL_SetLinuxThreadPriority,(Sint64 a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetLinuxThreadPriorityAndPolicy,(Sint64 a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetJoystickLED,(SDL_Joystick *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetJoystickPlayerIndex,(SDL_Joystick *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetJoystickVirtualAxis,(SDL_Joystick *a, int b, Sint16 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetJoystickVirtualBall,(SDL_Joystick *a, int b, Sint16 c, Sint16 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetJoystickVirtualButton,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetJoystickVirtualHat,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetJoystickVirtualTouchpad,(SDL_Joystick *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_SetLinuxThreadPriority,(Sint64 a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetLinuxThreadPriorityAndPolicy,(Sint64 a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SetLogOutputFunction,(SDL_LogOutputFunction a, void *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetLogPriorities,(SDL_LogPriority a),(a),)
SDL_DYNAPI_PROC(void,SDL_SetLogPriority,(int a, SDL_LogPriority b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_SetLogPriorityPrefix,(SDL_LogPriority a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetLogPriorityPrefix,(SDL_LogPriority a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_SetMainReady,(void),(),)
SDL_DYNAPI_PROC(int,SDL_SetMemoryFunctions,(SDL_malloc_func a, SDL_calloc_func b, SDL_realloc_func c, SDL_free_func d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetMemoryFunctions,(SDL_malloc_func a, SDL_calloc_func b, SDL_realloc_func c, SDL_free_func d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_SetModState,(SDL_Keymod a),(a),)
SDL_DYNAPI_PROC(int,SDL_SetNumberProperty,(SDL_PropertiesID a, const char *b, Sint64 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetPaletteColors,(SDL_Palette *a, const SDL_Color *b, int c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_SetPointerProperty,(SDL_PropertiesID a, const char *b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetPointerPropertyWithCleanup,(SDL_PropertiesID a, const char *b, void *c, SDL_CleanupPropertyCallback d, void *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_SetPrimarySelectionText,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderClipRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderColorScale,(SDL_Renderer *a, float b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderDrawColor,(SDL_Renderer *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderDrawColorFloat,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderLogicalPresentation,(SDL_Renderer *a, int b, int c, SDL_RendererLogicalPresentation d, SDL_ScaleMode e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderScale,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderVSync,(SDL_Renderer *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderViewport,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetScancodeName,(SDL_Scancode a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetStringProperty,(SDL_PropertiesID a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetSurfaceAlphaMod,(SDL_Surface *a, Uint8 b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetNumberProperty,(SDL_PropertiesID a, const char *b, Sint64 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetPaletteColors,(SDL_Palette *a, const SDL_Color *b, int c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetPointerProperty,(SDL_PropertiesID a, const char *b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetPointerPropertyWithCleanup,(SDL_PropertiesID a, const char *b, void *c, SDL_CleanupPropertyCallback d, void *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetPrimarySelectionText,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetRenderClipRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetRenderColorScale,(SDL_Renderer *a, float b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetRenderDrawColor,(SDL_Renderer *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetRenderDrawColorFloat,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetRenderLogicalPresentation,(SDL_Renderer *a, int b, int c, SDL_RendererLogicalPresentation d, SDL_ScaleMode e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetRenderScale,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetRenderVSync,(SDL_Renderer *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetRenderViewport,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetScancodeName,(SDL_Scancode a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetStringProperty,(SDL_PropertiesID a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetSurfaceAlphaMod,(SDL_Surface *a, Uint8 b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetSurfaceClipRect,(SDL_Surface *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetSurfaceColorKey,(SDL_Surface *a, SDL_bool b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetSurfaceColorMod,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_SetSurfaceColorspace,(SDL_Surface *a, SDL_Colorspace b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetSurfacePalette,(SDL_Surface *a, SDL_Palette *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetSurfaceRLE,(SDL_Surface *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetTLS,(SDL_TLSID *a, const void *b, SDL_TLSDestructorCallback c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetTextInputArea,(SDL_Window *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetTextureAlphaMod,(SDL_Texture *a, Uint8 b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetTextureAlphaModFloat,(SDL_Texture *a, float b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetTextureColorMod,(SDL_Texture *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_SetTextureColorModFloat,(SDL_Texture *a, float b, float c, float d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_SetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetThreadPriority,(SDL_ThreadPriority a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowAlwaysOnTop,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowAspectRatio,(SDL_Window *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowBordered,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowFocusable,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowFullscreen,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowFullscreenMode,(SDL_Window *a, const SDL_DisplayMode *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowHitTest,(SDL_Window *a, SDL_HitTest b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowIcon,(SDL_Window *a, SDL_Surface *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowKeyboardGrab,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowMaximumSize,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowMinimumSize,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowMouseGrab,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowMouseRect,(SDL_Window *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowPosition,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowRelativeMouseMode,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowResizable,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowShape,(SDL_Window *a, SDL_Surface *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowSize,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowSurfaceVSync,(SDL_Window *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowTitle,(SDL_Window *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetSurfaceColorKey,(SDL_Surface *a, SDL_bool b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetSurfaceColorMod,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetSurfaceColorspace,(SDL_Surface *a, SDL_Colorspace b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetSurfacePalette,(SDL_Surface *a, SDL_Palette *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetSurfaceRLE,(SDL_Surface *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetTLS,(SDL_TLSID *a, const void *b, SDL_TLSDestructorCallback c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetTextInputArea,(SDL_Window *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetTextureAlphaMod,(SDL_Texture *a, Uint8 b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetTextureAlphaModFloat,(SDL_Texture *a, float b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetTextureColorMod,(SDL_Texture *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetTextureColorModFloat,(SDL_Texture *a, float b, float c, float d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetThreadPriority,(SDL_ThreadPriority a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowAlwaysOnTop,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowAspectRatio,(SDL_Window *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowBordered,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowFocusable,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowFullscreen,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowFullscreenMode,(SDL_Window *a, const SDL_DisplayMode *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowHitTest,(SDL_Window *a, SDL_HitTest b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowIcon,(SDL_Window *a, SDL_Surface *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowKeyboardGrab,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowMaximumSize,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowMinimumSize,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowMouseGrab,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowMouseRect,(SDL_Window *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowPosition,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowRelativeMouseMode,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowResizable,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowShape,(SDL_Window *a, SDL_Surface *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowSize,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowSurfaceVSync,(SDL_Window *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetWindowTitle,(SDL_Window *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_SetWindowsMessageHook,(SDL_WindowsMessageHook a, void *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetX11EventHook,(SDL_X11EventHook a, void *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_SetiOSAnimationCallback,(SDL_Window *a, int b, SDL_iOSAnimationCallback c, void *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetiOSAnimationCallback,(SDL_Window *a, int b, SDL_iOSAnimationCallback c, void *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_SetiOSEventPump,(SDL_bool a),(a),)
SDL_DYNAPI_PROC(int,SDL_ShowAndroidToast,(const char *a, int b, int c, int d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_ShowCursor,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_ShowMessageBox,(const SDL_MessageBoxData *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ShowAndroidToast,(const char *a, int b, int c, int d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ShowCursor,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ShowMessageBox,(const SDL_MessageBoxData *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_ShowOpenFileDialog,(SDL_DialogFileCallback a, void *b, SDL_Window *c, const SDL_DialogFileFilter *d, int e, const char *f, SDL_bool g),(a,b,c,d,e,f,g),)
SDL_DYNAPI_PROC(void,SDL_ShowOpenFolderDialog,(SDL_DialogFileCallback a, void *b, SDL_Window *c, const char *d, SDL_bool e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_ShowSaveFileDialog,(SDL_DialogFileCallback a, void *b, SDL_Window *c, const SDL_DialogFileFilter *d, int e, const char *f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(int,SDL_ShowSimpleMessageBox,(SDL_MessageBoxFlags a, const char *b, const char *c, SDL_Window *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_ShowWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ShowWindowSystemMenu,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SignalCondition,(SDL_Condition *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SignalSemaphore,(SDL_Semaphore *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_StartTextInput,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_StartTextInputWithProperties,(SDL_Window *a, SDL_PropertiesID b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ShowSimpleMessageBox,(SDL_MessageBoxFlags a, const char *b, const char *c, SDL_Window *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ShowWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ShowWindowSystemMenu,(SDL_Window *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SignalCondition,(SDL_Condition *a),(a),)
SDL_DYNAPI_PROC(void,SDL_SignalSemaphore,(SDL_Semaphore *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_StartTextInput,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_StartTextInputWithProperties,(SDL_Window *a, SDL_PropertiesID b),(a,b),return)
SDL_DYNAPI_PROC(Uint32,SDL_StepUTF8,(const char **a, size_t *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_StopHapticEffect,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_StopHapticEffects,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_StopHapticRumble,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_StopTextInput,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_StopHapticEffect,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_StopHapticEffects,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_StopHapticRumble,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_StopTextInput,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_StorageReady,(SDL_Storage *a),(a),return)
SDL_DYNAPI_PROC(SDL_GUID,SDL_StringToGUID,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasAlternateImages,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasColorKey,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasRLE,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SyncWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SyncWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(Sint64,SDL_TellIO,(SDL_IOStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_TextInputActive,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Time,SDL_TimeFromWindows,(Uint32 a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_TimeToDateTime,(SDL_Time a, SDL_DateTime *b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_TimeToDateTime,(SDL_Time a, SDL_DateTime *b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_TimeToWindows,(SDL_Time a, Uint32 *b, Uint32 *c),(a,b,c),)
SDL_DYNAPI_PROC(int,SDL_TryLockMutex,(SDL_Mutex *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_TryLockRWLockForReading,(SDL_RWLock *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_TryLockRWLockForWriting,(SDL_RWLock *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_TryLockMutex,(SDL_Mutex *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_TryLockRWLockForReading,(SDL_RWLock *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_TryLockRWLockForWriting,(SDL_RWLock *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_TryLockSpinlock,(SDL_SpinLock *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_TryWaitSemaphore,(SDL_Semaphore *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_TryWaitSemaphore,(SDL_Semaphore *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_UCS4ToUTF8,(Uint32 a, char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_UnbindAudioStream,(SDL_AudioStream *a),(a),)
SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream **a, int b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),)
SDL_DYNAPI_PROC(int,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
SDL_DYNAPI_PROC(void,SDL_UnlockMutex,(SDL_Mutex *a),(a),)
SDL_DYNAPI_PROC(void,SDL_UnlockProperties,(SDL_PropertiesID a),(a),)
@@ -880,29 +880,29 @@ SDL_DYNAPI_PROC(void,SDL_UnlockSurface,(SDL_Surface *a),(a),)
SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
SDL_DYNAPI_PROC(void,SDL_UnregisterApp,(void),(),)
SDL_DYNAPI_PROC(void,SDL_UpdateGamepads,(void),(),)
SDL_DYNAPI_PROC(int,SDL_UpdateHapticEffect,(SDL_Haptic *a, int b, const SDL_HapticEffect *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateHapticEffect,(SDL_Haptic *a, int b, const SDL_HapticEffect *c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_UpdateJoysticks,(void),(),)
SDL_DYNAPI_PROC(int,SDL_UpdateNVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateNVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(void,SDL_UpdateSensors,(void),(),)
SDL_DYNAPI_PROC(int,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const void *c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_UpdateWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_UpdateWindowSurfaceRects,(SDL_Window *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_UpdateYUVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f, const Uint8 *g, int h),(a,b,c,d,e,f,g,h),return)
SDL_DYNAPI_PROC(int,SDL_Vulkan_CreateSurface,(SDL_Window *a, VkInstance b, const struct VkAllocationCallbacks *c, VkSurfaceKHR *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const void *c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateWindowSurfaceRects,(SDL_Window *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_UpdateYUVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f, const Uint8 *g, int h),(a,b,c,d,e,f,g,h),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_Vulkan_CreateSurface,(SDL_Window *a, VkInstance b, const struct VkAllocationCallbacks *c, VkSurfaceKHR *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_Vulkan_DestroySurface,(VkInstance a, VkSurfaceKHR b, const struct VkAllocationCallbacks *c),(a,b,c),)
SDL_DYNAPI_PROC(char const* const*,SDL_Vulkan_GetInstanceExtensions,(Uint32 *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_Vulkan_GetPresentationSupport,(VkInstance a, VkPhysicalDevice b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_Vulkan_GetVkGetInstanceProcAddr,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_Vulkan_LoadLibrary,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_Vulkan_LoadLibrary,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_Vulkan_UnloadLibrary,(void),(),)
SDL_DYNAPI_PROC(int,SDL_WaitCondition,(SDL_Condition *a, SDL_Mutex *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_WaitCondition,(SDL_Condition *a, SDL_Mutex *b),(a,b),)
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_WarpMouseGlobal,(float a, float b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WarpMouseGlobal,(float a, float b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_WarpMouseInWindow,(SDL_Window *a, float b, float c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_InitFlags,SDL_WasInit,(SDL_InitFlags a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WindowHasSurface,(SDL_Window *a),(a),return)
@@ -914,9 +914,9 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS32LE,(SDL_IOStream *a, Sint32 b),(a,b),return
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS64BE,(SDL_IOStream *a, Sint64 b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS64LE,(SDL_IOStream *a, Sint64 b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS8,(SDL_IOStream *a, Sint8 b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_WriteStorageFile,(SDL_Storage *a, const char *b, const void *c, Uint64 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_WriteSurfacePixel,(SDL_Surface *a, int b, int c, Uint8 d, Uint8 e, Uint8 f, Uint8 g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(int,SDL_WriteSurfacePixelFloat,(SDL_Surface *a, int b, int c, float d, float e, float f, float g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteStorageFile,(SDL_Storage *a, const char *b, const void *c, Uint64 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteSurfacePixel,(SDL_Surface *a, int b, int c, Uint8 d, Uint8 e, Uint8 f, Uint8 g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteSurfacePixelFloat,(SDL_Surface *a, int b, int c, float d, float e, float f, float g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteU16BE,(SDL_IOStream *a, Uint16 b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteU16LE,(SDL_IOStream *a, Uint16 b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteU32BE,(SDL_IOStream *a, Uint32 b),(a,b),return)