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

@@ -426,18 +426,18 @@ SDL3_0.0.0 {
SDL_IsChromebook;
SDL_IsDeXMode;
SDL_IsGamepad;
SDL_IsGamepadConnected;
SDL_IsGamepadSensorEnabled;
SDL_IsJoystickConnected;
SDL_GamepadConnected;
SDL_GamepadSensorEnabled;
SDL_JoystickConnected;
SDL_IsJoystickVirtual;
SDL_IsRenderClipEnabled;
SDL_IsRenderTargetSupported;
SDL_IsScreenKeyboardShown;
SDL_IsScreenSaverEnabled;
SDL_RenderClipEnabled;
SDL_RenderTargetSupported;
SDL_ScreenKeyboardShown;
SDL_ScreenSaverEnabled;
SDL_IsShapedWindow;
SDL_IsTablet;
SDL_IsTextInputActive;
SDL_IsTextInputShown;
SDL_TextInputActive;
SDL_TextInputShown;
SDL_JoystickHasLED;
SDL_JoystickHasRumble;
SDL_JoystickHasRumbleTriggers;

View File

@@ -452,18 +452,18 @@
#define SDL_IsChromebook SDL_IsChromebook_REAL
#define SDL_IsDeXMode SDL_IsDeXMode_REAL
#define SDL_IsGamepad SDL_IsGamepad_REAL
#define SDL_IsGamepadConnected SDL_IsGamepadConnected_REAL
#define SDL_IsGamepadSensorEnabled SDL_IsGamepadSensorEnabled_REAL
#define SDL_IsJoystickConnected SDL_IsJoystickConnected_REAL
#define SDL_GamepadConnected SDL_GamepadConnected_REAL
#define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL
#define SDL_JoystickConnected SDL_JoystickConnected_REAL
#define SDL_IsJoystickVirtual SDL_IsJoystickVirtual_REAL
#define SDL_IsRenderClipEnabled SDL_IsRenderClipEnabled_REAL
#define SDL_IsRenderTargetSupported SDL_IsRenderTargetSupported_REAL
#define SDL_IsScreenKeyboardShown SDL_IsScreenKeyboardShown_REAL
#define SDL_IsScreenSaverEnabled SDL_IsScreenSaverEnabled_REAL
#define SDL_RenderClipEnabled SDL_RenderClipEnabled_REAL
#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
#define SDL_ScreenKeyboardShown SDL_ScreenKeyboardShown_REAL
#define SDL_ScreenSaverEnabled SDL_ScreenSaverEnabled_REAL
#define SDL_IsShapedWindow SDL_IsShapedWindow_REAL
#define SDL_IsTablet SDL_IsTablet_REAL
#define SDL_IsTextInputActive SDL_IsTextInputActive_REAL
#define SDL_IsTextInputShown SDL_IsTextInputShown_REAL
#define SDL_TextInputActive SDL_TextInputActive_REAL
#define SDL_TextInputShown SDL_TextInputShown_REAL
#define SDL_JoystickHasLED SDL_JoystickHasLED_REAL
#define SDL_JoystickHasRumble SDL_JoystickHasRumble_REAL
#define SDL_JoystickHasRumbleTriggers SDL_JoystickHasRumbleTriggers_REAL

View File

@@ -523,18 +523,18 @@ SDL_DYNAPI_PROC(void,SDL_HideWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(int,SDL_Init,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(int,SDL_InitSubSystem,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepad,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepadConnected,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsJoystickConnected,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadConnected,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickConnected,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsJoystickVirtual,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsRenderClipEnabled,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsRenderTargetSupported,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsScreenKeyboardShown,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsScreenSaverEnabled,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderClipEnabled,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),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(SDL_bool,SDL_IsShapedWindow,(const SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsTablet,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsTextInputActive,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsTextInputShown,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_TextInputActive,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_TextInputShown,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasLED,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumble,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumbleTriggers,(SDL_Joystick *a),(a),return)