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SDL window size, state, and position functions have been considered immediate, with their effects assuming to have taken effect upon successful return of the function. However, several windowing systems handle these requests asynchronously, resulting in the functions blocking until the changes have taken effect, potentially for long periods of time. Additionally, some windowing systems treat these as requests, and can potentially deny or fulfill the request in a manner differently than the application expects, such as not allowing a window to be positioned or sized beyond desktop borders, prohibiting fullscreen, and so on. With these changes, applications can make requests of the window manager that do not block, with the understanding that an associated event will be sent if the request is fulfilled. Currently, size, position, maximize, minimize, and fullscreen calls are handled as asynchronous requests, with events being returned if the request is honored. If the application requires that the change take effect immediately, it can call the new SDL_SyncWindow function, which will attempt to block until the request is fulfilled, or some arbitrary timeout period elapses, the duration of which depends not only on the windowing system, but on the operation requested as well (e.g. a 100ms timeout is fine for most X11 events, but maximizing a window can take considerably longer for some reason). There is also a new hint 'SDL_VIDEO_SYNC_ALL_WINDOW_OPS' that will mimic the old behavior by synchronizing after every window operation with, again, the understanding that using this may result in the associated calls blocking for a relatively long period. The deferred model also results in the window size and position getters not reporting false coordinates anymore, as they only forward what the window manager reports vs allowing applications to set arbitrary values, and fullscreen enter/leave events that were initiated via the window manager update the window state appropriately, where they didn't before. Care was taken to ensure that order of operations is maintained, and that requests are not ignored or dropped. This does require some implicit internal synchronization in the various backends if many requests are made in a short period, as some state and behavior depends on other bits of state that need to be known at that particular point in time, but this isn't something that typical applications will hit, unless they are sending a lot of window state in a short time as the tests do. The automated tests developed to test the previous behavior also resulted in previously undefined behavior being defined and normalized across platforms, particularly when it comes to the sizing and positioning of windows when they are in a fixed-size state, such as maximized or fullscreen. Size and position requests made when the window is not in a movable or resizable state will be deferred until it can be applied, so no requests are lost. These changes fix another long-standing issue with renderers recreating maximized windows, where the original non-maximized size was lost, resulting in the window being restored to the wrong size. All automated video tests pass across all platforms. Overall, the "make a request/get an event" model better reflects how most windowing systems work, and some backends avoid spending significant time blocking while waiting for operations to complete.
1016 lines
79 KiB
C
1016 lines
79 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/*
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DO NOT EDIT THIS FILE BY HAND. It is autogenerated by gendynapi.pl.
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NEVER REARRANGE THIS FILE, THE ORDER IS ABI LAW.
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Changing this file means bumping SDL_DYNAPI_VERSION. You can safely add
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new items to the end of the file, though.
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Also, this file gets included multiple times, don't add #pragma once, etc.
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*/
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/* direct jump magic can use these, the rest needs special code. */
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#ifndef SDL_DYNAPI_PROC_NO_VARARGS
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SDL_DYNAPI_PROC(void,SDL_Log,(SDL_PRINTF_FORMAT_STRING const char *a, ...),(a),)
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SDL_DYNAPI_PROC(void,SDL_LogCritical,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogDebug,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogError,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogInfo,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogMessage,(int a, SDL_LogPriority b, SDL_PRINTF_FORMAT_STRING const char *c, ...),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_LogVerbose,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogWarn,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_SetError,(SDL_PRINTF_FORMAT_STRING const char *a, ...),(a),return)
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SDL_DYNAPI_PROC(int,SDL_asprintf,(char **a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_snprintf,(SDL_OUT_Z_CAP(b) char *a, size_t b, SDL_PRINTF_FORMAT_STRING const char *c, ...),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_swprintf,(SDL_OUT_Z_CAP(b) wchar_t *a, size_t b, SDL_PRINTF_FORMAT_STRING const wchar_t *c, ...),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_sscanf,(const char *a, SDL_SCANF_FORMAT_STRING const char *b, ...),(a,b),return)
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SDL_DYNAPI_PROC(size_t,SDL_RWprintf,(SDL_RWops *a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),return)
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#endif
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#ifdef SDL_CreateThread
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#undef SDL_CreateThread
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#endif
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#if defined(__WIN32__) || defined(__GDK__)
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SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThread,(SDL_ThreadFunction a, const char *b, void *c, pfnSDL_CurrentBeginThread d, pfnSDL_CurrentEndThread e),(a,b,c,d,e),return)
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#else
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SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThread,(SDL_ThreadFunction a, const char *b, void *c),(a,b,c),return)
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#endif
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#ifdef SDL_CreateThreadWithStackSize
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#undef SDL_CreateThreadWithStackSize
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#endif
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#if defined(__WIN32__) || defined(__GDK__)
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SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThreadWithStackSize,(SDL_ThreadFunction a, const char *b, const size_t c, void *d, pfnSDL_CurrentBeginThread e, pfnSDL_CurrentEndThread f),(a,b,c,d,e,f),return)
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#else
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SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThreadWithStackSize,(SDL_ThreadFunction a, const char *b, const size_t c, void *d),(a,b,c,d),return)
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#endif
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SDL_DYNAPI_PROC(int,SDL_RegisterApp,(const char *a, Uint32 b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_SetWindowsMessageHook,(SDL_WindowsMessageHook a, void *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_UnregisterApp,(void),(),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_DXGIGetOutputInfo,(SDL_DisplayID a, int *b, int *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_Direct3D9GetAdapterIndex,(SDL_DisplayID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GDKGetTaskQueue,(XTaskQueueHandle *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GDKSuspendComplete,(void),(),)
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SDL_DYNAPI_PROC(SDL_WinRT_DeviceFamily,SDL_WinRTGetDeviceFamily,(void),(),return)
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SDL_DYNAPI_PROC(const wchar_t*,SDL_WinRTGetFSPathUNICODE,(SDL_WinRT_Path a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_WinRTGetFSPathUTF8,(SDL_WinRT_Path a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriority,(Sint64 a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriorityAndPolicy,(Sint64 a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_OnApplicationDidChangeStatusBarOrientation,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_iPhoneSetAnimationCallback,(SDL_Window *a, int b, void (SDLCALL *c)(void *), void *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_iPhoneSetEventPump,(SDL_bool a),(a),)
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SDL_DYNAPI_PROC(void,SDL_AndroidBackButton,(void),(),)
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SDL_DYNAPI_PROC(void*,SDL_AndroidGetActivity,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_AndroidGetExternalStoragePath,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_AndroidGetExternalStorageState,(Uint32 *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_AndroidGetInternalStoragePath,(void),(),return)
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SDL_DYNAPI_PROC(void*,SDL_AndroidGetJNIEnv,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_AndroidRequestPermission,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_AndroidSendMessage,(Uint32 a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_AndroidShowToast,(const char *a, int b, int c, int d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_GetAndroidSDKVersion,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsAndroidTV,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsChromebook,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsDeXMode,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_AddGamepadMapping,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromRW,(SDL_RWops *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_AddHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimer,(Uint32 a, SDL_TimerCallback b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_AtomicAdd,(SDL_AtomicInt *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCAS,(SDL_AtomicInt *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCASPtr,(void **a, void *b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_AtomicGet,(SDL_AtomicInt *a),(a),return)
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SDL_DYNAPI_PROC(void*,SDL_AtomicGetPtr,(void **a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_AtomicLock,(SDL_SpinLock *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_AtomicSet,(SDL_AtomicInt *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_AtomicSetPtr,(void **a, void *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicTryLock,(SDL_SpinLock *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_AtomicUnlock,(SDL_SpinLock *a),(a),)
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SDL_DYNAPI_PROC(SDL_JoystickID,SDL_AttachVirtualJoystick,(SDL_JoystickType a, int b, int c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_JoystickID,SDL_AttachVirtualJoystickEx,(const SDL_VirtualJoystickDesc *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_BlitSurface,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_BlitSurfaceScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_BlitSurfaceUnchecked,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_BlitSurfaceUncheckedScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_BroadcastCondition,(SDL_Condition *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_CaptureMouse,(SDL_bool a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_CleanupTLS,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_ClearComposition,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_ClearError,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_ClearHints,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_CloseGamepad,(SDL_Gamepad *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseJoystick,(SDL_Joystick *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseSensor,(SDL_Sensor *a),(a),)
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SDL_DYNAPI_PROC(SDL_BlendMode,SDL_ComposeCustomBlendMode,(SDL_BlendFactor a, SDL_BlendFactor b, SDL_BlendOperation c, SDL_BlendFactor d, SDL_BlendFactor e, SDL_BlendOperation f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_ConvertEventToRenderCoordinates,(SDL_Renderer *a, SDL_Event *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_ConvertPixels,(int a, int b, Uint32 c, const void *d, int e, Uint32 f, void *g, int h),(a,b,c,d,e,f,g,h),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurface,(SDL_Surface *a, const SDL_PixelFormat *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurfaceFormat,(SDL_Surface *a, Uint32 b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateColorCursor,(SDL_Surface *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Condition*,SDL_CreateCondition,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateCursor,(const Uint8 *a, const Uint8 *b, int c, int d, int e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(SDL_Mutex*,SDL_CreateMutex,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Palette*,SDL_CreatePalette,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_PixelFormat*,SDL_CreatePixelFormat,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_CreatePopupWindow,(SDL_Window *a, int b, int c, int d, int e, Uint32 f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(SDL_RWops*,SDL_CreateRW,(void),(),return)
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SDL_DYNAPI_PROC(SDL_RWLock*,SDL_CreateRWLock,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRenderer,(SDL_Window *a, const char *b, Uint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Semaphore*,SDL_CreateSemaphore,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateSoftwareRenderer,(SDL_Surface *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateSurface,(int a, int b, Uint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateSurfaceFrom,(void *a, int b, int c, int d, Uint32 e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateSystemCursor,(SDL_SystemCursor a),(a),return)
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SDL_DYNAPI_PROC(SDL_TLSID,SDL_CreateTLS,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTexture,(SDL_Renderer *a, Uint32 b, int c, int d, int e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureFromSurface,(SDL_Renderer *a, SDL_Surface *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindow,(const char *a, int b, int c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_CreateWindowAndRenderer,(int a, int b, Uint32 c, SDL_Window **d, SDL_Renderer **e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindowWithProperties,(SDL_PropertiesID a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_CursorVisible,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_DelEventWatch,(SDL_EventFilter a, void *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_DelHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_Delay,(Uint32 a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DelayNS,(Uint64 a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyCondition,(SDL_Condition *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyCursor,(SDL_Cursor *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyMutex,(SDL_Mutex *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyPalette,(SDL_Palette *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyPixelFormat,(SDL_PixelFormat *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyRW,(SDL_RWops *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyRWLock,(SDL_RWLock *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyRenderer,(SDL_Renderer *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroySemaphore,(SDL_Semaphore *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroySurface,(SDL_Surface *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyTexture,(SDL_Texture *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyWindow,(SDL_Window *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_DestroyWindowSurface,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_DetachThread,(SDL_Thread *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_DetachVirtualJoystick,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_DisableScreenSaver,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_DuplicateSurface,(SDL_Surface *a),(a),return)
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SDL_DYNAPI_PROC(SDL_EGLConfig,SDL_EGL_GetCurrentEGLConfig,(void),(),return)
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SDL_DYNAPI_PROC(SDL_EGLDisplay,SDL_EGL_GetCurrentEGLDisplay,(void),(),return)
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SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_EGL_GetProcAddress,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_EGLSurface,SDL_EGL_GetWindowEGLSurface,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_EGL_SetEGLAttributeCallbacks,(SDL_EGLAttribArrayCallback a, SDL_EGLIntArrayCallback b, SDL_EGLIntArrayCallback c),(a,b,c),)
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SDL_DYNAPI_PROC(int,SDL_EnableScreenSaver,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_Error,(SDL_errorcode a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_EventEnabled,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_FillSurfaceRect,(SDL_Surface *a, const SDL_Rect *b, Uint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_FillSurfaceRects,(SDL_Surface *a, const SDL_Rect *b, int c, Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_FilterEvents,(SDL_EventFilter a, void *b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_FlashWindow,(SDL_Window *a, SDL_FlashOperation b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
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SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_FlushRenderer,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_BindTexture,(SDL_Texture *a, float *b, float *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_DeleteContext,(SDL_GLContext a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GL_ExtensionSupported,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_GetAttribute,(SDL_GLattr a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_GetCurrentContext,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_GL_GetCurrentWindow,(void),(),return)
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SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_GL_GetProcAddress,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_GetSwapInterval,(int *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_LoadLibrary,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_MakeCurrent,(SDL_Window *a, SDL_GLContext b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_GL_ResetAttributes,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_GL_SetAttribute,(SDL_GLattr a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GL_SetSwapInterval,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_SwapWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_UnbindTexture,(SDL_Texture *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
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SDL_DYNAPI_PROC(SDL_GUID,SDL_GUIDFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),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_GamepadEventsEnabled,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasLED,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasRumble,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasRumbleTriggers,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),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_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return)
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SDL_DYNAPI_PROC(const SDL_AssertData*,SDL_GetAssertionReport,(void),(),return)
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SDL_DYNAPI_PROC(char*,SDL_GetBasePath,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetCPUCacheLineSize,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetCPUCount,(void),(),return)
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SDL_DYNAPI_PROC(void*,SDL_GetClipboardData,(const char *a, size_t *b),(a,b),return)
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SDL_DYNAPI_PROC(char*,SDL_GetClipboardText,(void),(),return)
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SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetClosestFullscreenDisplayMode,(SDL_DisplayID a, int b, int c, float d, SDL_bool e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetCurrentDisplayMode,(SDL_DisplayID a),(a),return)
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SDL_DYNAPI_PROC(SDL_DisplayOrientation,SDL_GetCurrentDisplayOrientation,(SDL_DisplayID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetCurrentRenderOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetCurrentVideoDriver,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetCursor,(void),(),return)
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SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetDefaultAssertionHandler,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetDefaultCursor,(void),(),return)
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SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetDesktopDisplayMode,(SDL_DisplayID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetDisplayBounds,(SDL_DisplayID a, SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(float,SDL_GetDisplayContentScale,(SDL_DisplayID a),(a),return)
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SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetDisplayForPoint,(const SDL_Point *a),(a),return)
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SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetDisplayForRect,(const SDL_Rect *a),(a),return)
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SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetDisplayForWindow,(SDL_Window *a),(a),return)
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|
SDL_DYNAPI_PROC(const char*,SDL_GetDisplayName,(SDL_DisplayID a),(a),return)
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|
SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(SDL_DisplayID a, SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_DisplayID*,SDL_GetDisplays,(int *a),(a),return)
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|
SDL_DYNAPI_PROC(const char*,SDL_GetError,(void),(),return)
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|
SDL_DYNAPI_PROC(SDL_bool,SDL_GetEventFilter,(SDL_EventFilter *a, void **b),(a,b),return)
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|
SDL_DYNAPI_PROC(const SDL_DisplayMode**,SDL_GetFullscreenDisplayModes,(SDL_DisplayID a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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|
SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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|
SDL_DYNAPI_PROC(SDL_GamepadAxis,SDL_GetGamepadAxisFromString,(const char *a),(a),return)
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|
SDL_DYNAPI_PROC(SDL_GamepadBinding **,SDL_GetGamepadBindings,(SDL_Gamepad *a, int *b),(a,b),return)
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|
SDL_DYNAPI_PROC(Uint8,SDL_GetGamepadButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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|
SDL_DYNAPI_PROC(SDL_GamepadButton,SDL_GetGamepadButtonFromString,(const char *a),(a),return)
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|
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadFirmwareVersion,(SDL_Gamepad *a),(a),return)
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|
SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_GetGamepadFromInstanceID,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_GetGamepadFromPlayerIndex,(int a),(a),return)
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|
SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_GetGamepadInstanceGUID,(SDL_JoystickID a),(a),return)
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|
SDL_DYNAPI_PROC(char*,SDL_GetGamepadInstanceMapping,(SDL_JoystickID a),(a),return)
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|
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadInstanceName,(SDL_JoystickID a),(a),return)
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|
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadInstancePath,(SDL_JoystickID a),(a),return)
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|
SDL_DYNAPI_PROC(int,SDL_GetGamepadInstancePlayerIndex,(SDL_JoystickID a),(a),return)
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|
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadInstanceProduct,(SDL_JoystickID a),(a),return)
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|
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadInstanceProductVersion,(SDL_JoystickID a),(a),return)
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|
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadInstanceType,(SDL_JoystickID a),(a),return)
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|
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadInstanceVendor,(SDL_JoystickID a),(a),return)
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|
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetGamepadJoystick,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMapping,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForGUID,(SDL_JoystickGUID a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadName,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadPath,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetGamepadPlayerIndex,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProduct,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadProductVersion,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetGamepadSensorData,(SDL_Gamepad *a, SDL_SensorType b, float *c, int d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(float,SDL_GetGamepadSensorDataRate,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadSerial,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForAxis,(SDL_GamepadAxis a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForButton,(SDL_GamepadButton a),(a),return)
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|
SDL_DYNAPI_PROC(int,SDL_GetGamepadTouchpadFinger,(SDL_Gamepad *a, int b, int c, Uint8 *d, float *e, float *f, float *g),(a,b,c,d,e,f,g),return)
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|
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadType,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadVendor,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_JoystickID*,SDL_GetGamepads,(int *a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_GetGlobalMouseState,(float *a, float *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetGrabbedWindow,(void),(),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetHint,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_GetHintBoolean,(const char *a, SDL_bool b),(a,b),return)
|
|
SDL_DYNAPI_PROC(Sint16,SDL_GetJoystickAxis,(SDL_Joystick *a, int b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_GetJoystickAxisInitialState,(SDL_Joystick *a, int b, Sint16 *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(Uint8,SDL_GetJoystickButton,(SDL_Joystick *a, int b),(a,b),return)
|
|
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickFirmwareVersion,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetJoystickFromInstanceID,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetJoystickFromPlayerIndex,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_GetJoystickGUID,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_GetJoystickGUIDFromString,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(void,SDL_GetJoystickGUIDInfo,(SDL_JoystickGUID a, Uint16 *b, Uint16 *c, Uint16 *d, Uint16 *e),(a,b,c,d,e),)
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|
SDL_DYNAPI_PROC(int,SDL_GetJoystickGUIDString,(SDL_JoystickGUID a, char *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(Uint8,SDL_GetJoystickHat,(SDL_Joystick *a, int b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_GetJoystickInstanceGUID,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_JoystickID,SDL_GetJoystickInstanceID,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetJoystickInstanceName,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetJoystickInstancePath,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetJoystickInstancePlayerIndex,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickInstanceProduct,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickInstanceProductVersion,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_JoystickType,SDL_GetJoystickInstanceType,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickInstanceVendor,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetJoystickName,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetJoystickPath,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetJoystickPlayerIndex,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_JoystickPowerLevel,SDL_GetJoystickPowerLevel,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickProduct,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickProductVersion,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetJoystickSerial,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_JoystickType,SDL_GetJoystickType,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickVendor,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_JoystickID*,SDL_GetJoysticks,(int *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromName,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromScancode,(SDL_Scancode a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetKeyName,(SDL_Keycode a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetKeyboardFocus,(void),(),return)
|
|
SDL_DYNAPI_PROC(const Uint8*,SDL_GetKeyboardState,(int *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_GetMasksForPixelFormatEnum,(Uint32 a, int *b, Uint32 *c, Uint32 *d, Uint32 *e, Uint32 *f),(a,b,c,d,e,f),return)
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|
SDL_DYNAPI_PROC(void,SDL_GetMemoryFunctions,(SDL_malloc_func *a, SDL_calloc_func *b, SDL_realloc_func *c, SDL_free_func *d),(a,b,c,d),)
|
|
SDL_DYNAPI_PROC(SDL_Keymod,SDL_GetModState,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetMouseFocus,(void),(),return)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_GetMouseState,(float *a, float *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_DisplayOrientation,SDL_GetNaturalDisplayOrientation,(SDL_DisplayID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetNumAllocations,(void),(),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetNumGamepadTouchpadFingers,(SDL_Gamepad *a, int b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetNumGamepadTouchpads,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetNumJoystickAxes,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetNumJoystickButtons,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetNumJoystickHats,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetNumRenderDrivers,(void),(),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetNumTouchFingers,(SDL_TouchID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetNumVideoDrivers,(void),(),return)
|
|
SDL_DYNAPI_PROC(void,SDL_GetOriginalMemoryFunctions,(SDL_malloc_func *a, SDL_calloc_func *b, SDL_realloc_func *c, SDL_free_func *d),(a,b,c,d),)
|
|
SDL_DYNAPI_PROC(char*,SDL_GetUserFolder,(SDL_Folder a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceCounter,(void),(),return)
|
|
SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceFrequency,(void),(),return)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_GetPixelFormatEnumForMasks,(int a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetPixelFormatName,(Uint32 a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetPlatform,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_PowerState,SDL_GetPowerInfo,(int *a, int *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_GetPrefPath,(const char *a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_Locale*,SDL_GetPreferredLocales,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetPrimaryDisplay,(void),(),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_GetPrimarySelectionText,(void),(),return)
|
|
SDL_DYNAPI_PROC(void,SDL_GetRGB,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),)
|
|
SDL_DYNAPI_PROC(void,SDL_GetRGBA,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e, Uint8 *f),(a,b,c,d,e,f),)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersection,(const SDL_Rect *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersectionFloat,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPoints,(const SDL_Point *a, int b, const SDL_Rect *c, SDL_Rect *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPointsFloat,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersection,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetRectUnion,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetRectUnionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRelativeMouseMode,(void),(),return)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_GetRelativeMouseState,(float *a, float *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetRenderClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetRenderDrawColor,(SDL_Renderer *a, Uint8 *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetRenderDriver,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetRenderLogicalPresentation,(SDL_Renderer *a, int *b, int *c, SDL_RendererLogicalPresentation *d, SDL_ScaleMode *e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_GetRenderMetalCommandEncoder,(SDL_Renderer *a),(a),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_GetRenderMetalLayer,(SDL_Renderer *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetRenderOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetRenderScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(SDL_Texture*,SDL_GetRenderTarget,(SDL_Renderer *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetRenderVSync,(SDL_Renderer *a, int *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetRenderViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetRenderWindow,(SDL_Renderer *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_GetRenderer,(SDL_Window *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetRendererInfo,(SDL_Renderer *a, SDL_RendererInfo *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetRevision,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromKey,(SDL_Keycode a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromName,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetScancodeName,(SDL_Scancode a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_GetSemaphoreValue,(SDL_Semaphore *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetSensorData,(SDL_Sensor *a, float *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(SDL_Sensor*,SDL_GetSensorFromInstanceID,(SDL_SensorID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_SensorID,SDL_GetSensorInstanceID,(SDL_Sensor *a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetSensorInstanceName,(SDL_SensorID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetSensorInstanceNonPortableType,(SDL_SensorID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_SensorType,SDL_GetSensorInstanceType,(SDL_SensorID a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetSensorName,(SDL_Sensor *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetSensorNonPortableType,(SDL_Sensor *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_SensorType,SDL_GetSensorType,(SDL_Sensor *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_SensorID*,SDL_GetSensors,(int *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetSurfaceAlphaMod,(SDL_Surface *a, Uint8 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetSurfaceClipRect,(SDL_Surface *a, SDL_Rect *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetSurfaceColorKey,(SDL_Surface *a, Uint32 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetSurfaceColorMod,(SDL_Surface *a, Uint8 *b, Uint8 *c, Uint8 *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetSystemRAM,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_SystemTheme,SDL_GetSystemTheme,(void),(),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_GetTLS,(SDL_TLSID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetTextureAlphaMod,(SDL_Texture *a, Uint8 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetTextureColorMod,(SDL_Texture *a, Uint8 *b, Uint8 *c, Uint8 *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_threadID,SDL_GetThreadID,(SDL_Thread *a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetThreadName,(SDL_Thread *a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint64,SDL_GetTicks,(void),(),return)
|
|
SDL_DYNAPI_PROC(Uint64,SDL_GetTicksNS,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_TouchDeviceType,SDL_GetTouchDeviceType,(SDL_TouchID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Finger*,SDL_GetTouchFinger,(SDL_TouchID a, int b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetVersion,(SDL_version *a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetVideoDriver,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(float,SDL_GetWindowDisplayScale,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetWindowFlags,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_GetWindowFromID,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetWindowFullscreenMode,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowGrab,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void*,SDL_GetWindowICCProfile,(SDL_Window *a, size_t *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetWindowID,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowKeyboardGrab,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowMaximumSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowMinimumSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowMouseGrab,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(const SDL_Rect*,SDL_GetWindowMouseRect,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowOpacity,(SDL_Window *a, float *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_GetWindowParent,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_GetWindowPixelDensity,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetWindowPixelFormat,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowPosition,(SDL_Window *a, int *b, int *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowSizeInPixels,(SDL_Window *a, int *b, int *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_GetWindowSurface,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetWindowTitle,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionMode,(void),(),return)
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SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionModeForResolution,(int a, int b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_HapticClose,(SDL_Haptic *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_HapticDestroyEffect,(SDL_Haptic *a, int b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_HapticEffectSupported,(SDL_Haptic *a, SDL_HapticEffect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_HapticGetEffectStatus,(SDL_Haptic *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_HapticIndex,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_HapticName,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_HapticNewEffect,(SDL_Haptic *a, SDL_HapticEffect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_HapticNumAxes,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_HapticNumEffects,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_HapticNumEffectsPlaying,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpen,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpenFromJoystick,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpenFromMouse,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_HapticOpened,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_HapticPause,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(unsigned int,SDL_HapticQuery,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_HapticRumbleInit,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_HapticRumblePlay,(SDL_Haptic *a, float b, Uint32 c),(a,b,c),return)
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|
SDL_DYNAPI_PROC(int,SDL_HapticRumbleStop,(SDL_Haptic *a),(a),return)
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|
SDL_DYNAPI_PROC(int,SDL_HapticRumbleSupported,(SDL_Haptic *a),(a),return)
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|
SDL_DYNAPI_PROC(int,SDL_HapticRunEffect,(SDL_Haptic *a, int b, Uint32 c),(a,b,c),return)
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|
SDL_DYNAPI_PROC(int,SDL_HapticSetAutocenter,(SDL_Haptic *a, int b),(a,b),return)
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|
SDL_DYNAPI_PROC(int,SDL_HapticSetGain,(SDL_Haptic *a, int b),(a,b),return)
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|
SDL_DYNAPI_PROC(int,SDL_HapticStopAll,(SDL_Haptic *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_HapticStopEffect,(SDL_Haptic *a, int b),(a,b),return)
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|
SDL_DYNAPI_PROC(int,SDL_HapticUnpause,(SDL_Haptic *a),(a),return)
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|
SDL_DYNAPI_PROC(int,SDL_HapticUpdateEffect,(SDL_Haptic *a, int b, SDL_HapticEffect *c),(a,b,c),return)
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|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasARMSIMD,(void),(),return)
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|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX,(void),(),return)
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|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX2,(void),(),return)
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|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX512F,(void),(),return)
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|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAltiVec,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasClipboardData,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasClipboardText,(void),(),return)
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|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasEvent,(Uint32 a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasEvents,(Uint32 a, Uint32 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasLASX,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasLSX,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasMMX,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasNEON,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasPrimarySelectionText,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE2,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE3,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE41,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE42,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasScreenKeyboardSupport,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_HasWindowSurface,(SDL_Window *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_HideCursor,(void),(),return)
|
|
SDL_DYNAPI_PROC(int,SDL_HideWindow,(SDL_Window *a),(a),return)
|
|
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_IsJoystickVirtual,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_IsTablet,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickConnected,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickEventsEnabled,(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)
|
|
SDL_DYNAPI_PROC(int,SDL_JoystickIsHaptic,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP_RW,(SDL_RWops *a, SDL_bool b),(a,b),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_LoadFile,(const char *a, size_t *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_LoadFile_RW,(SDL_RWops *a, size_t *b, SDL_bool c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_LoadFunction,(void *a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_LoadObject,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(void,SDL_LockJoysticks,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_LockMutex,(SDL_Mutex *a),(a),)
|
|
SDL_DYNAPI_PROC(void,SDL_LockRWLockForReading,(SDL_RWLock *a),(a),)
|
|
SDL_DYNAPI_PROC(void,SDL_LockRWLockForWriting,(SDL_RWLock *a),(a),)
|
|
SDL_DYNAPI_PROC(int,SDL_LockSurface,(SDL_Surface *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_LockTextureToSurface,(SDL_Texture *a, const SDL_Rect *b, SDL_Surface **c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(void,SDL_LogGetOutputFunction,(SDL_LogOutputFunction *a, void **b),(a,b),)
|
|
SDL_DYNAPI_PROC(SDL_LogPriority,SDL_LogGetPriority,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(void,SDL_LogMessageV,(int a, SDL_LogPriority b, SDL_PRINTF_FORMAT_STRING const char *c, va_list d),(a,b,c,d),)
|
|
SDL_DYNAPI_PROC(void,SDL_LogResetPriorities,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_LogSetAllPriority,(SDL_LogPriority a),(a),)
|
|
SDL_DYNAPI_PROC(void,SDL_LogSetOutputFunction,(SDL_LogOutputFunction a, void *b),(a,b),)
|
|
SDL_DYNAPI_PROC(void,SDL_LogSetPriority,(int a, SDL_LogPriority b),(a,b),)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_MapRGB,(const SDL_PixelFormat *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_MapRGBA,(const SDL_PixelFormat *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(int,SDL_MaximizeWindow,(SDL_Window *a),(a),return)
|
|
SDL_DYNAPI_PROC(void,SDL_MemoryBarrierAcquireFunction,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_MemoryBarrierReleaseFunction,(void),(),)
|
|
SDL_DYNAPI_PROC(SDL_MetalView,SDL_Metal_CreateView,(SDL_Window *a),(a),return)
|
|
SDL_DYNAPI_PROC(void,SDL_Metal_DestroyView,(SDL_MetalView a),(a),)
|
|
SDL_DYNAPI_PROC(void*,SDL_Metal_GetLayer,(SDL_MetalView a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_MinimizeWindow,(SDL_Window *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_MouseIsHaptic,(void),(),return)
|
|
SDL_DYNAPI_PROC(int,SDL_NumHaptics,(void),(),return)
|
|
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidBecomeActive,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidEnterBackground,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidReceiveMemoryWarning,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_OnApplicationWillEnterForeground,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_OnApplicationWillResignActive,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_OnApplicationWillTerminate,(void),(),)
|
|
SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_OpenGamepad,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_OpenJoystick,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_Sensor*,SDL_OpenSensor,(SDL_SensorID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_OpenURL,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL_Event *a, int b, SDL_eventaction c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_PollEvent,(SDL_Event *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_PostSemaphore,(SDL_Semaphore *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_PremultiplyAlpha,(int a, int b, Uint32 c, const void *d, int e, Uint32 f, void *g, int h),(a,b,c,d,e,f,g,h),return)
|
|
SDL_DYNAPI_PROC(void,SDL_PumpEvents,(void),(),)
|
|
SDL_DYNAPI_PROC(int,SDL_PushEvent,(SDL_Event *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_QueryTexture,(SDL_Texture *a, Uint32 *b, int *c, int *d, int *e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(void,SDL_Quit,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_QuitSubSystem,(Uint32 a),(a),)
|
|
SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromConstMem,(const void *a, size_t b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromFile,(const char *a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromMem,(void *a, size_t b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RWclose,(SDL_RWops *a),(a),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_RWread,(SDL_RWops *a, void *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(Sint64,SDL_RWseek,(SDL_RWops *a, Sint64 b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(Sint64,SDL_RWsize,(SDL_RWops *a),(a),return)
|
|
SDL_DYNAPI_PROC(Sint64,SDL_RWtell,(SDL_RWops *a),(a),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_RWwrite,(SDL_RWops *a, const void *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RaiseWindow,(SDL_Window *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU16BE,(SDL_RWops *a, Uint16 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU32BE,(SDL_RWops *a, Uint32 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU64BE,(SDL_RWops *a, Uint64 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU16LE,(SDL_RWops *a, Uint16 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU32LE,(SDL_RWops *a, Uint32 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU64LE,(SDL_RWops *a, Uint64 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadU8,(SDL_RWops *a, Uint8 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_RegisterEvents,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveTimer,(SDL_TimerID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderClear,(SDL_Renderer *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderClipEnabled,(SDL_Renderer *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderCoordinatesFromWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderCoordinatesToWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, const SDL_Vertex *c, int d, const int *e, int f),(a,b,c,d,e,f),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_Color *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderPoint,(SDL_Renderer *a, float b, float c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderPoints,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderPresent,(SDL_Renderer *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderReadPixels,(SDL_Renderer *a, const SDL_Rect *b, Uint32 c, void *d, int e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, const SDL_FRect *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_FRect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
|
|
SDL_DYNAPI_PROC(SDL_AssertState,SDL_ReportAssertion,(SDL_AssertData *a, const char *b, const char *c, int d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ResetHint,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(void,SDL_ResetHints,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_ResetKeyboard,(void),(),)
|
|
SDL_DYNAPI_PROC(int,SDL_RestoreWindow,(SDL_Window *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RumbleGamepad,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RumbleGamepadTriggers,(SDL_Gamepad *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RumbleJoystick,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RumbleJoystickTriggers,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_RunApp,(int a, char *b[], SDL_main_func c, void *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_SIMDGetAlignment,(void),(),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SaveBMP,(SDL_Surface *a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SaveBMP_RW,(SDL_Surface *a, SDL_RWops *b, SDL_bool c),(a,b,c),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(int,SDL_SendGamepadEffect,(SDL_Gamepad *a, const void *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SendJoystickEffect,(SDL_Joystick *a, const void *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),)
|
|
SDL_DYNAPI_PROC(int,SDL_SetClipboardData,(SDL_ClipboardDataCallback a, SDL_ClipboardCleanupCallback b, void *c, const char **d, size_t e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetClipboardText,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetCursor,(SDL_Cursor *a),(a),return)
|
|
SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, SDL_bool b),(a,b),)
|
|
SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),)
|
|
SDL_DYNAPI_PROC(void,SDL_SetGamepadEventsEnabled,(SDL_bool a),(a),)
|
|
SDL_DYNAPI_PROC(int,SDL_SetGamepadLED,(SDL_Gamepad *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetGamepadPlayerIndex,(SDL_Gamepad *a, int b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetGamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b, SDL_bool c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_SetHint,(const char *a, const char *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SetHintWithPriority,(const char *a, const char *b, SDL_HintPriority c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_SetJoystickEventsEnabled,(SDL_bool a),(a),)
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SDL_DYNAPI_PROC(int,SDL_SetJoystickLED,(SDL_Joystick *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_SetJoystickPlayerIndex,(SDL_Joystick *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualAxis,(SDL_Joystick *a, int b, Sint16 c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualButton,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetJoystickVirtualHat,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_SetMainReady,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_SetMemoryFunctions,(SDL_malloc_func a, SDL_calloc_func b, SDL_realloc_func c, SDL_free_func d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_SetModState,(SDL_Keymod a),(a),)
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SDL_DYNAPI_PROC(int,SDL_SetPaletteColors,(SDL_Palette *a, const SDL_Color *b, int c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_SetPixelFormatPalette,(SDL_PixelFormat *a, SDL_Palette *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetPrimarySelectionText,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetRelativeMouseMode,(SDL_bool a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetRenderClipRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetRenderDrawColor,(SDL_Renderer *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_SetRenderLogicalPresentation,(SDL_Renderer *a, int b, int c, SDL_RendererLogicalPresentation d, SDL_ScaleMode e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_SetRenderScale,(SDL_Renderer *a, float b, float c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetRenderVSync,(SDL_Renderer *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetRenderViewport,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetSurfaceAlphaMod,(SDL_Surface *a, Uint8 b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SetSurfaceClipRect,(SDL_Surface *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetSurfaceColorKey,(SDL_Surface *a, int b, Uint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetSurfaceColorMod,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_SetSurfacePalette,(SDL_Surface *a, SDL_Palette *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetSurfaceRLE,(SDL_Surface *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetTLS,(SDL_TLSID a, const void *b, void (SDLCALL *c)(void*)),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SetTextInputRect,(const SDL_Rect *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetTextureAlphaMod,(SDL_Texture *a, Uint8 b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetTextureColorMod,(SDL_Texture *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
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|
SDL_DYNAPI_PROC(int,SDL_SetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetThreadPriority,(SDL_ThreadPriority a),(a),return)
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|
SDL_DYNAPI_PROC(int,SDL_SetWindowAlwaysOnTop,(SDL_Window *a, SDL_bool b),(a,b),return)
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|
SDL_DYNAPI_PROC(int,SDL_SetWindowBordered,(SDL_Window *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowFullscreen,(SDL_Window *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowFullscreenMode,(SDL_Window *a, const SDL_DisplayMode *b),(a,b),return)
|
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SDL_DYNAPI_PROC(int,SDL_SetWindowGrab,(SDL_Window *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowHitTest,(SDL_Window *a, SDL_HitTest b, void *c),(a,b,c),return)
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|
SDL_DYNAPI_PROC(int,SDL_SetWindowIcon,(SDL_Window *a, SDL_Surface *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
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|
SDL_DYNAPI_PROC(int,SDL_SetWindowKeyboardGrab,(SDL_Window *a, SDL_bool b),(a,b),return)
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|
SDL_DYNAPI_PROC(int,SDL_SetWindowMaximumSize,(SDL_Window *a, int b, int c),(a,b,c),return)
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|
SDL_DYNAPI_PROC(int,SDL_SetWindowMinimumSize,(SDL_Window *a, int b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
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|
SDL_DYNAPI_PROC(int,SDL_SetWindowMouseGrab,(SDL_Window *a, SDL_bool b),(a,b),return)
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|
SDL_DYNAPI_PROC(int,SDL_SetWindowMouseRect,(SDL_Window *a, const SDL_Rect *b),(a,b),return)
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|
SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
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|
SDL_DYNAPI_PROC(int,SDL_SetWindowPosition,(SDL_Window *a, int b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetWindowResizable,(SDL_Window *a, SDL_bool b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetWindowSize,(SDL_Window *a, int b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetWindowTitle,(SDL_Window *a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(void,SDL_SetYUVConversionMode,(SDL_YUV_CONVERSION_MODE a),(a),)
|
|
SDL_DYNAPI_PROC(int,SDL_ShowCursor,(void),(),return)
|
|
SDL_DYNAPI_PROC(int,SDL_ShowMessageBox,(const SDL_MessageBoxData *a, int *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_ShowSimpleMessageBox,(Uint32 a, const char *b, const char *c, SDL_Window *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_ShowWindow,(SDL_Window *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SignalCondition,(SDL_Condition *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SoftStretch,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SoftStretchLinear,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(void,SDL_StartTextInput,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_StopTextInput,(void),(),)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasColorKey,(SDL_Surface *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasRLE,(SDL_Surface *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_TextInputActive,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_TextInputShown,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_threadID,SDL_ThreadID,(void),(),return)
|
|
SDL_DYNAPI_PROC(int,SDL_TryLockMutex,(SDL_Mutex *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_TryLockRWLockForReading,(SDL_RWLock *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_TryLockRWLockForWriting,(SDL_RWLock *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_TryWaitSemaphore,(SDL_Semaphore *a),(a),return)
|
|
SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),)
|
|
SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_UnlockMutex,(SDL_Mutex *a),(a),)
|
|
SDL_DYNAPI_PROC(void,SDL_UnlockRWLock,(SDL_RWLock *a),(a),)
|
|
SDL_DYNAPI_PROC(void,SDL_UnlockSurface,(SDL_Surface *a),(a),)
|
|
SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
|
|
SDL_DYNAPI_PROC(void,SDL_UpdateGamepads,(void),(),)
|
|
SDL_DYNAPI_PROC(void,SDL_UpdateJoysticks,(void),(),)
|
|
SDL_DYNAPI_PROC(int,SDL_UpdateNVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f),(a,b,c,d,e,f),return)
|
|
SDL_DYNAPI_PROC(void,SDL_UpdateSensors,(void),(),)
|
|
SDL_DYNAPI_PROC(int,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const void *c, int d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_UpdateWindowSurface,(SDL_Window *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_UpdateWindowSurfaceRects,(SDL_Window *a, const SDL_Rect *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_UpdateYUVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f, const Uint8 *g, int h),(a,b,c,d,e,f,g,h),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_Vulkan_CreateSurface,(SDL_Window *a, VkInstance b, const struct VkAllocationCallbacks *c, VkSurfaceKHR *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(char const* const*,SDL_Vulkan_GetInstanceExtensions,(Uint32 *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_Vulkan_GetVkGetInstanceProcAddr,(void),(),return)
|
|
SDL_DYNAPI_PROC(int,SDL_Vulkan_LoadLibrary,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(void,SDL_Vulkan_UnloadLibrary,(void),(),)
|
|
SDL_DYNAPI_PROC(int,SDL_WaitCondition,(SDL_Condition *a, SDL_Mutex *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEvent,(SDL_Event *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),)
|
|
SDL_DYNAPI_PROC(int,SDL_WarpMouseGlobal,(float a, float b),(a,b),return)
|
|
SDL_DYNAPI_PROC(void,SDL_WarpMouseInWindow,(SDL_Window *a, float b, float c),(a,b,c),)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_WasInit,(Uint32 a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteU16BE,(SDL_RWops *a, Uint16 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteU32BE,(SDL_RWops *a, Uint32 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteU64BE,(SDL_RWops *a, Uint64 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteU16LE,(SDL_RWops *a, Uint16 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteU32LE,(SDL_RWops *a, Uint32 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteU64LE,(SDL_RWops *a, Uint64 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteU8,(SDL_RWops *a, Uint8 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_abs,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_acos,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_acosf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_aligned_alloc,(size_t a, size_t b),(a,b),return)
|
|
SDL_DYNAPI_PROC(void,SDL_aligned_free,(void *a),(a),)
|
|
SDL_DYNAPI_PROC(double,SDL_asin,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_asinf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_atan,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_atan2,(double a, double b),(a,b),return)
|
|
SDL_DYNAPI_PROC(float,SDL_atan2f,(float a, float b),(a,b),return)
|
|
SDL_DYNAPI_PROC(float,SDL_atanf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_atof,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_atoi,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_bsearch,(const void *a, const void *b, size_t c, size_t d, int (SDLCALL *e)(const void *, const void *)),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_calloc,(size_t a, size_t b),(a,b),return)
|
|
SDL_DYNAPI_PROC(double,SDL_ceil,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_ceilf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_copysign,(double a, double b),(a,b),return)
|
|
SDL_DYNAPI_PROC(float,SDL_copysignf,(float a, float b),(a,b),return)
|
|
SDL_DYNAPI_PROC(double,SDL_cos,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_cosf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint16,SDL_crc16,(Uint16 a, const void *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_crc32,(Uint32 a, const void *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(double,SDL_exp,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_expf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_fabs,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_fabsf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_floor,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_floorf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_fmod,(double a, double b),(a,b),return)
|
|
SDL_DYNAPI_PROC(float,SDL_fmodf,(float a, float b),(a,b),return)
|
|
SDL_DYNAPI_PROC(void,SDL_free,(void *a),(a),)
|
|
SDL_DYNAPI_PROC(char*,SDL_getenv,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(void,SDL_hid_ble_scan,(SDL_bool a),(a),)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_close,(SDL_hid_device *a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_hid_device_change_count,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_hid_device_info*,SDL_hid_enumerate,(unsigned short a, unsigned short b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_exit,(void),(),return)
|
|
SDL_DYNAPI_PROC(void,SDL_hid_free_enumeration,(SDL_hid_device_info *a),(a),)
|
|
SDL_DYNAPI_PROC(SDL_hid_device_info*,SDL_hid_get_device_info,(SDL_hid_device *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_get_feature_report,(SDL_hid_device *a, unsigned char *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_get_indexed_string,(SDL_hid_device *a, int b, wchar_t *c, size_t d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_get_input_report,(SDL_hid_device *a, unsigned char *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_get_manufacturer_string,(SDL_hid_device *a, wchar_t *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_get_product_string,(SDL_hid_device *a, wchar_t *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_get_report_descriptor,(SDL_hid_device *a, unsigned char *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_get_serial_number_string,(SDL_hid_device *a, wchar_t *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_init,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_hid_device*,SDL_hid_open,(unsigned short a, unsigned short b, const wchar_t *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(SDL_hid_device*,SDL_hid_open_path,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_read,(SDL_hid_device *a, unsigned char *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_read_timeout,(SDL_hid_device *a, unsigned char *b, size_t c, int d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_send_feature_report,(SDL_hid_device *a, const unsigned char *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_set_nonblocking,(SDL_hid_device *a, int b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_hid_write,(SDL_hid_device *a, const unsigned char *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_iconv,(SDL_iconv_t a, const char **b, size_t *c, char **d, size_t *e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(int,SDL_iconv_close,(SDL_iconv_t a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_iconv_t,SDL_iconv_open,(const char *a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_iconv_string,(const char *a, const char *b, const char *c, size_t d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_isalnum,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_isalpha,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_isblank,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_iscntrl,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_isdigit,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_isgraph,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_islower,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_isprint,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_ispunct,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_isspace,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_isupper,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_isxdigit,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_itoa,(int a, char *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_lltoa,(Sint64 a, char *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(double,SDL_log,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_log10,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_log10f,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_logf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(long,SDL_lround,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(long,SDL_lroundf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_ltoa,(long a, char *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_malloc,(size_t a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_memcmp,(const void *a, const void *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_memcpy,(SDL_OUT_BYTECAP(c) void *a, SDL_IN_BYTECAP(c) const void *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_memmove,(SDL_OUT_BYTECAP(c) void *a, SDL_IN_BYTECAP(c) const void *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_memset,(SDL_OUT_BYTECAP(c) void *a, int b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_memset4,(void *a, Uint32 b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(double,SDL_modf,(double a, double *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(float,SDL_modff,(float a, float *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(double,SDL_pow,(double a, double b),(a,b),return)
|
|
SDL_DYNAPI_PROC(float,SDL_powf,(float a, float b),(a,b),return)
|
|
SDL_DYNAPI_PROC(void,SDL_qsort,(void *a, size_t b, size_t c, int (SDLCALL *d)(const void *, const void *)),(a,b,c,d),)
|
|
SDL_DYNAPI_PROC(void*,SDL_realloc,(void *a, size_t b),(a,b),return)
|
|
SDL_DYNAPI_PROC(double,SDL_round,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_roundf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_scalbn,(double a, int b),(a,b),return)
|
|
SDL_DYNAPI_PROC(float,SDL_scalbnf,(float a, int b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_setenv,(const char *a, const char *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(double,SDL_sin,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_sinf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_sqrt,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_sqrtf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_strcasecmp,(const char *a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_strcasestr,(const char *a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_strchr,(const char *a, int b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_strcmp,(const char *a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_strdup,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_strlcat,(SDL_INOUT_Z_CAP(c) char *a, const char *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_strlcpy,(SDL_OUT_Z_CAP(c) char *a, const char *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_strlen,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_strlwr,(char *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_strncasecmp,(const char *a, const char *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_strncmp,(const char *a, const char *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_strrchr,(const char *a, int b),(a,b),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_strrev,(char *a),(a),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_strstr,(const char *a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(double,SDL_strtod,(const char *a, char **b),(a,b),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_strtok_r,(char *a, const char *b, char **c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(long,SDL_strtol,(const char *a, char **b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(Sint64,SDL_strtoll,(const char *a, char **b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(unsigned long,SDL_strtoul,(const char *a, char **b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(Uint64,SDL_strtoull,(const char *a, char **b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_strupr,(char *a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_tan,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_tanf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_tolower,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_toupper,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(double,SDL_trunc,(double a),(a),return)
|
|
SDL_DYNAPI_PROC(float,SDL_truncf,(float a),(a),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_uitoa,(unsigned int a, char *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_ulltoa,(Uint64 a, char *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_ultoa,(unsigned long a, char *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_utf8strlcpy,(SDL_OUT_Z_CAP(c) char *a, const char *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_utf8strlen,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_utf8strnlen,(const char *a, size_t b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_vasprintf,(char **a, SDL_PRINTF_FORMAT_STRING const char *b, va_list c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_vsnprintf,(SDL_OUT_Z_CAP(b) char *a, size_t b, SDL_PRINTF_FORMAT_STRING const char *c, va_list d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_vsscanf,(const char *a, SDL_SCANF_FORMAT_STRING const char *b, va_list c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_vswprintf,(SDL_OUT_Z_CAP(b) wchar_t *a, size_t b, const wchar_t *c, va_list d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_wcscasecmp,(const wchar_t *a, const wchar_t *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_wcscmp,(const wchar_t *a, const wchar_t *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(wchar_t*,SDL_wcsdup,(const wchar_t *a),(a),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_wcslcat,(SDL_INOUT_Z_CAP(c) wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_wcslcpy,(SDL_OUT_Z_CAP(c) wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_wcslen,(const wchar_t *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_wcsncasecmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_wcsncmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(long,SDL_wcstol,(const wchar_t *a, wchar_t **b, int c),(a,b,c),return)
|
|
|
|
/* New API symbols are added at the end */
|
|
SDL_DYNAPI_PROC(int,SDL_ClearClipboardData,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_JoystickID,SDL_GetGamepadInstanceID,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_JoystickPowerLevel,SDL_GetGamepadPowerLevel,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetGamepadMapping,(SDL_JoystickID a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_strndup,(const char *a, size_t b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadTypeFromString,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForType,(SDL_GamepadType a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetRealGamepadInstanceType,(SDL_JoystickID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetRealGamepadType,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_wcsnlen,(const wchar_t *a, size_t b),(a,b),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_strnlen,(const char *a, size_t b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_AddGamepadMappingsFromFile,(const char *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_ReloadGamepadMappings,(void),(),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetNumAudioDrivers,(void),(),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetAudioDriver,(int a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetCurrentAudioDriver,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_AudioDeviceID*,SDL_GetAudioOutputDevices,(int *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_AudioDeviceID*,SDL_GetAudioCaptureDevices,(int *a),(a),return)
|
|
SDL_DYNAPI_PROC(char*,SDL_GetAudioDeviceName,(SDL_AudioDeviceID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetAudioDeviceFormat,(SDL_AudioDeviceID a, SDL_AudioSpec *b, int *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_OpenAudioDevice,(SDL_AudioDeviceID a, const SDL_AudioSpec *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(void,SDL_CloseAudioDevice,(SDL_AudioDeviceID a),(a),)
|
|
SDL_DYNAPI_PROC(int,SDL_BindAudioStreams,(SDL_AudioDeviceID a, SDL_AudioStream **b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_BindAudioStream,(SDL_AudioDeviceID a, SDL_AudioStream *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream **a, int b),(a,b),)
|
|
SDL_DYNAPI_PROC(void,SDL_UnbindAudioStream,(SDL_AudioStream *a),(a),)
|
|
SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_CreateAudioStream,(const SDL_AudioSpec *a, const SDL_AudioSpec *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamFormat,(SDL_AudioStream *a, SDL_AudioSpec *b, SDL_AudioSpec *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamFormat,(SDL_AudioStream *a, const SDL_AudioSpec *b, const SDL_AudioSpec *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_PutAudioStreamData,(SDL_AudioStream *a, const void *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamData,(SDL_AudioStream *a, void *b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamAvailable,(SDL_AudioStream *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_FlushAudioStream,(SDL_AudioStream *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_LockAudioStream,(SDL_AudioStream *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamGetCallback,(SDL_AudioStream *a, SDL_AudioStreamCallback b, void *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamPutCallback,(SDL_AudioStream *a, SDL_AudioStreamCallback b, void *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(void,SDL_DestroyAudioStream,(SDL_AudioStream *a),(a),)
|
|
SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_OpenAudioDeviceStream,(SDL_AudioDeviceID a, const SDL_AudioSpec *b, SDL_AudioStreamCallback c, void *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_LoadWAV_RW,(SDL_RWops *a, SDL_bool b, SDL_AudioSpec *c, Uint8 **d, Uint32 *e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(int,SDL_LoadWAV,(const char *a, SDL_AudioSpec *b, Uint8 **c, Uint32 *d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(int,SDL_MixAudioFormat,(Uint8 *a, const Uint8 *b, SDL_AudioFormat c, Uint32 d, int e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(int,SDL_ConvertAudioSamples,(const SDL_AudioSpec *a, const Uint8 *b, int c, const SDL_AudioSpec *d, Uint8 **e, int *f),(a,b,c,d,e,f),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetSilenceValueForFormat,(SDL_AudioFormat a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_ResumeAudioDevice,(SDL_AudioDeviceID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_AudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_GetAudioStreamDevice,(SDL_AudioStream *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_ShowWindowSystemMenu,(SDL_Window *a, int b, int c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS16LE,(SDL_RWops *a, Sint16 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS16BE,(SDL_RWops *a, Sint16 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS32LE,(SDL_RWops *a, Sint32 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS32BE,(SDL_RWops *a, Sint32 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS64LE,(SDL_RWops *a, Sint64 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_ReadS64BE,(SDL_RWops *a, Sint64 *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS16LE,(SDL_RWops *a, Sint16 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS16BE,(SDL_RWops *a, Sint16 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS32LE,(SDL_RWops *a, Sint32 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS32BE,(SDL_RWops *a, Sint32 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS64LE,(SDL_RWops *a, Sint64 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS64BE,(SDL_RWops *a, Sint64 b),(a,b),return)
|
|
|
|
SDL_DYNAPI_PROC(int,SDL_GDKGetDefaultUser,(XUserHandle *a),(a),return)
|
|
|
|
SDL_DYNAPI_PROC(int,SDL_SetWindowFocusable,(SDL_Window *a, SDL_bool b),(a,b),return)
|
|
SDL_DYNAPI_PROC(float,SDL_GetAudioStreamFrequencyRatio,(SDL_AudioStream *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamFrequencyRatio,(SDL_AudioStream *a, float b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetAudioPostmixCallback,(SDL_AudioDeviceID a, SDL_AudioPostmixCallback b, void *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamQueued,(SDL_AudioStream *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_CreateProperties,(void),(),return)
|
|
SDL_DYNAPI_PROC(int,SDL_LockProperties,(SDL_PropertiesID a),(a),return)
|
|
SDL_DYNAPI_PROC(void,SDL_UnlockProperties,(SDL_PropertiesID a),(a),)
|
|
SDL_DYNAPI_PROC(int,SDL_SetProperty,(SDL_PropertiesID a, const char *b, void *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_GetProperty,(SDL_PropertiesID a, const char *b, void *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(void,SDL_DestroyProperties,(SDL_PropertiesID a),(a),)
|
|
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetAudioStreamProperties,(SDL_AudioStream *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetGamepadProperties,(SDL_Gamepad *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetJoystickProperties,(SDL_Joystick *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetRendererProperties,(SDL_Renderer *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetTextureProperties,(SDL_Texture *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetRWProperties,(SDL_RWops *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetSensorProperties,(SDL_Sensor *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetSurfaceProperties,(SDL_Surface *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetWindowProperties,(SDL_Window *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_ClearProperty,(SDL_PropertiesID a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_EnterAppMainCallbacks,(int a, char *b[], SDL_AppInit_func c, SDL_AppIterate_func d, SDL_AppEvent_func e, SDL_AppQuit_func f),(a,b,c,d,e,f),return)
|
|
SDL_DYNAPI_PROC(size_t,SDL_RWvprintf,(SDL_RWops *a, SDL_PRINTF_FORMAT_STRING const char *b, va_list c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(void*,SDL_AllocateEventMemory,(size_t a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetDisplayProperties,(SDL_DisplayID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetPropertyWithCleanup,(SDL_PropertiesID a, const char *b, void *c, void (SDLCALL *d)(void *userdata, void *value), void *e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(void,SDL_SetX11EventHook,(SDL_X11EventHook a, void *b),(a,b),)
|
|
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetGlobalProperties,(void),(),return)
|
|
SDL_DYNAPI_PROC(SDL_VideoCaptureDevice*,SDL_OpenVideoCapture,(SDL_VideoCaptureDeviceID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetVideoCaptureSpec,(SDL_VideoCaptureDevice *a, const SDL_VideoCaptureSpec *b, SDL_VideoCaptureSpec *c, int d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(SDL_VideoCaptureDevice*,SDL_OpenVideoCaptureWithSpec,(SDL_VideoCaptureDeviceID a, const SDL_VideoCaptureSpec *b, SDL_VideoCaptureSpec *c, int d),(a,b,c,d),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetVideoCaptureDeviceName,(SDL_VideoCaptureDeviceID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetVideoCaptureSpec,(SDL_VideoCaptureDevice *a, SDL_VideoCaptureSpec *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetVideoCaptureFormat,(SDL_VideoCaptureDevice *a, int b, Uint32 *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetNumVideoCaptureFormats,(SDL_VideoCaptureDevice *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetVideoCaptureFrameSize,(SDL_VideoCaptureDevice *a, Uint32 b, int c, int *d, int *e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(int,SDL_GetNumVideoCaptureFrameSizes,(SDL_VideoCaptureDevice *a, Uint32 b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_VideoCaptureStatus,SDL_GetVideoCaptureStatus,(SDL_VideoCaptureDevice *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_StartVideoCapture,(SDL_VideoCaptureDevice *a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_AcquireVideoCaptureFrame,(SDL_VideoCaptureDevice *a, SDL_VideoCaptureFrame *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_ReleaseVideoCaptureFrame,(SDL_VideoCaptureDevice *a, SDL_VideoCaptureFrame *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(int,SDL_StopVideoCapture,(SDL_VideoCaptureDevice *a),(a),return)
|
|
SDL_DYNAPI_PROC(void,SDL_CloseVideoCapture,(SDL_VideoCaptureDevice *a),(a),)
|
|
SDL_DYNAPI_PROC(SDL_VideoCaptureDeviceID*,SDL_GetVideoCaptureDevices,(int *a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_GamepadButtonLabel,SDL_GetGamepadButtonLabelForType,(SDL_GamepadType a, SDL_GamepadButton b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_GamepadButtonLabel,SDL_GetGamepadButtonLabel,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_PenID*,SDL_GetPens,(int *a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_GetPenStatus,(SDL_PenID a, float *b, float *c, float *d, size_t e),(a,b,c,d,e),return)
|
|
SDL_DYNAPI_PROC(SDL_PenID,SDL_GetPenFromGUID,(SDL_GUID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_GUID,SDL_GetPenGUID,(SDL_PenID a),(a),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_PenConnected,(SDL_PenID a),(a),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetPenName,(SDL_PenID a),(a),return)
|
|
SDL_DYNAPI_PROC(Uint32,SDL_GetPenCapabilities,(SDL_PenID a, SDL_PenCapabilityInfo *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(SDL_PenSubtype,SDL_GetPenType,(SDL_PenID a),(a),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetStringProperty,(SDL_PropertiesID a, const char *b, const char *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetNumberProperty,(SDL_PropertiesID a, const char *b, Sint64 c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(SDL_PropertyType,SDL_GetPropertyType,(SDL_PropertiesID a, const char *b),(a,b),return)
|
|
SDL_DYNAPI_PROC(const char*,SDL_GetStringProperty,(SDL_PropertiesID a, const char *b, const char *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(Sint64,SDL_GetNumberProperty,(SDL_PropertiesID a, const char *b, Sint64 c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(float,SDL_GetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_EnumerateProperties,(SDL_PropertiesID a, SDL_EnumeratePropertiesCallback b, void *c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(int,SDL_SetBooleanProperty,(SDL_PropertiesID a, const char *b, SDL_bool c),(a,b,c),return)
|
|
SDL_DYNAPI_PROC(SDL_bool,SDL_GetBooleanProperty,(SDL_PropertiesID a, const char *b, SDL_bool c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureWithProperties,(SDL_Renderer *a, SDL_PropertiesID b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRendererWithProperties,(SDL_PropertiesID a),(a),return)
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SDL_DYNAPI_PROC(char**,SDL_GetGamepadMappings,(int *a),(a),return)
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SDL_DYNAPI_PROC(SDL_TouchID*,SDL_GetTouchDevices,(int *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetTouchDeviceName,(SDL_TouchID a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_strnstr,(const char *a, const char *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(wchar_t*,SDL_wcsnstr,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SyncWindow,(SDL_Window *a),(a),return)
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