SDL API renaming: *Is* functions

Feedback from @icculus:
"IsTablet" uses "is" as a form of "to be" ...like, the actual question is of its nature.

The rest is just a superfluous word in the question and it flows as better English with if (RectEmpty) than if (IsRectEmpty)

Fixes https://github.com/libsdl-org/SDL/issues/6932
This commit is contained in:
Sam Lantinga
2022-12-28 19:34:01 -08:00
parent 66351fd4ba
commit ea0c2f55be
34 changed files with 174 additions and 180 deletions

View File

@@ -160,7 +160,7 @@ void SDL_StartTextInput()
void SDL_StopTextInput()
-- disables text events and hides the onscreen keyboard.
SDL_bool SDL_IsTextInputActive()
SDL_bool SDL_TextInputActive()
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)

View File

@@ -140,7 +140,7 @@ The following functions have been renamed:
* SDL_GameControllerFromPlayerIndex => SDL_GetGamepadFromPlayerIndex
* SDL_GameControllerGetAppleSFSymbolsNameForAxis => SDL_GetGamepadAppleSFSymbolsNameForAxis
* SDL_GameControllerGetAppleSFSymbolsNameForButton => SDL_GetGamepadAppleSFSymbolsNameForButton
* SDL_GameControllerGetAttached => SDL_IsGamepadConnected
* SDL_GameControllerGetAttached => SDL_GamepadConnected
* SDL_GameControllerGetAxis => SDL_GetGamepadAxis
* SDL_GameControllerGetAxisFromString => SDL_GetGamepadAxisFromString
* SDL_GameControllerGetBindForAxis => SDL_GetGamepadBindForAxis
@@ -168,7 +168,7 @@ The following functions have been renamed:
* SDL_GameControllerHasRumble => SDL_GamepadHasRumble
* SDL_GameControllerHasRumbleTriggers => SDL_GamepadHasRumbleTriggers
* SDL_GameControllerHasSensor => SDL_GamepadHasSensor
* SDL_GameControllerIsSensorEnabled => SDL_IsGamepadSensorEnabled
* SDL_GameControllerIsSensorEnabled => SDL_GamepadSensorEnabled
* SDL_GameControllerMapping => SDL_GetGamepadMapping
* SDL_GameControllerMappingForGUID => SDL_GetGamepadMappingForGUID
* SDL_GameControllerMappingForIndex => SDL_GetGamepadMappingForIndex
@@ -307,7 +307,7 @@ The following functions have been renamed:
* SDL_JoystickDetachVirtual => SDL_DetachVirtualJoystick
* SDL_JoystickFromInstanceID => SDL_GetJoystickFromInstanceID
* SDL_JoystickFromPlayerIndex => SDL_GetJoystickFromPlayerIndex
* SDL_JoystickGetAttached => SDL_IsJoystickConnected
* SDL_JoystickGetAttached => SDL_JoystickConnected
* SDL_JoystickGetAxis => SDL_GetJoystickAxis
* SDL_JoystickGetAxisInitialState => SDL_GetJoystickAxisInitialState
* SDL_JoystickGetButton => SDL_GetJoystickButton
@@ -432,18 +432,17 @@ The preprocessor symbol __MACOSX__ has been renamed __MACOS__, and __IPHONEOS__
The following functions have been renamed:
* SDL_EncloseFPoints => SDL_GetRectEnclosingPointsF
* SDL_EnclosePoints => SDL_GetRectEnclosingPoints
* SDL_FRectEmpty => SDL_IsRectEmptyF
* SDL_FRectEqualsEpsilon => SDL_AreRectsEqualF
* SDL_FRectEmpty => SDL_RectEmptyF
* SDL_FRectEquals => SDL_RectsEqualF
* SDL_FRectEqualsEpsilon => SDL_RectsEqualEpsilon
* SDL_HasIntersection => SDL_HasRectIntersection
* SDL_HasIntersectionF => SDL_HasRectIntersectionF
* SDL_IntersectFRect => SDL_GetRectIntersectionF
* SDL_IntersectFRectAndLine => SDL_GetRectAndLineIntersectionF
* SDL_IntersectRect => SDL_GetRectIntersection
* SDL_IntersectRectAndLine => SDL_GetRectAndLineIntersection
* SDL_PointInFRect => SDL_IsPointInRectF
* SDL_PointInRect => SDL_IsPointInRect
* SDL_RectEmpty => SDL_IsRectEmpty
* SDL_RectEquals => SDL_AreRectsEqual
* SDL_PointInFRect => SDL_PointInRectF
* SDL_RectEquals => SDL_RectsEqual
* SDL_UnionFRect => SDL_GetRectUnionF
* SDL_UnionRect => SDL_GetRectUnion
@@ -486,14 +485,13 @@ The following functions have been renamed:
* SDL_RenderGetScale => SDL_GetRenderScale
* SDL_RenderGetViewport => SDL_GetRenderViewport
* SDL_RenderGetWindow => SDL_GetRenderWindow
* SDL_RenderIsClipEnabled => SDL_IsRenderClipEnabled
* SDL_RenderIsClipEnabled => SDL_RenderClipEnabled
* SDL_RenderSetClipRect => SDL_SetRenderClipRect
* SDL_RenderSetIntegerScale => SDL_SetRenderIntegerScale
* SDL_RenderSetLogicalSize => SDL_SetRenderLogicalSize
* SDL_RenderSetScale => SDL_SetRenderScale
* SDL_RenderSetVSync => SDL_SetRenderVSync
* SDL_RenderSetViewport => SDL_SetRenderViewport
* SDL_RenderTargetSupported => SDL_IsRenderTargetSupported
## SDL_rwops.h