diff options
Diffstat (limited to '3rdparty/SDL2/src/dynapi')
-rw-r--r-- | 3rdparty/SDL2/src/dynapi/SDL_dynapi.c | 319 | ||||
-rw-r--r-- | 3rdparty/SDL2/src/dynapi/SDL_dynapi.h | 67 | ||||
-rw-r--r-- | 3rdparty/SDL2/src/dynapi/SDL_dynapi_overrides.h | 614 | ||||
-rw-r--r-- | 3rdparty/SDL2/src/dynapi/SDL_dynapi_procs.h | 646 | ||||
-rw-r--r-- | 3rdparty/SDL2/src/dynapi/gendynapi.pl | 141 |
5 files changed, 0 insertions, 1787 deletions
diff --git a/3rdparty/SDL2/src/dynapi/SDL_dynapi.c b/3rdparty/SDL2/src/dynapi/SDL_dynapi.c deleted file mode 100644 index c26baf379c0..00000000000 --- a/3rdparty/SDL2/src/dynapi/SDL_dynapi.c +++ /dev/null @@ -1,319 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org> - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -#include "SDL_config.h" -#include "SDL_dynapi.h" - -#if SDL_DYNAMIC_API - -#include "SDL.h" - -/* !!! FIXME: Shouldn't these be included in SDL.h? */ -#include "SDL_shape.h" -#include "SDL_syswm.h" - -/* This is the version of the dynamic API. This doesn't match the SDL version - and should not change until there's been a major revamp in API/ABI. - So 2.0.5 adds functions over 2.0.4? This number doesn't change; - the sizeof (jump_table) changes instead. But 2.1.0 changes how a function - works in an incompatible way or removes a function? This number changes, - since sizeof (jump_table) isn't sufficient anymore. It's likely - we'll forget to bump every time we add a function, so this is the - failsafe switch for major API change decisions. Respect it and use it - sparingly. */ -#define SDL_DYNAPI_VERSION 1 - -static void SDL_InitDynamicAPI(void); - - -/* BE CAREFUL CALLING ANY SDL CODE IN HERE, IT WILL BLOW UP. - Even self-contained stuff might call SDL_Error and break everything. */ - - -/* behold, the macro salsa! */ - -/* !!! FIXME: ...disabled...until we write it. :) */ -#define DISABLE_JUMP_MAGIC 1 - -#if DISABLE_JUMP_MAGIC -/* Can't use the macro for varargs nonsense. This is atrocious. */ -#define SDL_DYNAPI_VARARGS_LOGFN(_static, name, initcall, logname, prio) \ - _static void SDL_Log##logname##name(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) { \ - va_list ap; initcall; va_start(ap, fmt); \ - jump_table.SDL_LogMessageV(category, SDL_LOG_PRIORITY_##prio, fmt, ap); \ - va_end(ap); \ - } - -#define SDL_DYNAPI_VARARGS(_static, name, initcall) \ - _static int SDL_SetError##name(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) { \ - char buf[512]; /* !!! FIXME: dynamic allocation */ \ - va_list ap; initcall; va_start(ap, fmt); \ - jump_table.SDL_vsnprintf(buf, sizeof (buf), fmt, ap); \ - va_end(ap); \ - return jump_table.SDL_SetError("%s", buf); \ - } \ - _static int SDL_sscanf##name(const char *buf, SDL_SCANF_FORMAT_STRING const char *fmt, ...) { \ - int retval; va_list ap; initcall; va_start(ap, fmt); \ - retval = jump_table.SDL_vsscanf(buf, fmt, ap); \ - va_end(ap); \ - return retval; \ - } \ - _static int SDL_snprintf##name(SDL_OUT_Z_CAP(maxlen) char *buf, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) { \ - int retval; va_list ap; initcall; va_start(ap, fmt); \ - retval = jump_table.SDL_vsnprintf(buf, maxlen, fmt, ap); \ - va_end(ap); \ - return retval; \ - } \ - _static void SDL_Log##name(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) { \ - va_list ap; initcall; va_start(ap, fmt); \ - jump_table.SDL_LogMessageV(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, fmt, ap); \ - va_end(ap); \ - } \ - _static void SDL_LogMessage##name(int category, SDL_LogPriority priority, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) { \ - va_list ap; initcall; va_start(ap, fmt); \ - jump_table.SDL_LogMessageV(category, priority, fmt, ap); \ - va_end(ap); \ - } \ - SDL_DYNAPI_VARARGS_LOGFN(_static, name, initcall, Verbose, VERBOSE) \ - SDL_DYNAPI_VARARGS_LOGFN(_static, name, initcall, Debug, DEBUG) \ - SDL_DYNAPI_VARARGS_LOGFN(_static, name, initcall, Info, INFO) \ - SDL_DYNAPI_VARARGS_LOGFN(_static, name, initcall, Warn, WARN) \ - SDL_DYNAPI_VARARGS_LOGFN(_static, name, initcall, Error, ERROR) \ - SDL_DYNAPI_VARARGS_LOGFN(_static, name, initcall, Critical, CRITICAL) -#endif - - -/* Typedefs for function pointers for jump table, and predeclare funcs */ -/* The DEFAULT funcs will init jump table and then call real function. */ -/* The REAL funcs are the actual functions, name-mangled to not clash. */ -#define SDL_DYNAPI_PROC(rc,fn,params,args,ret) \ - typedef rc (*SDL_DYNAPIFN_##fn) params; \ - static rc fn##_DEFAULT params; \ - extern rc fn##_REAL params; -#include "SDL_dynapi_procs.h" -#undef SDL_DYNAPI_PROC - -/* The jump table! */ -typedef struct { - #define SDL_DYNAPI_PROC(rc,fn,params,args,ret) SDL_DYNAPIFN_##fn fn; - #include "SDL_dynapi_procs.h" - #undef SDL_DYNAPI_PROC -} SDL_DYNAPI_jump_table; - -/* Predeclare the default functions for initializing the jump table. */ -#define SDL_DYNAPI_PROC(rc,fn,params,args,ret) static rc fn##_DEFAULT params; -#include "SDL_dynapi_procs.h" -#undef SDL_DYNAPI_PROC - -/* The actual jump table. */ -static SDL_DYNAPI_jump_table jump_table = { - #define SDL_DYNAPI_PROC(rc,fn,params,args,ret) fn##_DEFAULT, - #include "SDL_dynapi_procs.h" - #undef SDL_DYNAPI_PROC -}; - -/* Default functions init the function table then call right thing. */ -#if DISABLE_JUMP_MAGIC -#define SDL_DYNAPI_PROC(rc,fn,params,args,ret) \ - static rc fn##_DEFAULT params { \ - SDL_InitDynamicAPI(); \ - ret jump_table.fn args; \ - } -#define SDL_DYNAPI_PROC_NO_VARARGS 1 -#include "SDL_dynapi_procs.h" -#undef SDL_DYNAPI_PROC -#undef SDL_DYNAPI_PROC_NO_VARARGS -SDL_DYNAPI_VARARGS(static, _DEFAULT, SDL_InitDynamicAPI()) -#else -/* !!! FIXME: need the jump magic. */ -#error Write me. -#endif - -/* Public API functions to jump into the jump table. */ -#if DISABLE_JUMP_MAGIC -#define SDL_DYNAPI_PROC(rc,fn,params,args,ret) \ - rc fn params { ret jump_table.fn args; } -#define SDL_DYNAPI_PROC_NO_VARARGS 1 -#include "SDL_dynapi_procs.h" -#undef SDL_DYNAPI_PROC -#undef SDL_DYNAPI_PROC_NO_VARARGS -SDL_DYNAPI_VARARGS(,,) -#else -/* !!! FIXME: need the jump magic. */ -#error Write me. -#endif - - - -/* Here's the exported entry point that fills in the jump table. */ -/* Use specific types when an "int" might suffice to keep this sane. */ -typedef Sint32 (SDLCALL *SDL_DYNAPI_ENTRYFN)(Uint32 apiver, void *table, Uint32 tablesize); -extern DECLSPEC Sint32 SDLCALL SDL_DYNAPI_entry(Uint32, void *, Uint32); - -Sint32 -SDL_DYNAPI_entry(Uint32 apiver, void *table, Uint32 tablesize) -{ - SDL_DYNAPI_jump_table *output_jump_table = (SDL_DYNAPI_jump_table *) table; - - if (apiver != SDL_DYNAPI_VERSION) { - /* !!! FIXME: can maybe handle older versions? */ - return -1; /* not compatible. */ - } else if (tablesize > sizeof (jump_table)) { - return -1; /* newer version of SDL with functions we can't provide. */ - } - - /* Init our jump table first. */ - #define SDL_DYNAPI_PROC(rc,fn,params,args,ret) jump_table.fn = fn##_REAL; - #include "SDL_dynapi_procs.h" - #undef SDL_DYNAPI_PROC - - /* Then the external table... */ - if (output_jump_table != &jump_table) { - jump_table.SDL_memcpy(output_jump_table, &jump_table, tablesize); - } - - /* Safe to call SDL functions now; jump table is initialized! */ - - return 0; /* success! */ -} - - -/* Obviously we can't use SDL_LoadObject() to load SDL. :) */ -/* Also obviously, we never close the loaded library. */ -#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) -#ifndef WIN32_LEAN_AND_MEAN -#define WIN32_LEAN_AND_MEAN 1 -#endif -#include <windows.h> -static SDL_INLINE void *get_sdlapi_entry(const char *fname, const char *sym) -{ - HANDLE lib = LoadLibraryA(fname); - void *retval = NULL; - if (lib) { - retval = GetProcAddress(lib, sym); - if (retval == NULL) { - FreeLibrary(lib); - } - } - return retval; -} - -#elif defined(__HAIKU__) -#include <os/kernel/image.h> -static SDL_INLINE void *get_sdlapi_entry(const char *fname, const char *sym) -{ - image_id lib = load_add_on(fname); - void *retval = NULL; - if (lib >= 0) { - if (get_image_symbol(lib, sym, B_SYMBOL_TYPE_TEXT, &retval) != B_NO_ERROR) { - unload_add_on(lib); - retval = NULL; - } - } - return retval; -} -#elif defined(unix) || defined(__unix__) || defined(__APPLE__) -#include <dlfcn.h> -static SDL_INLINE void *get_sdlapi_entry(const char *fname, const char *sym) -{ - void *lib = dlopen(fname, RTLD_NOW | RTLD_LOCAL); - void *retval = NULL; - if (lib != NULL) { - retval = dlsym(lib, sym); - if (retval == NULL) { - dlclose(lib); - } - } - return retval; -} -#else -#error Please define your platform. -#endif - - -static void -SDL_InitDynamicAPILocked(void) -{ - const char *libname = SDL_getenv_REAL("SDL_DYNAMIC_API"); - SDL_DYNAPI_ENTRYFN entry = SDL_DYNAPI_entry; /* funcs from here by default. */ - - if (libname) { - entry = (SDL_DYNAPI_ENTRYFN) get_sdlapi_entry(libname, "SDL_DYNAPI_entry"); - if (!entry) { - /* !!! FIXME: fail to startup here instead? */ - /* !!! FIXME: definitely warn user. */ - /* Just fill in the function pointers from this library. */ - entry = SDL_DYNAPI_entry; - } - } - - if (entry(SDL_DYNAPI_VERSION, &jump_table, sizeof (jump_table)) < 0) { - /* !!! FIXME: fail to startup here instead? */ - /* !!! FIXME: definitely warn user. */ - /* Just fill in the function pointers from this library. */ - if (entry != SDL_DYNAPI_entry) { - if (!SDL_DYNAPI_entry(SDL_DYNAPI_VERSION, &jump_table, sizeof (jump_table))) { - /* !!! FIXME: now we're screwed. Should definitely abort now. */ - } - } - } - - /* we intentionally never close the newly-loaded lib, of course. */ -} - -static void -SDL_InitDynamicAPI(void) -{ - /* So the theory is that every function in the jump table defaults to - * calling this function, and then replaces itself with a version that - * doesn't call this function anymore. But it's possible that, in an - * extreme corner case, you can have a second thread hit this function - * while the jump table is being initialized by the first. - * In this case, a spinlock is really painful compared to what spinlocks - * _should_ be used for, but this would only happen once, and should be - * insanely rare, as you would have to spin a thread outside of SDL (as - * SDL_CreateThread() would also call this function before building the - * new thread). - */ - static SDL_bool already_initialized = SDL_FALSE; - - /* SDL_AtomicLock calls SDL mutex functions to emulate if - SDL_ATOMIC_DISABLED, which we can't do here, so in such a - configuration, you're on your own. */ - #if !SDL_ATOMIC_DISABLED - static SDL_SpinLock lock = 0; - SDL_AtomicLock_REAL(&lock); - #endif - - if (!already_initialized) { - SDL_InitDynamicAPILocked(); - already_initialized = SDL_TRUE; - } - - #if !SDL_ATOMIC_DISABLED - SDL_AtomicUnlock_REAL(&lock); - #endif -} - -#endif /* SDL_DYNAMIC_API */ - -/* vi: set ts=4 sw=4 expandtab: */ - diff --git a/3rdparty/SDL2/src/dynapi/SDL_dynapi.h b/3rdparty/SDL2/src/dynapi/SDL_dynapi.h deleted file mode 100644 index 5e78338f228..00000000000 --- a/3rdparty/SDL2/src/dynapi/SDL_dynapi.h +++ /dev/null @@ -1,67 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org> - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -#ifndef _SDL_dynapi_h -#define _SDL_dynapi_h - -/* IMPORTANT: - This is the master switch to disabling the dynamic API. We made it so you - have to hand-edit an internal source file in SDL to turn it off; you - can do it if you want it badly enough, but hopefully you won't want to. - You should understand the ramifications of turning this off: it makes it - hard to update your SDL in the field, and impossible if you've statically - linked SDL into your app. Understand that platforms change, and if we can't - drop in an updated SDL, your application can definitely break some time - in the future, even if it's fine today. - To be sure, as new system-level video and audio APIs are introduced, an - updated SDL can transparently take advantage of them, but your program will - not without this feature. Think hard before turning it off. -*/ -#ifdef SDL_DYNAMIC_API /* Tried to force it on the command line? */ -#error Nope, you have to edit this file to force this off. -#endif - -#ifdef __APPLE__ -#include "TargetConditionals.h" -#endif - -#if defined(TARGET_OS_IPHONE) && TARGET_OS_IPHONE /* probably not useful on iOS. */ -#define SDL_DYNAMIC_API 0 -#elif defined(__native_client__) && __native_client__ /* probably not useful on NACL. */ -#define SDL_DYNAMIC_API 0 -#elif defined(__EMSCRIPTEN__) && __EMSCRIPTEN__ /* probably not useful on Emscripten. */ -#define SDL_DYNAMIC_API 0 -#elif defined(SDL_BUILDING_WINRT) && SDL_BUILDING_WINRT /* probably not useful on WinRT, given current .dll loading restrictions */ -#define SDL_DYNAMIC_API 0 -#elif defined(__PSP__) && __PSP__ -#define SDL_DYNAMIC_API 0 -#elif defined(__clang_analyzer__) -#define SDL_DYNAMIC_API 0 /* Turn off for static analysis, so reports are more clear. */ -#endif - -/* everyone else. This is where we turn on the API if nothing forced it off. */ -#ifndef SDL_DYNAMIC_API -#define SDL_DYNAMIC_API 1 -#endif - -#endif - -/* vi: set ts=4 sw=4 expandtab: */ diff --git a/3rdparty/SDL2/src/dynapi/SDL_dynapi_overrides.h b/3rdparty/SDL2/src/dynapi/SDL_dynapi_overrides.h deleted file mode 100644 index 9541611ce59..00000000000 --- a/3rdparty/SDL2/src/dynapi/SDL_dynapi_overrides.h +++ /dev/null @@ -1,614 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org> - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -/* vi: set ts=4 sw=4 expandtab: */ - -/* DO NOT EDIT THIS FILE BY HAND. It is autogenerated by gendynapi.pl. */ - -#if !SDL_DYNAMIC_API -#error You should not be here. -#endif - -/* so annoying. */ -#if defined(__thumb__) && (defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__)) -#define SDL_MemoryBarrierRelease SDL_MemoryBarrierRelease_REAL -#define SDL_MemoryBarrierAcquire SDL_MemoryBarrierAcquire_REAL -#endif - -#define SDL_SetError SDL_SetError_REAL -#define SDL_Log SDL_Log_REAL -#define SDL_LogVerbose SDL_LogVerbose_REAL -#define SDL_LogDebug SDL_LogDebug_REAL -#define SDL_LogInfo SDL_LogInfo_REAL -#define SDL_LogWarn SDL_LogWarn_REAL -#define SDL_LogError SDL_LogError_REAL -#define SDL_LogCritical SDL_LogCritical_REAL -#define SDL_LogMessage SDL_LogMessage_REAL -#define SDL_sscanf SDL_sscanf_REAL -#define SDL_snprintf SDL_snprintf_REAL -#define SDL_CreateThread SDL_CreateThread_REAL -#define SDL_RWFromFP SDL_RWFromFP_REAL -#define SDL_RegisterApp SDL_RegisterApp_REAL -#define SDL_UnregisterApp SDL_UnregisterApp_REAL -#define SDL_Direct3D9GetAdapterIndex SDL_Direct3D9GetAdapterIndex_REAL -#define SDL_RenderGetD3D9Device SDL_RenderGetD3D9Device_REAL -#define SDL_iPhoneSetAnimationCallback SDL_iPhoneSetAnimationCallback_REAL -#define SDL_iPhoneSetEventPump SDL_iPhoneSetEventPump_REAL -#define SDL_AndroidGetJNIEnv SDL_AndroidGetJNIEnv_REAL -#define SDL_AndroidGetActivity SDL_AndroidGetActivity_REAL -#define SDL_AndroidGetInternalStoragePath SDL_AndroidGetInternalStoragePath_REAL -#define SDL_AndroidGetExternalStorageState SDL_AndroidGetExternalStorageState_REAL -#define SDL_AndroidGetExternalStoragePath SDL_AndroidGetExternalStoragePath_REAL -#define SDL_Init SDL_Init_REAL -#define SDL_InitSubSystem SDL_InitSubSystem_REAL -#define SDL_QuitSubSystem SDL_QuitSubSystem_REAL -#define SDL_WasInit SDL_WasInit_REAL -#define SDL_Quit SDL_Quit_REAL -#define SDL_ReportAssertion SDL_ReportAssertion_REAL -#define SDL_SetAssertionHandler SDL_SetAssertionHandler_REAL -#define SDL_GetAssertionReport SDL_GetAssertionReport_REAL -#define SDL_ResetAssertionReport SDL_ResetAssertionReport_REAL -#define SDL_AtomicTryLock SDL_AtomicTryLock_REAL -#define SDL_AtomicLock SDL_AtomicLock_REAL -#define SDL_AtomicUnlock SDL_AtomicUnlock_REAL -#define SDL_AtomicCAS SDL_AtomicCAS_REAL -#define SDL_AtomicSet SDL_AtomicSet_REAL -#define SDL_AtomicGet SDL_AtomicGet_REAL -#define SDL_AtomicAdd SDL_AtomicAdd_REAL -#define SDL_AtomicCASPtr SDL_AtomicCASPtr_REAL -#define SDL_AtomicSetPtr SDL_AtomicSetPtr_REAL -#define SDL_AtomicGetPtr SDL_AtomicGetPtr_REAL -#define SDL_GetNumAudioDrivers SDL_GetNumAudioDrivers_REAL -#define SDL_GetAudioDriver SDL_GetAudioDriver_REAL -#define SDL_AudioInit SDL_AudioInit_REAL -#define SDL_AudioQuit SDL_AudioQuit_REAL -#define SDL_GetCurrentAudioDriver SDL_GetCurrentAudioDriver_REAL -#define SDL_OpenAudio SDL_OpenAudio_REAL -#define SDL_GetNumAudioDevices SDL_GetNumAudioDevices_REAL -#define SDL_GetAudioDeviceName SDL_GetAudioDeviceName_REAL -#define SDL_OpenAudioDevice SDL_OpenAudioDevice_REAL -#define SDL_GetAudioStatus SDL_GetAudioStatus_REAL -#define SDL_GetAudioDeviceStatus SDL_GetAudioDeviceStatus_REAL -#define SDL_PauseAudio SDL_PauseAudio_REAL -#define SDL_PauseAudioDevice SDL_PauseAudioDevice_REAL -#define SDL_LoadWAV_RW SDL_LoadWAV_RW_REAL -#define SDL_FreeWAV SDL_FreeWAV_REAL -#define SDL_BuildAudioCVT SDL_BuildAudioCVT_REAL -#define SDL_ConvertAudio SDL_ConvertAudio_REAL -#define SDL_MixAudio SDL_MixAudio_REAL -#define SDL_MixAudioFormat SDL_MixAudioFormat_REAL -#define SDL_LockAudio SDL_LockAudio_REAL -#define SDL_LockAudioDevice SDL_LockAudioDevice_REAL -#define SDL_UnlockAudio SDL_UnlockAudio_REAL -#define SDL_UnlockAudioDevice SDL_UnlockAudioDevice_REAL -#define SDL_CloseAudio SDL_CloseAudio_REAL -#define SDL_CloseAudioDevice SDL_CloseAudioDevice_REAL -#define SDL_SetClipboardText SDL_SetClipboardText_REAL -#define SDL_GetClipboardText SDL_GetClipboardText_REAL -#define SDL_HasClipboardText SDL_HasClipboardText_REAL -#define SDL_GetCPUCount SDL_GetCPUCount_REAL -#define SDL_GetCPUCacheLineSize SDL_GetCPUCacheLineSize_REAL -#define SDL_HasRDTSC SDL_HasRDTSC_REAL -#define SDL_HasAltiVec SDL_HasAltiVec_REAL -#define SDL_HasMMX SDL_HasMMX_REAL -#define SDL_Has3DNow SDL_Has3DNow_REAL -#define SDL_HasSSE SDL_HasSSE_REAL -#define SDL_HasSSE2 SDL_HasSSE2_REAL -#define SDL_HasSSE3 SDL_HasSSE3_REAL -#define SDL_HasSSE41 SDL_HasSSE41_REAL -#define SDL_HasSSE42 SDL_HasSSE42_REAL -#define SDL_GetSystemRAM SDL_GetSystemRAM_REAL -#define SDL_GetError SDL_GetError_REAL -#define SDL_ClearError SDL_ClearError_REAL -#define SDL_Error SDL_Error_REAL -#define SDL_PumpEvents SDL_PumpEvents_REAL -#define SDL_PeepEvents SDL_PeepEvents_REAL -#define SDL_HasEvent SDL_HasEvent_REAL -#define SDL_HasEvents SDL_HasEvents_REAL -#define SDL_FlushEvent SDL_FlushEvent_REAL -#define SDL_FlushEvents SDL_FlushEvents_REAL -#define SDL_PollEvent SDL_PollEvent_REAL -#define SDL_WaitEvent SDL_WaitEvent_REAL -#define SDL_WaitEventTimeout SDL_WaitEventTimeout_REAL -#define SDL_PushEvent SDL_PushEvent_REAL -#define SDL_SetEventFilter SDL_SetEventFilter_REAL -#define SDL_GetEventFilter SDL_GetEventFilter_REAL -#define SDL_AddEventWatch SDL_AddEventWatch_REAL -#define SDL_DelEventWatch SDL_DelEventWatch_REAL -#define SDL_FilterEvents SDL_FilterEvents_REAL -#define SDL_EventState SDL_EventState_REAL -#define SDL_RegisterEvents SDL_RegisterEvents_REAL -#define SDL_GetBasePath SDL_GetBasePath_REAL -#define SDL_GetPrefPath SDL_GetPrefPath_REAL -#define SDL_GameControllerAddMapping SDL_GameControllerAddMapping_REAL -#define SDL_GameControllerMappingForGUID SDL_GameControllerMappingForGUID_REAL -#define SDL_GameControllerMapping SDL_GameControllerMapping_REAL -#define SDL_IsGameController SDL_IsGameController_REAL -#define SDL_GameControllerNameForIndex SDL_GameControllerNameForIndex_REAL -#define SDL_GameControllerOpen SDL_GameControllerOpen_REAL -#define SDL_GameControllerName SDL_GameControllerName_REAL -#define SDL_GameControllerGetAttached SDL_GameControllerGetAttached_REAL -#define SDL_GameControllerGetJoystick SDL_GameControllerGetJoystick_REAL -#define SDL_GameControllerEventState SDL_GameControllerEventState_REAL -#define SDL_GameControllerUpdate SDL_GameControllerUpdate_REAL -#define SDL_GameControllerGetAxisFromString SDL_GameControllerGetAxisFromString_REAL -#define SDL_GameControllerGetStringForAxis SDL_GameControllerGetStringForAxis_REAL -#define SDL_GameControllerGetBindForAxis SDL_GameControllerGetBindForAxis_REAL -#define SDL_GameControllerGetAxis SDL_GameControllerGetAxis_REAL -#define SDL_GameControllerGetButtonFromString SDL_GameControllerGetButtonFromString_REAL -#define SDL_GameControllerGetStringForButton SDL_GameControllerGetStringForButton_REAL -#define SDL_GameControllerGetBindForButton SDL_GameControllerGetBindForButton_REAL -#define SDL_GameControllerGetButton SDL_GameControllerGetButton_REAL -#define SDL_GameControllerClose SDL_GameControllerClose_REAL -#define SDL_RecordGesture SDL_RecordGesture_REAL -#define SDL_SaveAllDollarTemplates SDL_SaveAllDollarTemplates_REAL -#define SDL_SaveDollarTemplate SDL_SaveDollarTemplate_REAL -#define SDL_LoadDollarTemplates SDL_LoadDollarTemplates_REAL -#define SDL_NumHaptics SDL_NumHaptics_REAL -#define SDL_HapticName SDL_HapticName_REAL -#define SDL_HapticOpen SDL_HapticOpen_REAL -#define SDL_HapticOpened SDL_HapticOpened_REAL -#define SDL_HapticIndex SDL_HapticIndex_REAL -#define SDL_MouseIsHaptic SDL_MouseIsHaptic_REAL -#define SDL_HapticOpenFromMouse SDL_HapticOpenFromMouse_REAL -#define SDL_JoystickIsHaptic SDL_JoystickIsHaptic_REAL -#define SDL_HapticOpenFromJoystick SDL_HapticOpenFromJoystick_REAL -#define SDL_HapticClose SDL_HapticClose_REAL -#define SDL_HapticNumEffects SDL_HapticNumEffects_REAL -#define SDL_HapticNumEffectsPlaying SDL_HapticNumEffectsPlaying_REAL -#define SDL_HapticQuery SDL_HapticQuery_REAL -#define SDL_HapticNumAxes SDL_HapticNumAxes_REAL -#define SDL_HapticEffectSupported SDL_HapticEffectSupported_REAL -#define SDL_HapticNewEffect SDL_HapticNewEffect_REAL -#define SDL_HapticUpdateEffect SDL_HapticUpdateEffect_REAL -#define SDL_HapticRunEffect SDL_HapticRunEffect_REAL -#define SDL_HapticStopEffect SDL_HapticStopEffect_REAL -#define SDL_HapticDestroyEffect SDL_HapticDestroyEffect_REAL -#define SDL_HapticGetEffectStatus SDL_HapticGetEffectStatus_REAL -#define SDL_HapticSetGain SDL_HapticSetGain_REAL -#define SDL_HapticSetAutocenter SDL_HapticSetAutocenter_REAL -#define SDL_HapticPause SDL_HapticPause_REAL -#define SDL_HapticUnpause SDL_HapticUnpause_REAL -#define SDL_HapticStopAll SDL_HapticStopAll_REAL -#define SDL_HapticRumbleSupported SDL_HapticRumbleSupported_REAL -#define SDL_HapticRumbleInit SDL_HapticRumbleInit_REAL -#define SDL_HapticRumblePlay SDL_HapticRumblePlay_REAL -#define SDL_HapticRumbleStop SDL_HapticRumbleStop_REAL -#define SDL_SetHintWithPriority SDL_SetHintWithPriority_REAL -#define SDL_SetHint SDL_SetHint_REAL -#define SDL_GetHint SDL_GetHint_REAL -#define SDL_AddHintCallback SDL_AddHintCallback_REAL -#define SDL_DelHintCallback SDL_DelHintCallback_REAL -#define SDL_ClearHints SDL_ClearHints_REAL -#define SDL_NumJoysticks SDL_NumJoysticks_REAL -#define SDL_JoystickNameForIndex SDL_JoystickNameForIndex_REAL -#define SDL_JoystickOpen SDL_JoystickOpen_REAL -#define SDL_JoystickName SDL_JoystickName_REAL -#define SDL_JoystickGetDeviceGUID SDL_JoystickGetDeviceGUID_REAL -#define SDL_JoystickGetGUID SDL_JoystickGetGUID_REAL -#define SDL_JoystickGetGUIDString SDL_JoystickGetGUIDString_REAL -#define SDL_JoystickGetGUIDFromString SDL_JoystickGetGUIDFromString_REAL -#define SDL_JoystickGetAttached SDL_JoystickGetAttached_REAL -#define SDL_JoystickInstanceID SDL_JoystickInstanceID_REAL -#define SDL_JoystickNumAxes SDL_JoystickNumAxes_REAL -#define SDL_JoystickNumBalls SDL_JoystickNumBalls_REAL -#define SDL_JoystickNumHats SDL_JoystickNumHats_REAL -#define SDL_JoystickNumButtons SDL_JoystickNumButtons_REAL -#define SDL_JoystickUpdate SDL_JoystickUpdate_REAL -#define SDL_JoystickEventState SDL_JoystickEventState_REAL -#define SDL_JoystickGetAxis SDL_JoystickGetAxis_REAL -#define SDL_JoystickGetHat SDL_JoystickGetHat_REAL -#define SDL_JoystickGetBall SDL_JoystickGetBall_REAL -#define SDL_JoystickGetButton SDL_JoystickGetButton_REAL -#define SDL_JoystickClose SDL_JoystickClose_REAL -#define SDL_GetKeyboardFocus SDL_GetKeyboardFocus_REAL -#define SDL_GetKeyboardState SDL_GetKeyboardState_REAL -#define SDL_GetModState SDL_GetModState_REAL -#define SDL_SetModState SDL_SetModState_REAL -#define SDL_GetKeyFromScancode SDL_GetKeyFromScancode_REAL -#define SDL_GetScancodeFromKey SDL_GetScancodeFromKey_REAL -#define SDL_GetScancodeName SDL_GetScancodeName_REAL -#define SDL_GetScancodeFromName SDL_GetScancodeFromName_REAL -#define SDL_GetKeyName SDL_GetKeyName_REAL -#define SDL_GetKeyFromName SDL_GetKeyFromName_REAL -#define SDL_StartTextInput SDL_StartTextInput_REAL -#define SDL_IsTextInputActive SDL_IsTextInputActive_REAL -#define SDL_StopTextInput SDL_StopTextInput_REAL -#define SDL_SetTextInputRect SDL_SetTextInputRect_REAL -#define SDL_HasScreenKeyboardSupport SDL_HasScreenKeyboardSupport_REAL -#define SDL_IsScreenKeyboardShown SDL_IsScreenKeyboardShown_REAL -#define SDL_LoadObject SDL_LoadObject_REAL -#define SDL_LoadFunction SDL_LoadFunction_REAL -#define SDL_UnloadObject SDL_UnloadObject_REAL -#define SDL_LogSetAllPriority SDL_LogSetAllPriority_REAL -#define SDL_LogSetPriority SDL_LogSetPriority_REAL -#define SDL_LogGetPriority SDL_LogGetPriority_REAL -#define SDL_LogResetPriorities SDL_LogResetPriorities_REAL -#define SDL_LogMessageV SDL_LogMessageV_REAL -#define SDL_LogGetOutputFunction SDL_LogGetOutputFunction_REAL -#define SDL_LogSetOutputFunction SDL_LogSetOutputFunction_REAL -#define SDL_SetMainReady SDL_SetMainReady_REAL -#define SDL_ShowMessageBox SDL_ShowMessageBox_REAL -#define SDL_ShowSimpleMessageBox SDL_ShowSimpleMessageBox_REAL -#define SDL_GetMouseFocus SDL_GetMouseFocus_REAL -#define SDL_GetMouseState SDL_GetMouseState_REAL -#define SDL_GetRelativeMouseState SDL_GetRelativeMouseState_REAL -#define SDL_WarpMouseInWindow SDL_WarpMouseInWindow_REAL -#define SDL_SetRelativeMouseMode SDL_SetRelativeMouseMode_REAL -#define SDL_GetRelativeMouseMode SDL_GetRelativeMouseMode_REAL -#define SDL_CreateCursor SDL_CreateCursor_REAL -#define SDL_CreateColorCursor SDL_CreateColorCursor_REAL -#define SDL_CreateSystemCursor SDL_CreateSystemCursor_REAL -#define SDL_SetCursor SDL_SetCursor_REAL -#define SDL_GetCursor SDL_GetCursor_REAL -#define SDL_GetDefaultCursor SDL_GetDefaultCursor_REAL -#define SDL_FreeCursor SDL_FreeCursor_REAL -#define SDL_ShowCursor SDL_ShowCursor_REAL -#define SDL_CreateMutex SDL_CreateMutex_REAL -#define SDL_LockMutex SDL_LockMutex_REAL -#define SDL_TryLockMutex SDL_TryLockMutex_REAL -#define SDL_UnlockMutex SDL_UnlockMutex_REAL -#define SDL_DestroyMutex SDL_DestroyMutex_REAL -#define SDL_CreateSemaphore SDL_CreateSemaphore_REAL -#define SDL_DestroySemaphore SDL_DestroySemaphore_REAL -#define SDL_SemWait SDL_SemWait_REAL -#define SDL_SemTryWait SDL_SemTryWait_REAL -#define SDL_SemWaitTimeout SDL_SemWaitTimeout_REAL -#define SDL_SemPost SDL_SemPost_REAL -#define SDL_SemValue SDL_SemValue_REAL -#define SDL_CreateCond SDL_CreateCond_REAL -#define SDL_DestroyCond SDL_DestroyCond_REAL -#define SDL_CondSignal SDL_CondSignal_REAL -#define SDL_CondBroadcast SDL_CondBroadcast_REAL -#define SDL_CondWait SDL_CondWait_REAL -#define SDL_CondWaitTimeout SDL_CondWaitTimeout_REAL -#define SDL_GetPixelFormatName SDL_GetPixelFormatName_REAL -#define SDL_PixelFormatEnumToMasks SDL_PixelFormatEnumToMasks_REAL -#define SDL_MasksToPixelFormatEnum SDL_MasksToPixelFormatEnum_REAL -#define SDL_AllocFormat SDL_AllocFormat_REAL -#define SDL_FreeFormat SDL_FreeFormat_REAL -#define SDL_AllocPalette SDL_AllocPalette_REAL -#define SDL_SetPixelFormatPalette SDL_SetPixelFormatPalette_REAL -#define SDL_SetPaletteColors SDL_SetPaletteColors_REAL -#define SDL_FreePalette SDL_FreePalette_REAL -#define SDL_MapRGB SDL_MapRGB_REAL -#define SDL_MapRGBA SDL_MapRGBA_REAL -#define SDL_GetRGB SDL_GetRGB_REAL -#define SDL_GetRGBA SDL_GetRGBA_REAL -#define SDL_CalculateGammaRamp SDL_CalculateGammaRamp_REAL -#define SDL_GetPlatform SDL_GetPlatform_REAL -#define SDL_GetPowerInfo SDL_GetPowerInfo_REAL -#define SDL_HasIntersection SDL_HasIntersection_REAL -#define SDL_IntersectRect SDL_IntersectRect_REAL -#define SDL_UnionRect SDL_UnionRect_REAL -#define SDL_EnclosePoints SDL_EnclosePoints_REAL -#define SDL_IntersectRectAndLine SDL_IntersectRectAndLine_REAL -#define SDL_GetNumRenderDrivers SDL_GetNumRenderDrivers_REAL -#define SDL_GetRenderDriverInfo SDL_GetRenderDriverInfo_REAL -#define SDL_CreateWindowAndRenderer SDL_CreateWindowAndRenderer_REAL -#define SDL_CreateRenderer SDL_CreateRenderer_REAL -#define SDL_CreateSoftwareRenderer SDL_CreateSoftwareRenderer_REAL -#define SDL_GetRenderer SDL_GetRenderer_REAL -#define SDL_GetRendererInfo SDL_GetRendererInfo_REAL -#define SDL_GetRendererOutputSize SDL_GetRendererOutputSize_REAL -#define SDL_CreateTexture SDL_CreateTexture_REAL -#define SDL_CreateTextureFromSurface SDL_CreateTextureFromSurface_REAL -#define SDL_QueryTexture SDL_QueryTexture_REAL -#define SDL_SetTextureColorMod SDL_SetTextureColorMod_REAL -#define SDL_GetTextureColorMod SDL_GetTextureColorMod_REAL -#define SDL_SetTextureAlphaMod SDL_SetTextureAlphaMod_REAL -#define SDL_GetTextureAlphaMod SDL_GetTextureAlphaMod_REAL -#define SDL_SetTextureBlendMode SDL_SetTextureBlendMode_REAL -#define SDL_GetTextureBlendMode SDL_GetTextureBlendMode_REAL -#define SDL_UpdateTexture SDL_UpdateTexture_REAL -#define SDL_UpdateYUVTexture SDL_UpdateYUVTexture_REAL -#define SDL_LockTexture SDL_LockTexture_REAL -#define SDL_UnlockTexture SDL_UnlockTexture_REAL -#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL -#define SDL_SetRenderTarget SDL_SetRenderTarget_REAL -#define SDL_GetRenderTarget SDL_GetRenderTarget_REAL -#define SDL_RenderSetLogicalSize SDL_RenderSetLogicalSize_REAL -#define SDL_RenderGetLogicalSize SDL_RenderGetLogicalSize_REAL -#define SDL_RenderSetViewport SDL_RenderSetViewport_REAL -#define SDL_RenderGetViewport SDL_RenderGetViewport_REAL -#define SDL_RenderSetClipRect SDL_RenderSetClipRect_REAL -#define SDL_RenderGetClipRect SDL_RenderGetClipRect_REAL -#define SDL_RenderSetScale SDL_RenderSetScale_REAL -#define SDL_RenderGetScale SDL_RenderGetScale_REAL -#define SDL_SetRenderDrawColor SDL_SetRenderDrawColor_REAL -#define SDL_GetRenderDrawColor SDL_GetRenderDrawColor_REAL -#define SDL_SetRenderDrawBlendMode SDL_SetRenderDrawBlendMode_REAL -#define SDL_GetRenderDrawBlendMode SDL_GetRenderDrawBlendMode_REAL -#define SDL_RenderClear SDL_RenderClear_REAL -#define SDL_RenderDrawPoint SDL_RenderDrawPoint_REAL -#define SDL_RenderDrawPoints SDL_RenderDrawPoints_REAL -#define SDL_RenderDrawLine SDL_RenderDrawLine_REAL -#define SDL_RenderDrawLines SDL_RenderDrawLines_REAL -#define SDL_RenderDrawRect SDL_RenderDrawRect_REAL -#define SDL_RenderDrawRects SDL_RenderDrawRects_REAL -#define SDL_RenderFillRect SDL_RenderFillRect_REAL -#define SDL_RenderFillRects SDL_RenderFillRects_REAL -#define SDL_RenderCopy SDL_RenderCopy_REAL -#define SDL_RenderCopyEx SDL_RenderCopyEx_REAL -#define SDL_RenderReadPixels SDL_RenderReadPixels_REAL -#define SDL_RenderPresent SDL_RenderPresent_REAL -#define SDL_DestroyTexture SDL_DestroyTexture_REAL -#define SDL_DestroyRenderer SDL_DestroyRenderer_REAL -#define SDL_GL_BindTexture SDL_GL_BindTexture_REAL -#define SDL_GL_UnbindTexture SDL_GL_UnbindTexture_REAL -#define SDL_RWFromFile SDL_RWFromFile_REAL -#define SDL_RWFromMem SDL_RWFromMem_REAL -#define SDL_RWFromConstMem SDL_RWFromConstMem_REAL -#define SDL_AllocRW SDL_AllocRW_REAL -#define SDL_FreeRW SDL_FreeRW_REAL -#define SDL_ReadU8 SDL_ReadU8_REAL -#define SDL_ReadLE16 SDL_ReadLE16_REAL -#define SDL_ReadBE16 SDL_ReadBE16_REAL -#define SDL_ReadLE32 SDL_ReadLE32_REAL -#define SDL_ReadBE32 SDL_ReadBE32_REAL -#define SDL_ReadLE64 SDL_ReadLE64_REAL -#define SDL_ReadBE64 SDL_ReadBE64_REAL -#define SDL_WriteU8 SDL_WriteU8_REAL -#define SDL_WriteLE16 SDL_WriteLE16_REAL -#define SDL_WriteBE16 SDL_WriteBE16_REAL -#define SDL_WriteLE32 SDL_WriteLE32_REAL -#define SDL_WriteBE32 SDL_WriteBE32_REAL -#define SDL_WriteLE64 SDL_WriteLE64_REAL -#define SDL_WriteBE64 SDL_WriteBE64_REAL -#define SDL_CreateShapedWindow SDL_CreateShapedWindow_REAL -#define SDL_IsShapedWindow SDL_IsShapedWindow_REAL -#define SDL_SetWindowShape SDL_SetWindowShape_REAL -#define SDL_GetShapedWindowMode SDL_GetShapedWindowMode_REAL -#define SDL_malloc SDL_malloc_REAL -#define SDL_calloc SDL_calloc_REAL -#define SDL_realloc SDL_realloc_REAL -#define SDL_free SDL_free_REAL -#define SDL_getenv SDL_getenv_REAL -#define SDL_setenv SDL_setenv_REAL -#define SDL_qsort SDL_qsort_REAL -#define SDL_abs SDL_abs_REAL -#define SDL_isdigit SDL_isdigit_REAL -#define SDL_isspace SDL_isspace_REAL -#define SDL_toupper SDL_toupper_REAL -#define SDL_tolower SDL_tolower_REAL -#define SDL_memset SDL_memset_REAL -#define SDL_memcpy SDL_memcpy_REAL -#define SDL_memmove SDL_memmove_REAL -#define SDL_memcmp SDL_memcmp_REAL -#define SDL_wcslen SDL_wcslen_REAL -#define SDL_wcslcpy SDL_wcslcpy_REAL -#define SDL_wcslcat SDL_wcslcat_REAL -#define SDL_strlen SDL_strlen_REAL -#define SDL_strlcpy SDL_strlcpy_REAL -#define SDL_utf8strlcpy SDL_utf8strlcpy_REAL -#define SDL_strlcat SDL_strlcat_REAL -#define SDL_strdup SDL_strdup_REAL -#define SDL_strrev SDL_strrev_REAL -#define SDL_strupr SDL_strupr_REAL -#define SDL_strlwr SDL_strlwr_REAL -#define SDL_strchr SDL_strchr_REAL -#define SDL_strrchr SDL_strrchr_REAL -#define SDL_strstr SDL_strstr_REAL -#define SDL_itoa SDL_itoa_REAL -#define SDL_uitoa SDL_uitoa_REAL -#define SDL_ltoa SDL_ltoa_REAL -#define SDL_ultoa SDL_ultoa_REAL -#define SDL_lltoa SDL_lltoa_REAL -#define SDL_ulltoa SDL_ulltoa_REAL -#define SDL_atoi SDL_atoi_REAL -#define SDL_atof SDL_atof_REAL -#define SDL_strtol SDL_strtol_REAL -#define SDL_strtoul SDL_strtoul_REAL -#define SDL_strtoll SDL_strtoll_REAL -#define SDL_strtoull SDL_strtoull_REAL -#define SDL_strtod SDL_strtod_REAL -#define SDL_strcmp SDL_strcmp_REAL -#define SDL_strncmp SDL_strncmp_REAL -#define SDL_strcasecmp SDL_strcasecmp_REAL -#define SDL_strncasecmp SDL_strncasecmp_REAL -#define SDL_vsnprintf SDL_vsnprintf_REAL -#define SDL_acos SDL_acos_REAL -#define SDL_asin SDL_asin_REAL -#define SDL_atan SDL_atan_REAL -#define SDL_atan2 SDL_atan2_REAL -#define SDL_ceil SDL_ceil_REAL -#define SDL_copysign SDL_copysign_REAL -#define SDL_cos SDL_cos_REAL -#define SDL_cosf SDL_cosf_REAL -#define SDL_fabs SDL_fabs_REAL -#define SDL_floor SDL_floor_REAL -#define SDL_log SDL_log_REAL -#define SDL_pow SDL_pow_REAL -#define SDL_scalbn SDL_scalbn_REAL -#define SDL_sin SDL_sin_REAL -#define SDL_sinf SDL_sinf_REAL -#define SDL_sqrt SDL_sqrt_REAL -#define SDL_iconv_open SDL_iconv_open_REAL -#define SDL_iconv_close SDL_iconv_close_REAL -#define SDL_iconv SDL_iconv_REAL -#define SDL_iconv_string SDL_iconv_string_REAL -#define SDL_CreateRGBSurfaceWithFormat SDL_CreateRGBSurfaceWithFormat_REAL -#define SDL_CreateRGBSurfaceWithFormatFrom SDL_CreateRGBSurfaceWithFormatFrom_REAL -#define SDL_CreateRGBSurface SDL_CreateRGBSurface_REAL -#define SDL_CreateRGBSurfaceFrom SDL_CreateRGBSurfaceFrom_REAL -#define SDL_FreeSurface SDL_FreeSurface_REAL -#define SDL_SetSurfacePalette SDL_SetSurfacePalette_REAL -#define SDL_LockSurface SDL_LockSurface_REAL -#define SDL_UnlockSurface SDL_UnlockSurface_REAL -#define SDL_LoadBMP_RW SDL_LoadBMP_RW_REAL -#define SDL_SaveBMP_RW SDL_SaveBMP_RW_REAL -#define SDL_SetSurfaceRLE SDL_SetSurfaceRLE_REAL -#define SDL_SetColorKey SDL_SetColorKey_REAL -#define SDL_GetColorKey SDL_GetColorKey_REAL -#define SDL_SetSurfaceColorMod SDL_SetSurfaceColorMod_REAL -#define SDL_GetSurfaceColorMod SDL_GetSurfaceColorMod_REAL -#define SDL_SetSurfaceAlphaMod SDL_SetSurfaceAlphaMod_REAL -#define SDL_GetSurfaceAlphaMod SDL_GetSurfaceAlphaMod_REAL -#define SDL_SetSurfaceBlendMode SDL_SetSurfaceBlendMode_REAL -#define SDL_GetSurfaceBlendMode SDL_GetSurfaceBlendMode_REAL -#define SDL_SetClipRect SDL_SetClipRect_REAL -#define SDL_GetClipRect SDL_GetClipRect_REAL -#define SDL_ConvertSurface SDL_ConvertSurface_REAL -#define SDL_ConvertSurfaceFormat SDL_ConvertSurfaceFormat_REAL -#define SDL_ConvertPixels SDL_ConvertPixels_REAL -#define SDL_FillRect SDL_FillRect_REAL -#define SDL_FillRects SDL_FillRects_REAL -#define SDL_UpperBlit SDL_UpperBlit_REAL -#define SDL_LowerBlit SDL_LowerBlit_REAL -#define SDL_SoftStretch SDL_SoftStretch_REAL -#define SDL_UpperBlitScaled SDL_UpperBlitScaled_REAL -#define SDL_LowerBlitScaled SDL_LowerBlitScaled_REAL -#define SDL_GetWindowWMInfo SDL_GetWindowWMInfo_REAL -#define SDL_GetThreadName SDL_GetThreadName_REAL -#define SDL_ThreadID SDL_ThreadID_REAL -#define SDL_GetThreadID SDL_GetThreadID_REAL -#define SDL_SetThreadPriority SDL_SetThreadPriority_REAL -#define SDL_WaitThread SDL_WaitThread_REAL -#define SDL_DetachThread SDL_DetachThread_REAL -#define SDL_TLSCreate SDL_TLSCreate_REAL -#define SDL_TLSGet SDL_TLSGet_REAL -#define SDL_TLSSet SDL_TLSSet_REAL -#define SDL_GetTicks SDL_GetTicks_REAL -#define SDL_GetPerformanceCounter SDL_GetPerformanceCounter_REAL -#define SDL_GetPerformanceFrequency SDL_GetPerformanceFrequency_REAL -#define SDL_Delay SDL_Delay_REAL -#define SDL_AddTimer SDL_AddTimer_REAL -#define SDL_RemoveTimer SDL_RemoveTimer_REAL -#define SDL_GetNumTouchDevices SDL_GetNumTouchDevices_REAL -#define SDL_GetTouchDevice SDL_GetTouchDevice_REAL -#define SDL_GetNumTouchFingers SDL_GetNumTouchFingers_REAL -#define SDL_GetTouchFinger SDL_GetTouchFinger_REAL -#define SDL_GetVersion SDL_GetVersion_REAL -#define SDL_GetRevision SDL_GetRevision_REAL -#define SDL_GetRevisionNumber SDL_GetRevisionNumber_REAL -#define SDL_GetNumVideoDrivers SDL_GetNumVideoDrivers_REAL -#define SDL_GetVideoDriver SDL_GetVideoDriver_REAL -#define SDL_VideoInit SDL_VideoInit_REAL -#define SDL_VideoQuit SDL_VideoQuit_REAL -#define SDL_GetCurrentVideoDriver SDL_GetCurrentVideoDriver_REAL -#define SDL_GetNumVideoDisplays SDL_GetNumVideoDisplays_REAL -#define SDL_GetDisplayName SDL_GetDisplayName_REAL -#define SDL_GetDisplayBounds SDL_GetDisplayBounds_REAL -#define SDL_GetDisplayDPI SDL_GetDisplayDPI_REAL -#define SDL_GetNumDisplayModes SDL_GetNumDisplayModes_REAL -#define SDL_GetDisplayMode SDL_GetDisplayMode_REAL -#define SDL_GetDesktopDisplayMode SDL_GetDesktopDisplayMode_REAL -#define SDL_GetCurrentDisplayMode SDL_GetCurrentDisplayMode_REAL -#define SDL_GetClosestDisplayMode SDL_GetClosestDisplayMode_REAL -#define SDL_GetWindowDisplayIndex SDL_GetWindowDisplayIndex_REAL -#define SDL_SetWindowDisplayMode SDL_SetWindowDisplayMode_REAL -#define SDL_GetWindowDisplayMode SDL_GetWindowDisplayMode_REAL -#define SDL_GetWindowPixelFormat SDL_GetWindowPixelFormat_REAL -#define SDL_CreateWindow SDL_CreateWindow_REAL -#define SDL_CreateWindowFrom SDL_CreateWindowFrom_REAL -#define SDL_GetWindowID SDL_GetWindowID_REAL -#define SDL_GetWindowFromID SDL_GetWindowFromID_REAL -#define SDL_GetWindowFlags SDL_GetWindowFlags_REAL -#define SDL_SetWindowTitle SDL_SetWindowTitle_REAL -#define SDL_GetWindowTitle SDL_GetWindowTitle_REAL -#define SDL_SetWindowIcon SDL_SetWindowIcon_REAL -#define SDL_SetWindowData SDL_SetWindowData_REAL -#define SDL_GetWindowData SDL_GetWindowData_REAL -#define SDL_SetWindowPosition SDL_SetWindowPosition_REAL -#define SDL_GetWindowPosition SDL_GetWindowPosition_REAL -#define SDL_SetWindowSize SDL_SetWindowSize_REAL -#define SDL_GetWindowSize SDL_GetWindowSize_REAL -#define SDL_SetWindowMinimumSize SDL_SetWindowMinimumSize_REAL -#define SDL_GetWindowMinimumSize SDL_GetWindowMinimumSize_REAL -#define SDL_SetWindowMaximumSize SDL_SetWindowMaximumSize_REAL -#define SDL_GetWindowMaximumSize SDL_GetWindowMaximumSize_REAL -#define SDL_SetWindowBordered SDL_SetWindowBordered_REAL -#define SDL_ShowWindow SDL_ShowWindow_REAL -#define SDL_HideWindow SDL_HideWindow_REAL -#define SDL_RaiseWindow SDL_RaiseWindow_REAL -#define SDL_MaximizeWindow SDL_MaximizeWindow_REAL -#define SDL_MinimizeWindow SDL_MinimizeWindow_REAL -#define SDL_RestoreWindow SDL_RestoreWindow_REAL -#define SDL_SetWindowFullscreen SDL_SetWindowFullscreen_REAL -#define SDL_GetWindowSurface SDL_GetWindowSurface_REAL -#define SDL_UpdateWindowSurface SDL_UpdateWindowSurface_REAL -#define SDL_UpdateWindowSurfaceRects SDL_UpdateWindowSurfaceRects_REAL -#define SDL_SetWindowGrab SDL_SetWindowGrab_REAL -#define SDL_GetWindowGrab SDL_GetWindowGrab_REAL -#define SDL_SetWindowBrightness SDL_SetWindowBrightness_REAL -#define SDL_GetWindowBrightness SDL_GetWindowBrightness_REAL -#define SDL_SetWindowGammaRamp SDL_SetWindowGammaRamp_REAL -#define SDL_GetWindowGammaRamp SDL_GetWindowGammaRamp_REAL -#define SDL_DestroyWindow SDL_DestroyWindow_REAL -#define SDL_IsScreenSaverEnabled SDL_IsScreenSaverEnabled_REAL -#define SDL_EnableScreenSaver SDL_EnableScreenSaver_REAL -#define SDL_DisableScreenSaver SDL_DisableScreenSaver_REAL -#define SDL_GL_LoadLibrary SDL_GL_LoadLibrary_REAL -#define SDL_GL_GetProcAddress SDL_GL_GetProcAddress_REAL -#define SDL_GL_UnloadLibrary SDL_GL_UnloadLibrary_REAL -#define SDL_GL_ExtensionSupported SDL_GL_ExtensionSupported_REAL -#define SDL_GL_SetAttribute SDL_GL_SetAttribute_REAL -#define SDL_GL_GetAttribute SDL_GL_GetAttribute_REAL -#define SDL_GL_CreateContext SDL_GL_CreateContext_REAL -#define SDL_GL_MakeCurrent SDL_GL_MakeCurrent_REAL -#define SDL_GL_GetCurrentWindow SDL_GL_GetCurrentWindow_REAL -#define SDL_GL_GetCurrentContext SDL_GL_GetCurrentContext_REAL -#define SDL_GL_GetDrawableSize SDL_GL_GetDrawableSize_REAL -#define SDL_GL_SetSwapInterval SDL_GL_SetSwapInterval_REAL -#define SDL_GL_GetSwapInterval SDL_GL_GetSwapInterval_REAL -#define SDL_GL_SwapWindow SDL_GL_SwapWindow_REAL -#define SDL_GL_DeleteContext SDL_GL_DeleteContext_REAL -#define SDL_vsscanf SDL_vsscanf_REAL -#define SDL_GameControllerAddMappingsFromRW SDL_GameControllerAddMappingsFromRW_REAL -#define SDL_GL_ResetAttributes SDL_GL_ResetAttributes_REAL -#define SDL_HasAVX SDL_HasAVX_REAL -#define SDL_GetDefaultAssertionHandler SDL_GetDefaultAssertionHandler_REAL -#define SDL_GetAssertionHandler SDL_GetAssertionHandler_REAL -#define SDL_DXGIGetOutputInfo SDL_DXGIGetOutputInfo_REAL -#define SDL_RenderIsClipEnabled SDL_RenderIsClipEnabled_REAL -#define SDL_WinRTRunApp SDL_WinRTRunApp_REAL -#define SDL_WarpMouseGlobal SDL_WarpMouseGlobal_REAL -#define SDL_WinRTGetFSPathUNICODE SDL_WinRTGetFSPathUNICODE_REAL -#define SDL_WinRTGetFSPathUTF8 SDL_WinRTGetFSPathUTF8_REAL -#define SDL_WinRTRunApp SDL_WinRTRunApp_REAL -#define SDL_sqrtf SDL_sqrtf_REAL -#define SDL_tan SDL_tan_REAL -#define SDL_tanf SDL_tanf_REAL -#define SDL_CaptureMouse SDL_CaptureMouse_REAL -#define SDL_SetWindowHitTest SDL_SetWindowHitTest_REAL -#define SDL_GetGlobalMouseState SDL_GetGlobalMouseState_REAL -#define SDL_HasAVX2 SDL_HasAVX2_REAL -#define SDL_QueueAudio SDL_QueueAudio_REAL -#define SDL_GetQueuedAudioSize SDL_GetQueuedAudioSize_REAL -#define SDL_ClearQueuedAudio SDL_ClearQueuedAudio_REAL -#define SDL_GetGrabbedWindow SDL_GetGrabbedWindow_REAL -#define SDL_SetWindowsMessageHook SDL_SetWindowsMessageHook_REAL -#define SDL_JoystickCurrentPowerLevel SDL_JoystickCurrentPowerLevel_REAL -#define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_REAL -#define SDL_JoystickFromInstanceID SDL_JoystickFromInstanceID_REAL -#define SDL_GetDisplayUsableBounds SDL_GetDisplayUsableBounds_REAL -#define SDL_GetWindowBordersSize SDL_GetWindowBordersSize_REAL -#define SDL_SetWindowOpacity SDL_SetWindowOpacity_REAL -#define SDL_GetWindowOpacity SDL_GetWindowOpacity_REAL -#define SDL_SetWindowInputFocus SDL_SetWindowInputFocus_REAL -#define SDL_SetWindowModalFor SDL_SetWindowModalFor_REAL -#define SDL_RenderSetIntegerScale SDL_RenderSetIntegerScale_REAL -#define SDL_RenderGetIntegerScale SDL_RenderGetIntegerScale_REAL -#define SDL_DequeueAudio SDL_DequeueAudio_REAL -#define SDL_SetWindowResizable SDL_SetWindowResizable_REAL -#define SDL_CreateRGBSurfaceWithFormat SDL_CreateRGBSurfaceWithFormat_REAL -#define SDL_CreateRGBSurfaceWithFormatFrom SDL_CreateRGBSurfaceWithFormatFrom_REAL -#define SDL_GetHintBoolean SDL_GetHintBoolean_REAL diff --git a/3rdparty/SDL2/src/dynapi/SDL_dynapi_procs.h b/3rdparty/SDL2/src/dynapi/SDL_dynapi_procs.h deleted file mode 100644 index a08835b26a1..00000000000 --- a/3rdparty/SDL2/src/dynapi/SDL_dynapi_procs.h +++ /dev/null @@ -1,646 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org> - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -/* vi: set ts=4 sw=4 expandtab: */ - -/* - DO NOT EDIT THIS FILE BY HAND. It is autogenerated by gendynapi.pl. - NEVER REARRANGE THIS FILE, THE ORDER IS ABI LAW. - Changing this file means bumping SDL_DYNAPI_VERSION. You can safely add - new items to the end of the file, though. - Also, this file gets included multiple times, don't add #pragma once, etc. -*/ - -/* direct jump magic can use these, the rest needs special code. */ -#if !SDL_DYNAPI_PROC_NO_VARARGS -SDL_DYNAPI_PROC(int,SDL_SetError,(SDL_PRINTF_FORMAT_STRING const char *a, ...),(a),return) -SDL_DYNAPI_PROC(void,SDL_Log,(SDL_PRINTF_FORMAT_STRING const char *a, ...),(a),) -SDL_DYNAPI_PROC(void,SDL_LogVerbose,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),) -SDL_DYNAPI_PROC(void,SDL_LogDebug,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),) -SDL_DYNAPI_PROC(void,SDL_LogInfo,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),) -SDL_DYNAPI_PROC(void,SDL_LogWarn,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),) -SDL_DYNAPI_PROC(void,SDL_LogError,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),) -SDL_DYNAPI_PROC(void,SDL_LogCritical,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),) -SDL_DYNAPI_PROC(void,SDL_LogMessage,(int a, SDL_LogPriority b, SDL_PRINTF_FORMAT_STRING const char *c, ...),(a,b,c),) -SDL_DYNAPI_PROC(int,SDL_sscanf,(const char *a, SDL_SCANF_FORMAT_STRING const char *b, ...),(a,b),return) -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) -#endif - -#ifdef SDL_CreateThread -#undef SDL_CreateThread -#endif - -#if defined(__WIN32__) && !defined(HAVE_LIBC) -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) -#else -SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThread,(SDL_ThreadFunction a, const char *b, void *c),(a,b,c),return) -#endif - -#ifdef HAVE_STDIO_H -SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromFP,(FILE *a, SDL_bool b),(a,b),return) -#else -SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromFP,(void *a, SDL_bool b),(a,b),return) -#endif - -/* so annoying. */ -#if defined(__thumb__) && (defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__)) -SDL_DYNAPI_PROC(void,SDL_MemoryBarrierRelease,(void),(),) -SDL_DYNAPI_PROC(void,SDL_MemoryBarrierAcquire,(void),(),) -#endif - -#ifdef __WIN32__ -SDL_DYNAPI_PROC(int,SDL_RegisterApp,(char *a, Uint32 b, void *c),(a,b,c),return) -SDL_DYNAPI_PROC(void,SDL_UnregisterApp,(void),(),) -SDL_DYNAPI_PROC(int,SDL_Direct3D9GetAdapterIndex,(int a),(a),return) -SDL_DYNAPI_PROC(IDirect3DDevice9*,SDL_RenderGetD3D9Device,(SDL_Renderer *a),(a),return) -#endif - -#if defined(__IPHONEOS__) && __IPHONEOS__ -SDL_DYNAPI_PROC(int,SDL_iPhoneSetAnimationCallback,(SDL_Window *a, int b, void c, void *d),(a,b,c,d),return) -SDL_DYNAPI_PROC(void,SDL_iPhoneSetEventPump,(SDL_bool a),(a),) -#endif - -#if defined(__ANDROID__) && __ANDROID__ -SDL_DYNAPI_PROC(void*,SDL_AndroidGetJNIEnv,(void),(),return) -SDL_DYNAPI_PROC(void*,SDL_AndroidGetActivity,(void),(),return) -SDL_DYNAPI_PROC(const char*,SDL_AndroidGetInternalStoragePath,(void),(),return) -SDL_DYNAPI_PROC(int,SDL_AndroidGetExternalStorageState,(void),(),return) -SDL_DYNAPI_PROC(const char*,SDL_AndroidGetExternalStoragePath,(void),(),return) -#endif - -SDL_DYNAPI_PROC(int,SDL_Init,(Uint32 a),(a),return) -SDL_DYNAPI_PROC(int,SDL_InitSubSystem,(Uint32 a),(a),return) -SDL_DYNAPI_PROC(void,SDL_QuitSubSystem,(Uint32 a),(a),) -SDL_DYNAPI_PROC(Uint32,SDL_WasInit,(Uint32 a),(a),return) -SDL_DYNAPI_PROC(void,SDL_Quit,(void),(),) -SDL_DYNAPI_PROC(SDL_assert_state,SDL_ReportAssertion,(SDL_assert_data *a, const char *b, const char *c, int d),(a,b,c,d),return) -SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),) -SDL_DYNAPI_PROC(const SDL_assert_data*,SDL_GetAssertionReport,(void),(),return) -SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),) -SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicTryLock,(SDL_SpinLock *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_AtomicLock,(SDL_SpinLock *a),(a),) -SDL_DYNAPI_PROC(void,SDL_AtomicUnlock,(SDL_SpinLock *a),(a),) -SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCAS,(SDL_atomic_t *a, int b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_AtomicSet,(SDL_atomic_t *a, int b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_AtomicGet,(SDL_atomic_t *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_AtomicAdd,(SDL_atomic_t *a, int b),(a,b),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCASPtr,(void **a, void *b, void *c),(a,b,c),return) -SDL_DYNAPI_PROC(void*,SDL_AtomicSetPtr,(void **a, void *b),(a,b),return) -SDL_DYNAPI_PROC(void*,SDL_AtomicGetPtr,(void **a),(a),return) -SDL_DYNAPI_PROC(int,SDL_GetNumAudioDrivers,(void),(),return) -SDL_DYNAPI_PROC(const char*,SDL_GetAudioDriver,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_AudioInit,(const char *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_AudioQuit,(void),(),) -SDL_DYNAPI_PROC(const char*,SDL_GetCurrentAudioDriver,(void),(),return) -SDL_DYNAPI_PROC(int,SDL_OpenAudio,(SDL_AudioSpec *a, SDL_AudioSpec *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_GetNumAudioDevices,(int a),(a),return) -SDL_DYNAPI_PROC(const char*,SDL_GetAudioDeviceName,(int a, int b),(a,b),return) -SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_OpenAudioDevice,(const char *a, int b, const SDL_AudioSpec *c, SDL_AudioSpec *d, int e),(a,b,c,d,e),return) -SDL_DYNAPI_PROC(SDL_AudioStatus,SDL_GetAudioStatus,(void),(),return) -SDL_DYNAPI_PROC(SDL_AudioStatus,SDL_GetAudioDeviceStatus,(SDL_AudioDeviceID a),(a),return) -SDL_DYNAPI_PROC(void,SDL_PauseAudio,(int a),(a),) -SDL_DYNAPI_PROC(void,SDL_PauseAudioDevice,(SDL_AudioDeviceID a, int b),(a,b),) -SDL_DYNAPI_PROC(SDL_AudioSpec*,SDL_LoadWAV_RW,(SDL_RWops *a, int b, SDL_AudioSpec *c, Uint8 **d, Uint32 *e),(a,b,c,d,e),return) -SDL_DYNAPI_PROC(void,SDL_FreeWAV,(Uint8 *a),(a),) -SDL_DYNAPI_PROC(int,SDL_BuildAudioCVT,(SDL_AudioCVT *a, SDL_AudioFormat b, Uint8 c, int d, SDL_AudioFormat e, Uint8 f, int g),(a,b,c,d,e,f,g),return) -SDL_DYNAPI_PROC(int,SDL_ConvertAudio,(SDL_AudioCVT *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_MixAudio,(Uint8 *a, const Uint8 *b, Uint32 c, int d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_MixAudioFormat,(Uint8 *a, const Uint8 *b, SDL_AudioFormat c, Uint32 d, int e),(a,b,c,d,e),) -SDL_DYNAPI_PROC(void,SDL_LockAudio,(void),(),) -SDL_DYNAPI_PROC(void,SDL_LockAudioDevice,(SDL_AudioDeviceID a),(a),) -SDL_DYNAPI_PROC(void,SDL_UnlockAudio,(void),(),) -SDL_DYNAPI_PROC(void,SDL_UnlockAudioDevice,(SDL_AudioDeviceID a),(a),) -SDL_DYNAPI_PROC(void,SDL_CloseAudio,(void),(),) -SDL_DYNAPI_PROC(void,SDL_CloseAudioDevice,(SDL_AudioDeviceID a),(a),) -SDL_DYNAPI_PROC(int,SDL_SetClipboardText,(const char *a),(a),return) -SDL_DYNAPI_PROC(char*,SDL_GetClipboardText,(void),(),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_HasClipboardText,(void),(),return) -SDL_DYNAPI_PROC(int,SDL_GetCPUCount,(void),(),return) -SDL_DYNAPI_PROC(int,SDL_GetCPUCacheLineSize,(void),(),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_HasRDTSC,(void),(),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_HasAltiVec,(void),(),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_HasMMX,(void),(),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_Has3DNow,(void),(),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(int,SDL_GetSystemRAM,(void),(),return) -SDL_DYNAPI_PROC(const char*,SDL_GetError,(void),(),return) -SDL_DYNAPI_PROC(void,SDL_ClearError,(void),(),) -SDL_DYNAPI_PROC(int,SDL_Error,(SDL_errorcode a),(a),return) -SDL_DYNAPI_PROC(void,SDL_PumpEvents,(void),(),) -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_HasEvent,(Uint32 a),(a),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_HasEvents,(Uint32 a, Uint32 b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),) -SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),) -SDL_DYNAPI_PROC(int,SDL_PollEvent,(SDL_Event *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_WaitEvent,(SDL_Event *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_WaitEventTimeout,(SDL_Event *a, int b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_PushEvent,(SDL_Event *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),) -SDL_DYNAPI_PROC(SDL_bool,SDL_GetEventFilter,(SDL_EventFilter *a, void **b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_DelEventWatch,(SDL_EventFilter a, void *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_FilterEvents,(SDL_EventFilter a, void *b),(a,b),) -SDL_DYNAPI_PROC(Uint8,SDL_EventState,(Uint32 a, int b),(a,b),return) -SDL_DYNAPI_PROC(Uint32,SDL_RegisterEvents,(int a),(a),return) -SDL_DYNAPI_PROC(char*,SDL_GetBasePath,(void),(),return) -SDL_DYNAPI_PROC(char*,SDL_GetPrefPath,(const char *a, const char *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_GameControllerAddMapping,(const char *a),(a),return) -SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForGUID,(SDL_JoystickGUID a),(a),return) -SDL_DYNAPI_PROC(char*,SDL_GameControllerMapping,(SDL_GameController *a),(a),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_IsGameController,(int a),(a),return) -SDL_DYNAPI_PROC(const char*,SDL_GameControllerNameForIndex,(int a),(a),return) -SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerOpen,(int a),(a),return) -SDL_DYNAPI_PROC(const char*,SDL_GameControllerName,(SDL_GameController *a),(a),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerGetAttached,(SDL_GameController *a),(a),return) -SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GameControllerGetJoystick,(SDL_GameController *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_GameControllerEventState,(int a),(a),return) -SDL_DYNAPI_PROC(void,SDL_GameControllerUpdate,(void),(),) -SDL_DYNAPI_PROC(SDL_GameControllerAxis,SDL_GameControllerGetAxisFromString,(const char *a),(a),return) -SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetStringForAxis,(SDL_GameControllerAxis a),(a),return) -SDL_DYNAPI_PROC(SDL_GameControllerButtonBind,SDL_GameControllerGetBindForAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return) -SDL_DYNAPI_PROC(Sint16,SDL_GameControllerGetAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return) -SDL_DYNAPI_PROC(SDL_GameControllerButton,SDL_GameControllerGetButtonFromString,(const char *a),(a),return) -SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetStringForButton,(SDL_GameControllerButton a),(a),return) -SDL_DYNAPI_PROC(SDL_GameControllerButtonBind,SDL_GameControllerGetBindForButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return) -SDL_DYNAPI_PROC(Uint8,SDL_GameControllerGetButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_GameControllerClose,(SDL_GameController *a),(a),) -SDL_DYNAPI_PROC(int,SDL_RecordGesture,(SDL_TouchID a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SaveAllDollarTemplates,(SDL_RWops *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SaveDollarTemplate,(SDL_GestureID a, SDL_RWops *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_LoadDollarTemplates,(SDL_TouchID a, SDL_RWops *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_NumHaptics,(void),(),return) -SDL_DYNAPI_PROC(const char*,SDL_HapticName,(int a),(a),return) -SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpen,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_HapticOpened,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_HapticIndex,(SDL_Haptic *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_MouseIsHaptic,(void),(),return) -SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpenFromMouse,(void),(),return) -SDL_DYNAPI_PROC(int,SDL_JoystickIsHaptic,(SDL_Joystick *a),(a),return) -SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpenFromJoystick,(SDL_Joystick *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_HapticClose,(SDL_Haptic *a),(a),) -SDL_DYNAPI_PROC(int,SDL_HapticNumEffects,(SDL_Haptic *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_HapticNumEffectsPlaying,(SDL_Haptic *a),(a),return) -SDL_DYNAPI_PROC(unsigned int,SDL_HapticQuery,(SDL_Haptic *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_HapticNumAxes,(SDL_Haptic *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_HapticEffectSupported,(SDL_Haptic *a, SDL_HapticEffect *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_HapticNewEffect,(SDL_Haptic *a, SDL_HapticEffect *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_HapticUpdateEffect,(SDL_Haptic *a, int b, SDL_HapticEffect *c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_HapticRunEffect,(SDL_Haptic *a, int b, Uint32 c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_HapticStopEffect,(SDL_Haptic *a, int b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_HapticDestroyEffect,(SDL_Haptic *a, int b),(a,b),) -SDL_DYNAPI_PROC(int,SDL_HapticGetEffectStatus,(SDL_Haptic *a, int b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_HapticSetGain,(SDL_Haptic *a, int b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_HapticSetAutocenter,(SDL_Haptic *a, int b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_HapticPause,(SDL_Haptic *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_HapticUnpause,(SDL_Haptic *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_HapticStopAll,(SDL_Haptic *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_HapticRumbleSupported,(SDL_Haptic *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_HapticRumbleInit,(SDL_Haptic *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_HapticRumblePlay,(SDL_Haptic *a, float b, Uint32 c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_HapticRumbleStop,(SDL_Haptic *a),(a),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_SetHintWithPriority,(const char *a, const char *b, SDL_HintPriority c),(a,b,c),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_SetHint,(const char *a, const char *b),(a,b),return) -SDL_DYNAPI_PROC(const char*,SDL_GetHint,(const char *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_AddHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_DelHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_ClearHints,(void),(),) -SDL_DYNAPI_PROC(int,SDL_NumJoysticks,(void),(),return) -SDL_DYNAPI_PROC(const char*,SDL_JoystickNameForIndex,(int a),(a),return) -SDL_DYNAPI_PROC(SDL_Joystick*,SDL_JoystickOpen,(int a),(a),return) -SDL_DYNAPI_PROC(const char*,SDL_JoystickName,(SDL_Joystick *a),(a),return) -SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_JoystickGetDeviceGUID,(int a),(a),return) -SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_JoystickGetGUID,(SDL_Joystick *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_JoystickGetGUIDString,(SDL_JoystickGUID a, char *b, int c),(a,b,c),) -SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_JoystickGetGUIDFromString,(const char *a),(a),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickGetAttached,(SDL_Joystick *a),(a),return) -SDL_DYNAPI_PROC(SDL_JoystickID,SDL_JoystickInstanceID,(SDL_Joystick *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_JoystickNumAxes,(SDL_Joystick *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_JoystickNumBalls,(SDL_Joystick *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_JoystickNumHats,(SDL_Joystick *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_JoystickNumButtons,(SDL_Joystick *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_JoystickUpdate,(void),(),) -SDL_DYNAPI_PROC(int,SDL_JoystickEventState,(int a),(a),return) -SDL_DYNAPI_PROC(Sint16,SDL_JoystickGetAxis,(SDL_Joystick *a, int b),(a,b),return) -SDL_DYNAPI_PROC(Uint8,SDL_JoystickGetHat,(SDL_Joystick *a, int b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_JoystickGetBall,(SDL_Joystick *a, int b, int *c, int *d),(a,b,c,d),return) -SDL_DYNAPI_PROC(Uint8,SDL_JoystickGetButton,(SDL_Joystick *a, int b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_JoystickClose,(SDL_Joystick *a),(a),) -SDL_DYNAPI_PROC(SDL_Window*,SDL_GetKeyboardFocus,(void),(),return) -SDL_DYNAPI_PROC(const Uint8*,SDL_GetKeyboardState,(int *a),(a),return) -SDL_DYNAPI_PROC(SDL_Keymod,SDL_GetModState,(void),(),return) -SDL_DYNAPI_PROC(void,SDL_SetModState,(SDL_Keymod a),(a),) -SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromScancode,(SDL_Scancode a),(a),return) -SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromKey,(SDL_Keycode a),(a),return) -SDL_DYNAPI_PROC(const char*,SDL_GetScancodeName,(SDL_Scancode a),(a),return) -SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromName,(const char *a),(a),return) -SDL_DYNAPI_PROC(const char*,SDL_GetKeyName,(SDL_Keycode a),(a),return) -SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromName,(const char *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_StartTextInput,(void),(),) -SDL_DYNAPI_PROC(SDL_bool,SDL_IsTextInputActive,(void),(),return) -SDL_DYNAPI_PROC(void,SDL_StopTextInput,(void),(),) -SDL_DYNAPI_PROC(void,SDL_SetTextInputRect,(SDL_Rect *a),(a),) -SDL_DYNAPI_PROC(SDL_bool,SDL_HasScreenKeyboardSupport,(void),(),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_IsScreenKeyboardShown,(SDL_Window *a),(a),return) -SDL_DYNAPI_PROC(void*,SDL_LoadObject,(const char *a),(a),return) -SDL_DYNAPI_PROC(void*,SDL_LoadFunction,(void *a, const char *b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),) -SDL_DYNAPI_PROC(void,SDL_LogSetAllPriority,(SDL_LogPriority a),(a),) -SDL_DYNAPI_PROC(void,SDL_LogSetPriority,(int a, SDL_LogPriority b),(a,b),) -SDL_DYNAPI_PROC(SDL_LogPriority,SDL_LogGetPriority,(int a),(a),return) -SDL_DYNAPI_PROC(void,SDL_LogResetPriorities,(void),(),) -SDL_DYNAPI_PROC(void,SDL_LogMessageV,(int a, SDL_LogPriority b, const char *c, va_list d),(a,b,c,d),) -SDL_DYNAPI_PROC(void,SDL_LogGetOutputFunction,(SDL_LogOutputFunction *a, void **b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_LogSetOutputFunction,(SDL_LogOutputFunction a, void *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_SetMainReady,(void),(),) -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(SDL_Window*,SDL_GetMouseFocus,(void),(),return) -SDL_DYNAPI_PROC(Uint32,SDL_GetMouseState,(int *a, int *b),(a,b),return) -SDL_DYNAPI_PROC(Uint32,SDL_GetRelativeMouseState,(int *a, int *b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_WarpMouseInWindow,(SDL_Window *a, int b, int c),(a,b,c),) -SDL_DYNAPI_PROC(int,SDL_SetRelativeMouseMode,(SDL_bool a),(a),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_GetRelativeMouseMode,(void),(),return) -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) -SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateColorCursor,(SDL_Surface *a, int b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateSystemCursor,(SDL_SystemCursor a),(a),return) -SDL_DYNAPI_PROC(void,SDL_SetCursor,(SDL_Cursor *a),(a),) -SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetCursor,(void),(),return) -SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetDefaultCursor,(void),(),return) -SDL_DYNAPI_PROC(void,SDL_FreeCursor,(SDL_Cursor *a),(a),) -SDL_DYNAPI_PROC(int,SDL_ShowCursor,(int a),(a),return) -SDL_DYNAPI_PROC(SDL_mutex*,SDL_CreateMutex,(void),(),return) -SDL_DYNAPI_PROC(int,SDL_LockMutex,(SDL_mutex *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_TryLockMutex,(SDL_mutex *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_UnlockMutex,(SDL_mutex *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_DestroyMutex,(SDL_mutex *a),(a),) -SDL_DYNAPI_PROC(SDL_sem*,SDL_CreateSemaphore,(Uint32 a),(a),return) -SDL_DYNAPI_PROC(void,SDL_DestroySemaphore,(SDL_sem *a),(a),) -SDL_DYNAPI_PROC(int,SDL_SemWait,(SDL_sem *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SemTryWait,(SDL_sem *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SemWaitTimeout,(SDL_sem *a, Uint32 b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_SemPost,(SDL_sem *a),(a),return) -SDL_DYNAPI_PROC(Uint32,SDL_SemValue,(SDL_sem *a),(a),return) -SDL_DYNAPI_PROC(SDL_cond*,SDL_CreateCond,(void),(),return) -SDL_DYNAPI_PROC(void,SDL_DestroyCond,(SDL_cond *a),(a),) -SDL_DYNAPI_PROC(int,SDL_CondSignal,(SDL_cond *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_CondBroadcast,(SDL_cond *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_CondWait,(SDL_cond *a, SDL_mutex *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_CondWaitTimeout,(SDL_cond *a, SDL_mutex *b, Uint32 c),(a,b,c),return) -SDL_DYNAPI_PROC(const char*,SDL_GetPixelFormatName,(Uint32 a),(a),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_PixelFormatEnumToMasks,(Uint32 a, int *b, Uint32 *c, Uint32 *d, Uint32 *e, Uint32 *f),(a,b,c,d,e,f),return) -SDL_DYNAPI_PROC(Uint32,SDL_MasksToPixelFormatEnum,(int a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),return) -SDL_DYNAPI_PROC(SDL_PixelFormat*,SDL_AllocFormat,(Uint32 a),(a),return) -SDL_DYNAPI_PROC(void,SDL_FreeFormat,(SDL_PixelFormat *a),(a),) -SDL_DYNAPI_PROC(SDL_Palette*,SDL_AllocPalette,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SetPixelFormatPalette,(SDL_PixelFormat *a, SDL_Palette *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_SetPaletteColors,(SDL_Palette *a, const SDL_Color *b, int c, int d),(a,b,c,d),return) -SDL_DYNAPI_PROC(void,SDL_FreePalette,(SDL_Palette *a),(a),) -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(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(void,SDL_CalculateGammaRamp,(float a, Uint16 *b),(a,b),) -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(SDL_bool,SDL_HasIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectRect,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return) -SDL_DYNAPI_PROC(void,SDL_UnionRect,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),) -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) -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) -SDL_DYNAPI_PROC(int,SDL_GetNumRenderDrivers,(void),(),return) -SDL_DYNAPI_PROC(int,SDL_GetRenderDriverInfo,(int a, SDL_RendererInfo *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_CreateWindowAndRenderer,(int a, int b, Uint32 c, SDL_Window **d, SDL_Renderer **e),(a,b,c,d,e),return) -SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRenderer,(SDL_Window *a, int b, Uint32 c),(a,b,c),return) -SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateSoftwareRenderer,(SDL_Surface *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(int,SDL_GetRendererOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return) -SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTexture,(SDL_Renderer *a, Uint32 b, int c, int d, int e),(a,b,c,d,e),return) -SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureFromSurface,(SDL_Renderer *a, SDL_Surface *b),(a,b),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(int,SDL_SetTextureColorMod,(SDL_Texture *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),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_SetTextureAlphaMod,(SDL_Texture *a, Uint8 b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_GetTextureAlphaMod,(SDL_Texture *a, Uint8 *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_SetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_GetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode *b),(a,b),return) -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_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(int,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return) -SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),) -SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return) -SDL_DYNAPI_PROC(SDL_Texture*,SDL_GetRenderTarget,(SDL_Renderer *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_RenderSetLogicalSize,(SDL_Renderer *a, int b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(void,SDL_RenderGetLogicalSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),) -SDL_DYNAPI_PROC(int,SDL_RenderSetViewport,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_RenderGetViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),) -SDL_DYNAPI_PROC(int,SDL_RenderSetClipRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_RenderGetClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),) -SDL_DYNAPI_PROC(int,SDL_RenderSetScale,(SDL_Renderer *a, float b, float c),(a,b,c),return) -SDL_DYNAPI_PROC(void,SDL_RenderGetScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),) -SDL_DYNAPI_PROC(int,SDL_SetRenderDrawColor,(SDL_Renderer *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),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(int,SDL_SetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_GetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_RenderClear,(SDL_Renderer *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_RenderDrawPoint,(SDL_Renderer *a, int b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_RenderDrawPoints,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_RenderDrawLine,(SDL_Renderer *a, int b, int c, int d, int e),(a,b,c,d,e),return) -SDL_DYNAPI_PROC(int,SDL_RenderDrawLines,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_RenderDrawRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_RenderDrawRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_RenderCopy,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d),(a,b,c,d),return) -SDL_DYNAPI_PROC(int,SDL_RenderCopyEx,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d, const double e, const SDL_Point *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),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(void,SDL_RenderPresent,(SDL_Renderer *a),(a),) -SDL_DYNAPI_PROC(void,SDL_DestroyTexture,(SDL_Texture *a),(a),) -SDL_DYNAPI_PROC(void,SDL_DestroyRenderer,(SDL_Renderer *a),(a),) -SDL_DYNAPI_PROC(int,SDL_GL_BindTexture,(SDL_Texture *a, float *b, float *c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_GL_UnbindTexture,(SDL_Texture *a),(a),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, int b),(a,b),return) -SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromConstMem,(const void *a, int b),(a,b),return) -SDL_DYNAPI_PROC(SDL_RWops*,SDL_AllocRW,(void),(),return) -SDL_DYNAPI_PROC(void,SDL_FreeRW,(SDL_RWops *a),(a),) -SDL_DYNAPI_PROC(Uint8,SDL_ReadU8,(SDL_RWops *a),(a),return) -SDL_DYNAPI_PROC(Uint16,SDL_ReadLE16,(SDL_RWops *a),(a),return) -SDL_DYNAPI_PROC(Uint16,SDL_ReadBE16,(SDL_RWops *a),(a),return) -SDL_DYNAPI_PROC(Uint32,SDL_ReadLE32,(SDL_RWops *a),(a),return) -SDL_DYNAPI_PROC(Uint32,SDL_ReadBE32,(SDL_RWops *a),(a),return) -SDL_DYNAPI_PROC(Uint64,SDL_ReadLE64,(SDL_RWops *a),(a),return) -SDL_DYNAPI_PROC(Uint64,SDL_ReadBE64,(SDL_RWops *a),(a),return) -SDL_DYNAPI_PROC(size_t,SDL_WriteU8,(SDL_RWops *a, Uint8 b),(a,b),return) -SDL_DYNAPI_PROC(size_t,SDL_WriteLE16,(SDL_RWops *a, Uint16 b),(a,b),return) -SDL_DYNAPI_PROC(size_t,SDL_WriteBE16,(SDL_RWops *a, Uint16 b),(a,b),return) -SDL_DYNAPI_PROC(size_t,SDL_WriteLE32,(SDL_RWops *a, Uint32 b),(a,b),return) -SDL_DYNAPI_PROC(size_t,SDL_WriteBE32,(SDL_RWops *a, Uint32 b),(a,b),return) -SDL_DYNAPI_PROC(size_t,SDL_WriteLE64,(SDL_RWops *a, Uint64 b),(a,b),return) -SDL_DYNAPI_PROC(size_t,SDL_WriteBE64,(SDL_RWops *a, Uint64 b),(a,b),return) -SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateShapedWindow,(const char *a, unsigned int b, unsigned int c, unsigned int d, unsigned int e, Uint32 f),(a,b,c,d,e,f),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_IsShapedWindow,(const SDL_Window *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SetWindowShape,(SDL_Window *a, SDL_Surface *b, SDL_WindowShapeMode *c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_GetShapedWindowMode,(SDL_Window *a, SDL_WindowShapeMode *b),(a,b),return) -SDL_DYNAPI_PROC(void*,SDL_malloc,(size_t a),(a),return) -SDL_DYNAPI_PROC(void*,SDL_calloc,(size_t a, size_t b),(a,b),return) -SDL_DYNAPI_PROC(void*,SDL_realloc,(void *a, size_t 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(int,SDL_setenv,(const char *a, const char *b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(void,SDL_qsort,(void *a, size_t b, size_t c, int (*d)(const void *, const void *)),(a,b,c,d),) -SDL_DYNAPI_PROC(int,SDL_abs,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_isdigit,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_isspace,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_toupper,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_tolower,(int a),(a),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_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(int,SDL_memcmp,(const void *a, const void *b, size_t c),(a,b,c),return) -SDL_DYNAPI_PROC(size_t,SDL_wcslen,(const wchar_t *a),(a),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_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_strlen,(const char *a),(a),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_utf8strlcpy,(SDL_OUT_Z_CAP(c) char *a, const char *b, size_t c),(a,b,c),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(char*,SDL_strdup,(const char *a),(a),return) -SDL_DYNAPI_PROC(char*,SDL_strrev,(char *a),(a),return) -SDL_DYNAPI_PROC(char*,SDL_strupr,(char *a),(a),return) -SDL_DYNAPI_PROC(char*,SDL_strlwr,(char *a),(a),return) -SDL_DYNAPI_PROC(char*,SDL_strchr,(const char *a, int b),(a,b),return) -SDL_DYNAPI_PROC(char*,SDL_strrchr,(const char *a, int b),(a,b),return) -SDL_DYNAPI_PROC(char*,SDL_strstr,(const char *a, const char *b),(a,b),return) -SDL_DYNAPI_PROC(char*,SDL_itoa,(int a, char *b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(char*,SDL_uitoa,(unsigned int a, char *b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(char*,SDL_ltoa,(long 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(char*,SDL_lltoa,(Sint64 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(int,SDL_atoi,(const char *a),(a),return) -SDL_DYNAPI_PROC(double,SDL_atof,(const char *a),(a),return) -SDL_DYNAPI_PROC(long,SDL_strtol,(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(Sint64,SDL_strtoll,(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(double,SDL_strtod,(const char *a, char **b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_strcmp,(const char *a, const char *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_strncmp,(const char *a, const char *b, size_t c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_strcasecmp,(const char *a, const char *b),(a,b),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_vsnprintf,(SDL_OUT_Z_CAP(b) char *a, size_t b, const char *c, va_list d),(a,b,c,d),return) -SDL_DYNAPI_PROC(double,SDL_acos,(double a),(a),return) -SDL_DYNAPI_PROC(double,SDL_asin,(double 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(double,SDL_ceil,(double a),(a),return) -SDL_DYNAPI_PROC(double,SDL_copysign,(double a, double 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(double,SDL_fabs,(double a),(a),return) -SDL_DYNAPI_PROC(double,SDL_floor,(double a),(a),return) -SDL_DYNAPI_PROC(double,SDL_log,(double a),(a),return) -SDL_DYNAPI_PROC(double,SDL_pow,(double a, double b),(a,b),return) -SDL_DYNAPI_PROC(double,SDL_scalbn,(double a, int b),(a,b),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(SDL_iconv_t,SDL_iconv_open,(const char *a, const char *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_iconv_close,(SDL_iconv_t a),(a),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(char*,SDL_iconv_string,(const char *a, const char *b, const char *c, size_t d),(a,b,c,d),return) -SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateRGBSurface,(Uint32 a, int b, int c, int d, Uint32 e, Uint32 f, Uint32 g, Uint32 h),(a,b,c,d,e,f,g,h),return) -SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateRGBSurfaceFrom,(void *a, int b, int c, int d, int e, Uint32 f, Uint32 g, Uint32 h, Uint32 i),(a,b,c,d,e,f,g,h,i),return) -SDL_DYNAPI_PROC(void,SDL_FreeSurface,(SDL_Surface *a),(a),) -SDL_DYNAPI_PROC(int,SDL_SetSurfacePalette,(SDL_Surface *a, SDL_Palette *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_LockSurface,(SDL_Surface *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_UnlockSurface,(SDL_Surface *a),(a),) -SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP_RW,(SDL_RWops *a, int b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_SaveBMP_RW,(SDL_Surface *a, SDL_RWops *b, int c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_SetSurfaceRLE,(SDL_Surface *a, int b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_SetColorKey,(SDL_Surface *a, int b, Uint32 c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_GetColorKey,(SDL_Surface *a, Uint32 *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_SetSurfaceColorMod,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),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_SetSurfaceAlphaMod,(SDL_Surface *a, Uint8 b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_GetSurfaceAlphaMod,(SDL_Surface *a, Uint8 *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_SetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_GetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode *b),(a,b),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_SetClipRect,(SDL_Surface *a, const SDL_Rect *b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_GetClipRect,(SDL_Surface *a, SDL_Rect *b),(a,b),) -SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurface,(SDL_Surface *a, const SDL_PixelFormat *b, Uint32 c),(a,b,c),return) -SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurfaceFormat,(SDL_Surface *a, Uint32 b, Uint32 c),(a,b,c),return) -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) -SDL_DYNAPI_PROC(int,SDL_FillRect,(SDL_Surface *a, const SDL_Rect *b, Uint32 c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_FillRects,(SDL_Surface *a, const SDL_Rect *b, int c, Uint32 d),(a,b,c,d),return) -SDL_DYNAPI_PROC(int,SDL_UpperBlit,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return) -SDL_DYNAPI_PROC(int,SDL_LowerBlit,(SDL_Surface *a, SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),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_UpperBlitScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return) -SDL_DYNAPI_PROC(int,SDL_LowerBlitScaled,(SDL_Surface *a, SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowWMInfo,(SDL_Window *a, SDL_SysWMinfo *b),(a,b),return) -SDL_DYNAPI_PROC(const char*,SDL_GetThreadName,(SDL_Thread *a),(a),return) -SDL_DYNAPI_PROC(SDL_threadID,SDL_ThreadID,(void),(),return) -SDL_DYNAPI_PROC(SDL_threadID,SDL_GetThreadID,(SDL_Thread *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SetThreadPriority,(SDL_ThreadPriority a),(a),return) -SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_DetachThread,(SDL_Thread *a),(a),) -SDL_DYNAPI_PROC(SDL_TLSID,SDL_TLSCreate,(void),(),return) -SDL_DYNAPI_PROC(void*,SDL_TLSGet,(SDL_TLSID a),(a),return) -SDL_DYNAPI_PROC(int,SDL_TLSSet,(SDL_TLSID a, const void *b, void (*c)(void*)),(a,b,c),return) -SDL_DYNAPI_PROC(Uint32,SDL_GetTicks,(void),(),return) -SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceCounter,(void),(),return) -SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceFrequency,(void),(),return) -SDL_DYNAPI_PROC(void,SDL_Delay,(Uint32 a),(a),) -SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimer,(Uint32 a, SDL_TimerCallback b, void *c),(a,b,c),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveTimer,(SDL_TimerID a),(a),return) -SDL_DYNAPI_PROC(int,SDL_GetNumTouchDevices,(void),(),return) -SDL_DYNAPI_PROC(SDL_TouchID,SDL_GetTouchDevice,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_GetNumTouchFingers,(SDL_TouchID a),(a),return) -SDL_DYNAPI_PROC(SDL_Finger*,SDL_GetTouchFinger,(SDL_TouchID a, int b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_GetVersion,(SDL_version *a),(a),) -SDL_DYNAPI_PROC(const char*,SDL_GetRevision,(void),(),return) -SDL_DYNAPI_PROC(int,SDL_GetRevisionNumber,(void),(),return) -SDL_DYNAPI_PROC(int,SDL_GetNumVideoDrivers,(void),(),return) -SDL_DYNAPI_PROC(const char*,SDL_GetVideoDriver,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_VideoInit,(const char *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_VideoQuit,(void),(),) -SDL_DYNAPI_PROC(const char*,SDL_GetCurrentVideoDriver,(void),(),return) -SDL_DYNAPI_PROC(int,SDL_GetNumVideoDisplays,(void),(),return) -SDL_DYNAPI_PROC(const char*,SDL_GetDisplayName,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_GetDisplayBounds,(int a, SDL_Rect *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_GetNumDisplayModes,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_GetDisplayMode,(int a, int b, SDL_DisplayMode *c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_GetDesktopDisplayMode,(int a, SDL_DisplayMode *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_GetCurrentDisplayMode,(int a, SDL_DisplayMode *b),(a,b),return) -SDL_DYNAPI_PROC(SDL_DisplayMode*,SDL_GetClosestDisplayMode,(int a, const SDL_DisplayMode *b, SDL_DisplayMode *c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_GetWindowDisplayIndex,(SDL_Window *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SetWindowDisplayMode,(SDL_Window *a, const SDL_DisplayMode *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_GetWindowDisplayMode,(SDL_Window *a, SDL_DisplayMode *b),(a,b),return) -SDL_DYNAPI_PROC(Uint32,SDL_GetWindowPixelFormat,(SDL_Window *a),(a),return) -SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindow,(const char *a, int b, int c, int d, int e, Uint32 f),(a,b,c,d,e,f),return) -SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindowFrom,(const void *a),(a),return) -SDL_DYNAPI_PROC(Uint32,SDL_GetWindowID,(SDL_Window *a),(a),return) -SDL_DYNAPI_PROC(SDL_Window*,SDL_GetWindowFromID,(Uint32 a),(a),return) -SDL_DYNAPI_PROC(Uint32,SDL_GetWindowFlags,(SDL_Window *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_SetWindowTitle,(SDL_Window *a, const char *b),(a,b),) -SDL_DYNAPI_PROC(const char*,SDL_GetWindowTitle,(SDL_Window *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_SetWindowIcon,(SDL_Window *a, SDL_Surface *b),(a,b),) -SDL_DYNAPI_PROC(void*,SDL_SetWindowData,(SDL_Window *a, const char *b, void *c),(a,b,c),return) -SDL_DYNAPI_PROC(void*,SDL_GetWindowData,(SDL_Window *a, const char *b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_SetWindowPosition,(SDL_Window *a, int b, int c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_GetWindowPosition,(SDL_Window *a, int *b, int *c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_SetWindowSize,(SDL_Window *a, int b, int c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_GetWindowSize,(SDL_Window *a, int *b, int *c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_SetWindowMinimumSize,(SDL_Window *a, int b, int c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_GetWindowMinimumSize,(SDL_Window *a, int *b, int *c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_SetWindowMaximumSize,(SDL_Window *a, int b, int c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_GetWindowMaximumSize,(SDL_Window *a, int *b, int *c),(a,b,c),) -SDL_DYNAPI_PROC(void,SDL_SetWindowBordered,(SDL_Window *a, SDL_bool b),(a,b),) -SDL_DYNAPI_PROC(void,SDL_ShowWindow,(SDL_Window *a),(a),) -SDL_DYNAPI_PROC(void,SDL_HideWindow,(SDL_Window *a),(a),) -SDL_DYNAPI_PROC(void,SDL_RaiseWindow,(SDL_Window *a),(a),) -SDL_DYNAPI_PROC(void,SDL_MaximizeWindow,(SDL_Window *a),(a),) -SDL_DYNAPI_PROC(void,SDL_MinimizeWindow,(SDL_Window *a),(a),) -SDL_DYNAPI_PROC(void,SDL_RestoreWindow,(SDL_Window *a),(a),) -SDL_DYNAPI_PROC(int,SDL_SetWindowFullscreen,(SDL_Window *a, Uint32 b),(a,b),return) -SDL_DYNAPI_PROC(SDL_Surface*,SDL_GetWindowSurface,(SDL_Window *a),(a),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(void,SDL_SetWindowGrab,(SDL_Window *a, SDL_bool b),(a,b),) -SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowGrab,(SDL_Window *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SetWindowBrightness,(SDL_Window *a, float b),(a,b),return) -SDL_DYNAPI_PROC(float,SDL_GetWindowBrightness,(SDL_Window *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SetWindowGammaRamp,(SDL_Window *a, const Uint16 *b, const Uint16 *c, const Uint16 *d),(a,b,c,d),return) -SDL_DYNAPI_PROC(int,SDL_GetWindowGammaRamp,(SDL_Window *a, Uint16 *b, Uint16 *c, Uint16 *d),(a,b,c,d),return) -SDL_DYNAPI_PROC(void,SDL_DestroyWindow,(SDL_Window *a),(a),) -SDL_DYNAPI_PROC(SDL_bool,SDL_IsScreenSaverEnabled,(void),(),return) -SDL_DYNAPI_PROC(void,SDL_EnableScreenSaver,(void),(),) -SDL_DYNAPI_PROC(void,SDL_DisableScreenSaver,(void),(),) -SDL_DYNAPI_PROC(int,SDL_GL_LoadLibrary,(const char *a),(a),return) -SDL_DYNAPI_PROC(void*,SDL_GL_GetProcAddress,(const char *a),(a),return) -SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),) -SDL_DYNAPI_PROC(SDL_bool,SDL_GL_ExtensionSupported,(const char *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_GL_SetAttribute,(SDL_GLattr a, int b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_GL_GetAttribute,(SDL_GLattr a, int *b),(a,b),return) -SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_GL_MakeCurrent,(SDL_Window *a, SDL_GLContext b),(a,b),return) -SDL_DYNAPI_PROC(SDL_Window*,SDL_GL_GetCurrentWindow,(void),(),return) -SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_GetCurrentContext,(void),(),return) -SDL_DYNAPI_PROC(void,SDL_GL_GetDrawableSize,(SDL_Window *a, int *b, int *c),(a,b,c),) -SDL_DYNAPI_PROC(int,SDL_GL_SetSwapInterval,(int a),(a),return) -SDL_DYNAPI_PROC(int,SDL_GL_GetSwapInterval,(void),(),return) -SDL_DYNAPI_PROC(void,SDL_GL_SwapWindow,(SDL_Window *a),(a),) -SDL_DYNAPI_PROC(void,SDL_GL_DeleteContext,(SDL_GLContext a),(a),) -SDL_DYNAPI_PROC(int,SDL_vsscanf,(const char *a, const char *b, va_list c),(a,b,c),return) -SDL_DYNAPI_PROC(int,SDL_GameControllerAddMappingsFromRW,(SDL_RWops *a, int b),(a,b),return) -SDL_DYNAPI_PROC(void,SDL_GL_ResetAttributes,(void),(),) -SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX,(void),(),return) -SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetDefaultAssertionHandler,(void),(),return) -SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return) -#ifdef __WIN32__ -SDL_DYNAPI_PROC(SDL_bool,SDL_DXGIGetOutputInfo,(int a,int *b, int *c),(a,b,c),return) -#endif -SDL_DYNAPI_PROC(SDL_bool,SDL_RenderIsClipEnabled,(SDL_Renderer *a),(a),return) -#ifdef __WINRT__ -SDL_DYNAPI_PROC(int,SDL_WinRTRunApp,(int a, char **b, void *c),(a,b,c),return) -SDL_DYNAPI_PROC(const wchar_t*,SDL_WinRTGetFSPathUNICODE,(SDL_WinRT_Path a),(a),return) -SDL_DYNAPI_PROC(const char*,SDL_WinRTGetFSPathUTF8,(SDL_WinRT_Path a),(a),return) -#endif -SDL_DYNAPI_PROC(int,SDL_WarpMouseGlobal,(int a, int b),(a,b),return) -SDL_DYNAPI_PROC(float,SDL_sqrtf,(float 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_CaptureMouse,(SDL_bool a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SetWindowHitTest,(SDL_Window *a, SDL_HitTest b, void *c),(a,b,c),return) -SDL_DYNAPI_PROC(Uint32,SDL_GetGlobalMouseState,(int *a, int *b),(a,b),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX2,(void),(),return) -SDL_DYNAPI_PROC(int,SDL_QueueAudio,(SDL_AudioDeviceID a, const void *b, Uint32 c),(a,b,c),return) -SDL_DYNAPI_PROC(Uint32,SDL_GetQueuedAudioSize,(SDL_AudioDeviceID a),(a),return) -SDL_DYNAPI_PROC(void,SDL_ClearQueuedAudio,(SDL_AudioDeviceID a),(a),) -SDL_DYNAPI_PROC(SDL_Window*,SDL_GetGrabbedWindow,(void),(),return) -#ifdef __WIN32__ -SDL_DYNAPI_PROC(void,SDL_SetWindowsMessageHook,(SDL_WindowsMessageHook a, void *b),(a,b),) -#endif -SDL_DYNAPI_PROC(int,SDL_GetDisplayDPI,(int a, float *b, float *c, float *d),(a,b,c,d),return) -SDL_DYNAPI_PROC(SDL_JoystickPowerLevel,SDL_JoystickCurrentPowerLevel,(SDL_Joystick *a),(a),return) -SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerFromInstanceID,(SDL_JoystickID a),(a),return) -SDL_DYNAPI_PROC(SDL_Joystick*,SDL_JoystickFromInstanceID,(SDL_JoystickID a),(a),return) -SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(int a, SDL_Rect *b),(a,b),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(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_GetWindowOpacity,(SDL_Window *a, float *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return) -SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return) -SDL_DYNAPI_PROC(int,SDL_RenderSetIntegerScale,(SDL_Renderer *a, SDL_bool b),(a,b),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_RenderGetIntegerScale,(SDL_Renderer *a),(a),return) -SDL_DYNAPI_PROC(Uint32,SDL_DequeueAudio,(SDL_AudioDeviceID a, void *b, Uint32 c),(a,b,c),return) -SDL_DYNAPI_PROC(void,SDL_SetWindowResizable,(SDL_Window *a, SDL_bool b),(a,b),) -SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateRGBSurfaceWithFormat,(Uint32 a, int b, int c, int d, Uint32 e),(a,b,c,d,e),return) -SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateRGBSurfaceWithFormatFrom,(void *a, int b, int c, int d, int e, Uint32 f),(a,b,c,d,e,f),return) -SDL_DYNAPI_PROC(SDL_bool,SDL_GetHintBoolean,(const char *a, SDL_bool b),(a,b),return) diff --git a/3rdparty/SDL2/src/dynapi/gendynapi.pl b/3rdparty/SDL2/src/dynapi/gendynapi.pl deleted file mode 100644 index 5c3d79608d2..00000000000 --- a/3rdparty/SDL2/src/dynapi/gendynapi.pl +++ /dev/null @@ -1,141 +0,0 @@ -#!/usr/bin/perl -w - -# Simple DirectMedia Layer -# Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org> -# -# This software is provided 'as-is', without any express or implied -# warranty. In no event will the authors be held liable for any damages -# arising from the use of this software. -# -# Permission is granted to anyone to use this software for any purpose, -# including commercial applications, and to alter it and redistribute it -# freely, subject to the following restrictions: -# -# 1. The origin of this software must not be misrepresented; you must not -# claim that you wrote the original software. If you use this software -# in a product, an acknowledgment in the product documentation would be -# appreciated but is not required. -# 2. Altered source versions must be plainly marked as such, and must not be -# misrepresented as being the original software. -# 3. This notice may not be removed or altered from any source distribution. - -# WHAT IS THIS? -# When you add a public API to SDL, please run this script, make sure the -# output looks sane (hg diff, it adds to existing files), and commit it. -# It keeps the dynamic API jump table operating correctly. - -# If you wanted this to be readable, you shouldn't have used perl. - -use warnings; -use strict; -use File::Basename; - -chdir(dirname(__FILE__) . '/../..'); -my $sdl_dynapi_procs_h = "src/dynapi/SDL_dynapi_procs.h"; -my $sdl_dynapi_overrides_h = "src/dynapi/SDL_dynapi_overrides.h"; - -my %existing = (); -if (-f $sdl_dynapi_procs_h) { - open(SDL_DYNAPI_PROCS_H, '<', $sdl_dynapi_procs_h) or die("Can't open $sdl_dynapi_procs_h: $!\n"); - while (<SDL_DYNAPI_PROCS_H>) { - if (/\ASDL_DYNAPI_PROC\(.*?,(.*?),/) { - $existing{$1} = 1; - } - } - close(SDL_DYNAPI_PROCS_H) -} - -open(SDL_DYNAPI_PROCS_H, '>>', $sdl_dynapi_procs_h) or die("Can't open $sdl_dynapi_procs_h: $!\n"); -open(SDL_DYNAPI_OVERRIDES_H, '>>', $sdl_dynapi_overrides_h) or die("Can't open $sdl_dynapi_overrides_h: $!\n"); - -opendir(HEADERS, 'include') or die("Can't open include dir: $!\n"); -while (readdir(HEADERS)) { - next if not /\.h\Z/; - my $header = "include/$_"; - open(HEADER, '<', $header) or die("Can't open $header: $!\n"); - while (<HEADER>) { - chomp; - next if not /\A\s*extern\s+DECLSPEC/; - my $decl = "$_ "; - if (not $decl =~ /\)\s*;/) { - while (<HEADER>) { - chomp; - s/\A\s+//; - s/\s+\Z//; - $decl .= "$_ "; - last if /\)\s*;/; - } - } - - $decl =~ s/\s+\Z//; - #print("DECL: [$decl]\n"); - - if ($decl =~ /\A\s*extern\s+DECLSPEC\s+(const\s+|)(unsigned\s+|)(.*?)\s*(\*?)\s*SDLCALL\s+(.*?)\s*\((.*?)\);/) { - my $rc = "$1$2$3$4"; - my $fn = $5; - - next if $existing{$fn}; # already slotted into the jump table. - - my @params = split(',', $6); - - #print("rc == '$rc', fn == '$fn', params == '$params'\n"); - - my $retstr = ($rc eq 'void') ? '' : 'return'; - my $paramstr = '('; - my $argstr = '('; - my $i = 0; - foreach (@params) { - my $str = $_; - $str =~ s/\A\s+//; - $str =~ s/\s+\Z//; - #print("1PARAM: $str\n"); - if ($str eq 'void') { - $paramstr .= 'void'; - } elsif ($str eq '...') { - if ($i > 0) { - $paramstr .= ', '; - } - $paramstr .= $str; - } elsif ($str =~ /\A\s*((const\s+|)(unsigned\s+|)([a-zA-Z0-9_]*)\s*([\*\s]*))\s*(.*?)\Z/) { - #print("PARSED: [$1], [$2], [$3], [$4], [$5]\n"); - my $type = $1; - my $var = $6; - $type =~ s/\A\s+//; - $type =~ s/\s+\Z//; - $var =~ s/\A\s+//; - $var =~ s/\s+\Z//; - $type =~ s/\s*\*\Z/*/g; - $type =~ s/\s*(\*+)\Z/ $1/; - #print("SPLIT: ($type, $var)\n"); - my $name = chr(ord('a') + $i); - if ($i > 0) { - $paramstr .= ', '; - $argstr .= ','; - } - my $spc = ($type =~ /\*\Z/) ? '' : ' '; - $paramstr .= "$type$spc$name"; - $argstr .= "$name"; - } - $i++; - } - - $paramstr = '(void' if ($i == 0); # Just to make this consistent. - - $paramstr .= ')'; - $argstr .= ')'; - - print("NEW: $decl\n"); - print SDL_DYNAPI_PROCS_H "SDL_DYNAPI_PROC($rc,$fn,$paramstr,$argstr,$retstr)\n"; - print SDL_DYNAPI_OVERRIDES_H "#define $fn ${fn}_REAL\n"; - } else { - print("Failed to parse decl [$decl]!\n"); - } - } - close(HEADER); -} -closedir(HEADERS); - -close(SDL_DYNAPI_PROCS_H); -close(SDL_DYNAPI_OVERRIDES_H); - -# vi: set ts=4 sw=4 expandtab: |