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@@ -193,6 +193,7 @@ 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(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_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(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(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(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(int,SDL_GL_DeleteContext,(SDL_GLContext a),(a),return)
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@@ -580,7 +581,6 @@ SDL_DYNAPI_PROC(int,SDL_RenderCoordinatesFromWindow,(SDL_Renderer *a, float b, f
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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_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_RenderFillRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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-SDL_DYNAPI_PROC(int,SDL_RenderFlush,(SDL_Renderer *a),(a),return)
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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)
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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)
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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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