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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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@@ -426,18 +426,18 @@ SDL3_0.0.0 {
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SDL_IsChromebook;
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SDL_IsDeXMode;
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SDL_IsGamepad;
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SDL_IsGamepadConnected;
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SDL_IsGamepadSensorEnabled;
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SDL_IsJoystickConnected;
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SDL_GamepadConnected;
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SDL_GamepadSensorEnabled;
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SDL_JoystickConnected;
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SDL_IsJoystickVirtual;
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SDL_IsRenderClipEnabled;
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SDL_IsRenderTargetSupported;
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SDL_IsScreenKeyboardShown;
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SDL_IsScreenSaverEnabled;
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SDL_RenderClipEnabled;
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SDL_RenderTargetSupported;
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SDL_ScreenKeyboardShown;
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SDL_ScreenSaverEnabled;
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SDL_IsShapedWindow;
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SDL_IsTablet;
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SDL_IsTextInputActive;
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SDL_IsTextInputShown;
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SDL_TextInputActive;
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SDL_TextInputShown;
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SDL_JoystickHasLED;
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SDL_JoystickHasRumble;
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SDL_JoystickHasRumbleTriggers;
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@@ -452,18 +452,18 @@
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#define SDL_IsChromebook SDL_IsChromebook_REAL
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#define SDL_IsDeXMode SDL_IsDeXMode_REAL
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#define SDL_IsGamepad SDL_IsGamepad_REAL
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#define SDL_IsGamepadConnected SDL_IsGamepadConnected_REAL
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#define SDL_IsGamepadSensorEnabled SDL_IsGamepadSensorEnabled_REAL
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#define SDL_IsJoystickConnected SDL_IsJoystickConnected_REAL
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#define SDL_GamepadConnected SDL_GamepadConnected_REAL
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#define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL
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#define SDL_JoystickConnected SDL_JoystickConnected_REAL
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#define SDL_IsJoystickVirtual SDL_IsJoystickVirtual_REAL
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#define SDL_IsRenderClipEnabled SDL_IsRenderClipEnabled_REAL
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#define SDL_IsRenderTargetSupported SDL_IsRenderTargetSupported_REAL
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#define SDL_IsScreenKeyboardShown SDL_IsScreenKeyboardShown_REAL
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#define SDL_IsScreenSaverEnabled SDL_IsScreenSaverEnabled_REAL
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#define SDL_RenderClipEnabled SDL_RenderClipEnabled_REAL
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#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
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#define SDL_ScreenKeyboardShown SDL_ScreenKeyboardShown_REAL
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#define SDL_ScreenSaverEnabled SDL_ScreenSaverEnabled_REAL
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#define SDL_IsShapedWindow SDL_IsShapedWindow_REAL
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#define SDL_IsTablet SDL_IsTablet_REAL
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#define SDL_IsTextInputActive SDL_IsTextInputActive_REAL
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#define SDL_IsTextInputShown SDL_IsTextInputShown_REAL
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#define SDL_TextInputActive SDL_TextInputActive_REAL
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#define SDL_TextInputShown SDL_TextInputShown_REAL
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#define SDL_JoystickHasLED SDL_JoystickHasLED_REAL
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#define SDL_JoystickHasRumble SDL_JoystickHasRumble_REAL
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#define SDL_JoystickHasRumbleTriggers SDL_JoystickHasRumbleTriggers_REAL
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@@ -523,18 +523,18 @@ SDL_DYNAPI_PROC(void,SDL_HideWindow,(SDL_Window *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_Init,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_InitSubSystem,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepad,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepadConnected,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsGamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsJoystickConnected,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadConnected,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickConnected,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsJoystickVirtual,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsRenderClipEnabled,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsRenderTargetSupported,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsScreenKeyboardShown,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsScreenSaverEnabled,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderClipEnabled,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenKeyboardShown,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenSaverEnabled,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsShapedWindow,(const SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsTablet,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsTextInputActive,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsTextInputShown,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_TextInputActive,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_TextInputShown,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasLED,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumble,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumbleTriggers,(SDL_Joystick *a),(a),return)
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