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@@ -388,21 +388,19 @@ SDL_DYNAPI_PROC(void,SDL_GetRectUnion,(const SDL_Rect *a, const SDL_Rect *b, SDL
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SDL_DYNAPI_PROC(void,SDL_GetRectUnionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_GetRectUnionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRelativeMouseMode,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetRelativeMouseMode,(void),(),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetRelativeMouseState,(float *a, float *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetRelativeMouseState,(float *a, float *b),(a,b),return)
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-SDL_DYNAPI_PROC(void,SDL_GetRenderClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
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+SDL_DYNAPI_PROC(int,SDL_GetRenderClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetRenderDrawColor,(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_GetRenderDrawColor,(SDL_Renderer *a, Uint8 *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetRenderDriver,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetRenderDriver,(int a),(a),return)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_GetRenderIntegerScale,(SDL_Renderer *a),(a),return)
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-SDL_DYNAPI_PROC(void,SDL_GetRenderLogicalSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),)
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+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)
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SDL_DYNAPI_PROC(void*,SDL_GetRenderMetalCommandEncoder,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(void*,SDL_GetRenderMetalCommandEncoder,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(void*,SDL_GetRenderMetalLayer,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(void*,SDL_GetRenderMetalLayer,(SDL_Renderer *a),(a),return)
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-SDL_DYNAPI_PROC(void,SDL_GetRenderScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),)
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SDL_DYNAPI_PROC(SDL_Texture*,SDL_GetRenderTarget,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Texture*,SDL_GetRenderTarget,(SDL_Renderer *a),(a),return)
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-SDL_DYNAPI_PROC(void,SDL_GetRenderViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
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+SDL_DYNAPI_PROC(int,SDL_GetRenderViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),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(SDL_Renderer*,SDL_GetRenderer,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_GetRenderer,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetRendererInfo,(SDL_Renderer *a, SDL_RendererInfo *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetRendererInfo,(SDL_Renderer *a, SDL_RendererInfo *b),(a,b),return)
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-SDL_DYNAPI_PROC(int,SDL_GetRendererOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),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_GetRevision,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetRevision,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromKey,(SDL_Keycode a),(a),return)
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SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromKey,(SDL_Keycode a),(a),return)
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SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromName,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromName,(const char *a),(a),return)
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@@ -607,17 +605,16 @@ SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, const S
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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)
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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)
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SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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-SDL_DYNAPI_PROC(void,SDL_RenderLogicalToWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),)
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+SDL_DYNAPI_PROC(int,SDL_RenderCoordinatesToWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_RenderPoint,(SDL_Renderer *a, float b, float c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderPoint,(SDL_Renderer *a, float b, float c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderPoints,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderPoints,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_RenderPresent,(SDL_Renderer *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_RenderPresent,(SDL_Renderer *a),(a),)
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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)
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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)
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SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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-SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_RenderTexture,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
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SDL_DYNAPI_PROC(int,SDL_RenderTextureRotated,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
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-SDL_DYNAPI_PROC(void,SDL_RenderWindowToLogical,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),)
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+SDL_DYNAPI_PROC(int,SDL_RenderCoordinatesFromWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_AssertState,SDL_ReportAssertion,(SDL_AssertData *a, const char *b, const char *c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_AssertState,SDL_ReportAssertion,(SDL_AssertData *a, const char *b, const char *c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ResetHint,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ResetHint,(const char *a),(a),return)
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@@ -667,9 +664,7 @@ 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_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_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_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_SetRenderIntegerScale,(SDL_Renderer *a, SDL_bool b),(a,b),return)
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-SDL_DYNAPI_PROC(int,SDL_SetRenderLogicalSize,(SDL_Renderer *a, int b, int c),(a,b,c),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_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_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),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_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_SetRenderViewport,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
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@@ -911,3 +906,8 @@ SDL_DYNAPI_PROC(SDL_DisplayID*,SDL_GetDisplays,(int *a),(a),return)
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SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetPrimaryDisplay,(void),(),return)
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SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetPrimaryDisplay,(void),(),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 SDL_DisplayMode**,SDL_GetFullscreenDisplayModes,(SDL_DisplayID a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetClosestFullscreenDisplayMode,(SDL_DisplayID a, int b, int c, float d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetClosestFullscreenDisplayMode,(SDL_DisplayID a, int b, int c, float d),(a,b,c,d),return)
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+SDL_DYNAPI_PROC(int,SDL_GetRenderOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),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_SetRenderScale,(SDL_Renderer *a, float b, float c),(a,b,c),return)
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+SDL_DYNAPI_PROC(int,SDL_GetRenderScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),return)
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+SDL_DYNAPI_PROC(int,SDL_GetRenderWindowSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return)
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