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Re-added WinRT support until we're sure that it's no longer being used
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@@ -604,6 +604,11 @@ SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),retu
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SDL_DYNAPI_PROC(SDL_bool,SDL_DXGIGetOutputInfo,(int a,int *b, int *c),(a,b,c),return)
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#endif
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderIsClipEnabled,(SDL_Renderer *a),(a),return)
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#ifdef __WINRT__
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SDL_DYNAPI_PROC(int,SDL_WinRTRunApp,(int a, char **b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(const wchar_t*,SDL_WinRTGetFSPathUNICODE,(SDL_WinRT_Path a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_WinRTGetFSPathUTF8,(SDL_WinRT_Path a),(a),return)
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#endif
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SDL_DYNAPI_PROC(int,SDL_WarpMouseGlobal,(int a, int b),(a,b),return)
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SDL_DYNAPI_PROC(float,SDL_sqrtf,(float a),(a),return)
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SDL_DYNAPI_PROC(double,SDL_tan,(double a),(a),return)
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@@ -695,6 +700,9 @@ SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionMode,(void),(),retur
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SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionModeForResolution,(int a, int b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalLayer,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalCommandEncoder,(SDL_Renderer *a),(a),return)
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#ifdef __WINRT__
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SDL_DYNAPI_PROC(SDL_WinRT_DeviceFamily,SDL_WinRTGetDeviceFamily,(void),(),return)
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#endif
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#ifdef __ANDROID__
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsAndroidTV,(void),(),return)
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#endif
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