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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
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@@ -160,7 +160,7 @@ void SDL_StartTextInput()
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void SDL_StopTextInput()
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-- disables text events and hides the onscreen keyboard.
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SDL_bool SDL_IsTextInputActive()
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SDL_bool SDL_TextInputActive()
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-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
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@@ -140,7 +140,7 @@ The following functions have been renamed:
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* SDL_GameControllerFromPlayerIndex => SDL_GetGamepadFromPlayerIndex
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* SDL_GameControllerGetAppleSFSymbolsNameForAxis => SDL_GetGamepadAppleSFSymbolsNameForAxis
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* SDL_GameControllerGetAppleSFSymbolsNameForButton => SDL_GetGamepadAppleSFSymbolsNameForButton
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* SDL_GameControllerGetAttached => SDL_IsGamepadConnected
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* SDL_GameControllerGetAttached => SDL_GamepadConnected
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* SDL_GameControllerGetAxis => SDL_GetGamepadAxis
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* SDL_GameControllerGetAxisFromString => SDL_GetGamepadAxisFromString
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* SDL_GameControllerGetBindForAxis => SDL_GetGamepadBindForAxis
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@@ -168,7 +168,7 @@ The following functions have been renamed:
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* SDL_GameControllerHasRumble => SDL_GamepadHasRumble
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* SDL_GameControllerHasRumbleTriggers => SDL_GamepadHasRumbleTriggers
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* SDL_GameControllerHasSensor => SDL_GamepadHasSensor
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* SDL_GameControllerIsSensorEnabled => SDL_IsGamepadSensorEnabled
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* SDL_GameControllerIsSensorEnabled => SDL_GamepadSensorEnabled
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* SDL_GameControllerMapping => SDL_GetGamepadMapping
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* SDL_GameControllerMappingForGUID => SDL_GetGamepadMappingForGUID
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* SDL_GameControllerMappingForIndex => SDL_GetGamepadMappingForIndex
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@@ -307,7 +307,7 @@ The following functions have been renamed:
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* SDL_JoystickDetachVirtual => SDL_DetachVirtualJoystick
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* SDL_JoystickFromInstanceID => SDL_GetJoystickFromInstanceID
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* SDL_JoystickFromPlayerIndex => SDL_GetJoystickFromPlayerIndex
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* SDL_JoystickGetAttached => SDL_IsJoystickConnected
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* SDL_JoystickGetAttached => SDL_JoystickConnected
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* SDL_JoystickGetAxis => SDL_GetJoystickAxis
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* SDL_JoystickGetAxisInitialState => SDL_GetJoystickAxisInitialState
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* SDL_JoystickGetButton => SDL_GetJoystickButton
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@@ -432,18 +432,17 @@ The preprocessor symbol __MACOSX__ has been renamed __MACOS__, and __IPHONEOS__
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The following functions have been renamed:
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* SDL_EncloseFPoints => SDL_GetRectEnclosingPointsF
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* SDL_EnclosePoints => SDL_GetRectEnclosingPoints
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* SDL_FRectEmpty => SDL_IsRectEmptyF
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* SDL_FRectEqualsEpsilon => SDL_AreRectsEqualF
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* SDL_FRectEmpty => SDL_RectEmptyF
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* SDL_FRectEquals => SDL_RectsEqualF
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* SDL_FRectEqualsEpsilon => SDL_RectsEqualEpsilon
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* SDL_HasIntersection => SDL_HasRectIntersection
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* SDL_HasIntersectionF => SDL_HasRectIntersectionF
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* SDL_IntersectFRect => SDL_GetRectIntersectionF
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* SDL_IntersectFRectAndLine => SDL_GetRectAndLineIntersectionF
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* SDL_IntersectRect => SDL_GetRectIntersection
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* SDL_IntersectRectAndLine => SDL_GetRectAndLineIntersection
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* SDL_PointInFRect => SDL_IsPointInRectF
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* SDL_PointInRect => SDL_IsPointInRect
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* SDL_RectEmpty => SDL_IsRectEmpty
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* SDL_RectEquals => SDL_AreRectsEqual
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* SDL_PointInFRect => SDL_PointInRectF
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* SDL_RectEquals => SDL_RectsEqual
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* SDL_UnionFRect => SDL_GetRectUnionF
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* SDL_UnionRect => SDL_GetRectUnion
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@@ -486,14 +485,13 @@ The following functions have been renamed:
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* SDL_RenderGetScale => SDL_GetRenderScale
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* SDL_RenderGetViewport => SDL_GetRenderViewport
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* SDL_RenderGetWindow => SDL_GetRenderWindow
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* SDL_RenderIsClipEnabled => SDL_IsRenderClipEnabled
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* SDL_RenderIsClipEnabled => SDL_RenderClipEnabled
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* SDL_RenderSetClipRect => SDL_SetRenderClipRect
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* SDL_RenderSetIntegerScale => SDL_SetRenderIntegerScale
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* SDL_RenderSetLogicalSize => SDL_SetRenderLogicalSize
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* SDL_RenderSetScale => SDL_SetRenderScale
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* SDL_RenderSetVSync => SDL_SetRenderVSync
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* SDL_RenderSetViewport => SDL_SetRenderViewport
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* SDL_RenderTargetSupported => SDL_IsRenderTargetSupported
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## SDL_rwops.h
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