Renamed event memory to temporary memory, since it's not just used for events

This commit is contained in:
Sam Lantinga
2024-07-19 09:50:25 -07:00
parent c4eac60000
commit fd9fe1bb7b
9 changed files with 121 additions and 128 deletions

View File

@@ -11,7 +11,7 @@ SDL3_0.0.0 {
SDL_AddTimer;
SDL_AddTimerNS;
SDL_AddVulkanRenderSemaphores;
SDL_AllocateEventMemory;
SDL_AllocateTemporaryMemory;
SDL_AtomicAdd;
SDL_AtomicCompareAndSwap;
SDL_AtomicCompareAndSwapPointer;
@@ -29,7 +29,7 @@ SDL3_0.0.0 {
SDL_BlitSurfaceUncheckedScaled;
SDL_BroadcastCondition;
SDL_CaptureMouse;
SDL_ClaimEventMemory;
SDL_ClaimTemporaryMemory;
SDL_CleanupTLS;
SDL_ClearAudioStream;
SDL_ClearClipboardData;
@@ -125,7 +125,7 @@ SDL3_0.0.0 {
SDL_FlushEvent;
SDL_FlushEvents;
SDL_FlushRenderer;
SDL_FreeEventMemory;
SDL_FreeTemporaryMemory;
SDL_GDKSuspendComplete;
SDL_GL_CreateContext;
SDL_GL_DestroyContext;

View File

@@ -36,7 +36,7 @@
#define SDL_AddTimer SDL_AddTimer_REAL
#define SDL_AddTimerNS SDL_AddTimerNS_REAL
#define SDL_AddVulkanRenderSemaphores SDL_AddVulkanRenderSemaphores_REAL
#define SDL_AllocateEventMemory SDL_AllocateEventMemory_REAL
#define SDL_AllocateTemporaryMemory SDL_AllocateTemporaryMemory_REAL
#define SDL_AtomicAdd SDL_AtomicAdd_REAL
#define SDL_AtomicCompareAndSwap SDL_AtomicCompareAndSwap_REAL
#define SDL_AtomicCompareAndSwapPointer SDL_AtomicCompareAndSwapPointer_REAL
@@ -54,7 +54,7 @@
#define SDL_BlitSurfaceUncheckedScaled SDL_BlitSurfaceUncheckedScaled_REAL
#define SDL_BroadcastCondition SDL_BroadcastCondition_REAL
#define SDL_CaptureMouse SDL_CaptureMouse_REAL
#define SDL_ClaimEventMemory SDL_ClaimEventMemory_REAL
#define SDL_ClaimTemporaryMemory SDL_ClaimTemporaryMemory_REAL
#define SDL_CleanupTLS SDL_CleanupTLS_REAL
#define SDL_ClearAudioStream SDL_ClearAudioStream_REAL
#define SDL_ClearClipboardData SDL_ClearClipboardData_REAL
@@ -150,7 +150,7 @@
#define SDL_FlushEvent SDL_FlushEvent_REAL
#define SDL_FlushEvents SDL_FlushEvents_REAL
#define SDL_FlushRenderer SDL_FlushRenderer_REAL
#define SDL_FreeEventMemory SDL_FreeEventMemory_REAL
#define SDL_FreeTemporaryMemory SDL_FreeTemporaryMemory_REAL
#define SDL_GDKSuspendComplete SDL_GDKSuspendComplete_REAL
#define SDL_GL_CreateContext SDL_GL_CreateContext_REAL
#define SDL_GL_DestroyContext SDL_GL_DestroyContext_REAL

View File

@@ -56,7 +56,7 @@ SDL_DYNAPI_PROC(int,SDL_AddHintCallback,(const char *a, SDL_HintCallback b, void
SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimer,(Uint32 a, SDL_TimerCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimerNS,(Uint64 a, SDL_NSTimerCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_AddVulkanRenderSemaphores,(SDL_Renderer *a, Uint32 b, Sint64 c, Sint64 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void*,SDL_AllocateEventMemory,(size_t a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_AllocateTemporaryMemory,(size_t a),(a),return)
SDL_DYNAPI_PROC(int,SDL_AtomicAdd,(SDL_AtomicInt *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCompareAndSwap,(SDL_AtomicInt *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCompareAndSwapPointer,(void **a, void *b, void *c),(a,b,c),return)
@@ -74,7 +74,7 @@ SDL_DYNAPI_PROC(int,SDL_BlitSurfaceUnchecked,(SDL_Surface *a, const SDL_Rect *b,
SDL_DYNAPI_PROC(int,SDL_BlitSurfaceUncheckedScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_BroadcastCondition,(SDL_Condition *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_CaptureMouse,(SDL_bool a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_ClaimEventMemory,(const void *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_ClaimTemporaryMemory,(const void *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_CleanupTLS,(void),(),)
SDL_DYNAPI_PROC(int,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ClearClipboardData,(void),(),return)
@@ -170,7 +170,7 @@ SDL_DYNAPI_PROC(int,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_FlushRenderer,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_FreeEventMemory,(const void *a),(a),)
SDL_DYNAPI_PROC(void,SDL_FreeTemporaryMemory,(const void *a),(a),)
SDL_DYNAPI_PROC(void,SDL_GDKSuspendComplete,(void),(),)
SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_DestroyContext,(SDL_GLContext a),(a),return)