Removed keymaps from the API

This is unnecessary complication for applications. We can always add it again later if we find that it's really useful.
This commit is contained in:
Sam Lantinga
2024-08-05 18:04:17 -07:00
parent 1966472f73
commit a13c993e40
11 changed files with 70 additions and 220 deletions

View File

@@ -199,7 +199,6 @@ SDL3_0.0.0 {
SDL_GetCurrentCameraDriver;
SDL_GetCurrentDisplayMode;
SDL_GetCurrentDisplayOrientation;
SDL_GetCurrentKeymap;
SDL_GetCurrentRenderOutputSize;
SDL_GetCurrentThreadID;
SDL_GetCurrentTime;
@@ -328,8 +327,6 @@ SDL3_0.0.0 {
SDL_GetKeyboardNameForID;
SDL_GetKeyboardState;
SDL_GetKeyboards;
SDL_GetKeymapKeycode;
SDL_GetKeymapScancode;
SDL_GetLogOutputFunction;
SDL_GetLogPriority;
SDL_GetMasksForPixelFormat;
@@ -644,7 +641,6 @@ SDL3_0.0.0 {
SDL_RegisterApp;
SDL_RegisterEvents;
SDL_ReleaseCameraFrame;
SDL_ReleaseKeymap;
SDL_ReloadGamepadMappings;
SDL_RemovePath;
SDL_RemoveStoragePath;

View File

@@ -224,7 +224,6 @@
#define SDL_GetCurrentCameraDriver SDL_GetCurrentCameraDriver_REAL
#define SDL_GetCurrentDisplayMode SDL_GetCurrentDisplayMode_REAL
#define SDL_GetCurrentDisplayOrientation SDL_GetCurrentDisplayOrientation_REAL
#define SDL_GetCurrentKeymap SDL_GetCurrentKeymap_REAL
#define SDL_GetCurrentRenderOutputSize SDL_GetCurrentRenderOutputSize_REAL
#define SDL_GetCurrentThreadID SDL_GetCurrentThreadID_REAL
#define SDL_GetCurrentTime SDL_GetCurrentTime_REAL
@@ -353,8 +352,6 @@
#define SDL_GetKeyboardNameForID SDL_GetKeyboardNameForID_REAL
#define SDL_GetKeyboardState SDL_GetKeyboardState_REAL
#define SDL_GetKeyboards SDL_GetKeyboards_REAL
#define SDL_GetKeymapKeycode SDL_GetKeymapKeycode_REAL
#define SDL_GetKeymapScancode SDL_GetKeymapScancode_REAL
#define SDL_GetLogOutputFunction SDL_GetLogOutputFunction_REAL
#define SDL_GetLogPriority SDL_GetLogPriority_REAL
#define SDL_GetMasksForPixelFormat SDL_GetMasksForPixelFormat_REAL
@@ -669,7 +666,6 @@
#define SDL_RegisterApp SDL_RegisterApp_REAL
#define SDL_RegisterEvents SDL_RegisterEvents_REAL
#define SDL_ReleaseCameraFrame SDL_ReleaseCameraFrame_REAL
#define SDL_ReleaseKeymap SDL_ReleaseKeymap_REAL
#define SDL_ReloadGamepadMappings SDL_ReloadGamepadMappings_REAL
#define SDL_RemovePath SDL_RemovePath_REAL
#define SDL_RemoveStoragePath SDL_RemoveStoragePath_REAL

View File

@@ -244,7 +244,6 @@ 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(SDL_Keymap*,SDL_GetCurrentKeymap,(void),(),return)
SDL_DYNAPI_PROC(int,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)
@@ -367,14 +366,12 @@ SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickVendor,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickVendorForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickID*,SDL_GetJoysticks,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromName,(const char *a, SDL_bool b),(a, b),return)
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromScancode,(SDL_Scancode a, SDL_Keymod b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromScancode,(SDL_Scancode a, SDL_Keymod b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(const char*,SDL_GetKeyName,(SDL_Keycode a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetKeyboardFocus,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetKeyboardNameForID,(SDL_KeyboardID a),(a),return)
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(SDL_Keycode,SDL_GetKeymapKeycode,(SDL_Keymap *a, SDL_Scancode b, SDL_Keymod c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetKeymapScancode,(SDL_Keymap *a, SDL_Keycode b, SDL_Keymod *c),(a,b,c),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)
@@ -680,7 +677,6 @@ 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(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(void,SDL_ReleaseKeymap,(SDL_Keymap *a),(a),)
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)