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@@ -304,11 +304,11 @@ SDL_DYNAPI_PROC(void,SDL_GetRGB,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, U
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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),)
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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),)
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SDL_DYNAPI_PROC(const char*,SDL_GetPlatform,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetPlatform,(void),(),return)
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SDL_DYNAPI_PROC(SDL_PowerState,SDL_GetPowerInfo,(int *a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_PowerState,SDL_GetPowerInfo,(int *a, int *b),(a,b),return)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_HasIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectRect,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
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-SDL_DYNAPI_PROC(void,SDL_UnionRect,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_EnclosePoints,(const SDL_Point *a, int b, const SDL_Rect *c, SDL_Rect *d),(a,b,c,d),return)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectRectAndLine,(const SDL_Rect *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersection,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
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+SDL_DYNAPI_PROC(void,SDL_GetRectUnion,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),)
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+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)
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+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)
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SDL_DYNAPI_PROC(int,SDL_GetNumRenderDrivers,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumRenderDrivers,(void),(),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(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_Renderer*,SDL_CreateRenderer,(SDL_Window *a, const char *b, Uint32 c),(a,b,c),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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@@ -895,11 +895,11 @@ SDL_DYNAPI_PROC(int,SDL_AndroidSendMessage,(Uint32 a, int b),(a,b),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetTouchName,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetTouchName,(int a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_ClearComposition,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_ClearComposition,(void),(),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsTextInputShown,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsTextInputShown,(void),(),return)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_HasIntersectionF,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectFRect,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
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-SDL_DYNAPI_PROC(void,SDL_UnionFRect,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_EncloseFPoints,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectFRectAndLine,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_HasRectIntersectionF,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectIntersectionF,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
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+SDL_DYNAPI_PROC(void,SDL_GetRectUnionF,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectEnclosingPointsF,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
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+SDL_DYNAPI_PROC(SDL_bool,SDL_GetRectAndLineIntersectionF,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_GetRenderWindow,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_GetRenderWindow,(SDL_Renderer *a),(a),return)
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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)
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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)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadPathForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadPathForIndex,(int a),(a),return)
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