src/dynapi/SDL_dynapi_procs.h
author Sam Lantinga <slouken@libsdl.org>
Sun, 02 Feb 2014 00:33:31 -0800
changeset 8148 56ba41ac64fe
parent 8145 663d7d9de9bf
child 8149 681eb46b8ac4
permissions -rw-r--r--
Fixed bug 2376 - no SDL_HasAVX

Haneef Mubarak

AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable.

This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available).

Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions):

http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/* vi: set ts=4 sw=4 expandtab: */
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/*
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   DO NOT EDIT THIS FILE BY HAND. It is autogenerated by gendynapi.pl.
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   NEVER REARRANGE THIS FILE, THE ORDER IS ABI LAW.
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   Changing this file means bumping SDL_DYNAPI_VERSION. You can safely add
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   new items to the end of the file, though.
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   Also, this file gets included multiple times, don't add #pragma once, etc.
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*/
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/* direct jump magic can use these, the rest needs special code. */
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#if !SDL_DYNAPI_PROC_NO_VARARGS
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SDL_DYNAPI_PROC(int,SDL_SetError,(const char *a, ...),(a),return)
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SDL_DYNAPI_PROC(void,SDL_Log,(const char *a, ...),(a),)
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SDL_DYNAPI_PROC(void,SDL_LogVerbose,(int a, const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogDebug,(int a, const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogInfo,(int a, const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogWarn,(int a, const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogError,(int a, const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogCritical,(int a, const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogMessage,(int a, SDL_LogPriority b, const char *c, ...),(a,b,c),)
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SDL_DYNAPI_PROC(int,SDL_sscanf,(const char *a, const char *b, ...),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_snprintf,(char *a, size_t b, const char *c, ...),(a,b,c),return)
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#endif
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#ifdef SDL_CreateThread
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#undef SDL_CreateThread
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#endif
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#if defined(__WIN32__) && !defined(HAVE_LIBC)
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SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThread,(SDL_ThreadFunction a, const char *b, void *c, pfnSDL_CurrentBeginThread d, pfnSDL_CurrentEndThread e),(a,b,c,d,e),return)
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#else
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SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThread,(SDL_ThreadFunction a, const char *b, void *c),(a,b,c),return)
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#endif
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#ifdef HAVE_STDIO_H
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SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromFP,(FILE *a, SDL_bool b),(a,b),return)
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#else
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SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromFP,(void *a, SDL_bool b),(a,b),return)
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#endif
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/* so annoying. */
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#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__))
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SDL_DYNAPI_PROC(void,SDL_MemoryBarrierRelease,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_MemoryBarrierAcquire,(void),(),)
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#endif
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#ifdef __WIN32__
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SDL_DYNAPI_PROC(int,SDL_RegisterApp,(char *a, Uint32 b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_UnregisterApp,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_Direct3D9GetAdapterIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(IDirect3DDevice9*,SDL_RenderGetD3D9Device,(SDL_Renderer *a),(a),return)
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#endif
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#if defined(__IPHONEOS__) && __IPHONEOS__
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SDL_DYNAPI_PROC(int,SDL_iPhoneSetAnimationCallback,(SDL_Window *a, int b, void c, void *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_iPhoneSetEventPump,(SDL_bool a),(a),)
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#endif
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#if defined(__ANDROID__) && __ANDROID__
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SDL_DYNAPI_PROC(void*,SDL_AndroidGetJNIEnv,(void),(),return)
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SDL_DYNAPI_PROC(void*,SDL_AndroidGetActivity,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_AndroidGetInternalStoragePath,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_AndroidGetExternalStorageState,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_AndroidGetExternalStoragePath,(void),(),return)
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#endif
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SDL_DYNAPI_PROC(int,SDL_Init,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_InitSubSystem,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_QuitSubSystem,(Uint32 a),(a),)
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SDL_DYNAPI_PROC(Uint32,SDL_WasInit,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_Quit,(void),(),)
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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)
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SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),)
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SDL_DYNAPI_PROC(const SDL_assert_data*,SDL_GetAssertionReport,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicTryLock,(SDL_SpinLock *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_AtomicLock,(SDL_SpinLock *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_AtomicUnlock,(SDL_SpinLock *a),(a),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCAS,(SDL_atomic_t *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_AtomicSet,(SDL_atomic_t *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_AtomicGet,(SDL_atomic_t *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_AtomicAdd,(SDL_atomic_t *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCASPtr,(void **a, void *b, void *c),(a,b,c),return)
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SDL_DYNAPI_PROC(void*,SDL_AtomicSetPtr,(void **a, void *b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_AtomicGetPtr,(void **a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumAudioDrivers,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetAudioDriver,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_AudioInit,(const char *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_AudioQuit,(void),(),)
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SDL_DYNAPI_PROC(const char*,SDL_GetCurrentAudioDriver,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_OpenAudio,(SDL_AudioSpec *a, SDL_AudioSpec *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetNumAudioDevices,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetAudioDeviceName,(int a, int b),(a,b),return)
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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)
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SDL_DYNAPI_PROC(SDL_AudioStatus,SDL_GetAudioStatus,(void),(),return)
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SDL_DYNAPI_PROC(SDL_AudioStatus,SDL_GetAudioDeviceStatus,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_PauseAudio,(int a),(a),)
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SDL_DYNAPI_PROC(void,SDL_PauseAudioDevice,(SDL_AudioDeviceID a, int b),(a,b),)
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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)
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SDL_DYNAPI_PROC(void,SDL_FreeWAV,(Uint8 *a),(a),)
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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)
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SDL_DYNAPI_PROC(int,SDL_ConvertAudio,(SDL_AudioCVT *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_MixAudio,(Uint8 *a, const Uint8 *b, Uint32 c, int d),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_MixAudioFormat,(Uint8 *a, const Uint8 *b, SDL_AudioFormat c, Uint32 d, int e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(void,SDL_LockAudio,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_LockAudioDevice,(SDL_AudioDeviceID a),(a),)
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SDL_DYNAPI_PROC(void,SDL_UnlockAudio,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_UnlockAudioDevice,(SDL_AudioDeviceID a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseAudio,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_CloseAudioDevice,(SDL_AudioDeviceID a),(a),)
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SDL_DYNAPI_PROC(int,SDL_SetClipboardText,(const char *a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GetClipboardText,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasClipboardText,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetCPUCount,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetCPUCacheLineSize,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasRDTSC,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasAltiVec,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasMMX,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_Has3DNow,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE2,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE3,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE41,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE42,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GetSystemRAM,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetError,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_ClearError,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_Error,(SDL_errorcode a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_PumpEvents,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL_Event *a, int b, SDL_eventaction c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasEvent,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasEvents,(Uint32 a, Uint32 b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
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SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_PollEvent,(SDL_Event *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_WaitEvent,(SDL_Event *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_WaitEventTimeout,(SDL_Event *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_PushEvent,(SDL_Event *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetEventFilter,(SDL_EventFilter *a, void **b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_DelEventWatch,(SDL_EventFilter a, void *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_FilterEvents,(SDL_EventFilter a, void *b),(a,b),)
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SDL_DYNAPI_PROC(Uint8,SDL_EventState,(Uint32 a, int b),(a,b),return)
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SDL_DYNAPI_PROC(Uint32,SDL_RegisterEvents,(int a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GetBasePath,(void),(),return)
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SDL_DYNAPI_PROC(char*,SDL_GetPrefPath,(const char *a, const char *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerAddMapping,(const char *a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForGUID,(SDL_JoystickGUID a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_GameControllerMapping,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsGameController,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerNameForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerOpen,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerName,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerGetAttached,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GameControllerGetJoystick,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerEventState,(int a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GameControllerUpdate,(void),(),)
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SDL_DYNAPI_PROC(SDL_GameControllerAxis,SDL_GameControllerGetAxisFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetStringForAxis,(SDL_GameControllerAxis a),(a),return)
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SDL_DYNAPI_PROC(SDL_GameControllerButtonBind,SDL_GameControllerGetBindForAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
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SDL_DYNAPI_PROC(Sint16,SDL_GameControllerGetAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GameControllerButton,SDL_GameControllerGetButtonFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetStringForButton,(SDL_GameControllerButton a),(a),return)
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SDL_DYNAPI_PROC(SDL_GameControllerButtonBind,SDL_GameControllerGetBindForButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
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SDL_DYNAPI_PROC(Uint8,SDL_GameControllerGetButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_GameControllerClose,(SDL_GameController *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_RecordGesture,(SDL_TouchID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SaveAllDollarTemplates,(SDL_RWops *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SaveDollarTemplate,(SDL_GestureID a, SDL_RWops *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_LoadDollarTemplates,(SDL_TouchID a, SDL_RWops *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_NumHaptics,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_HapticName,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpen,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_HapticOpened,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_HapticIndex,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_MouseIsHaptic,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpenFromMouse,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_JoystickIsHaptic,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpenFromJoystick,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_HapticClose,(SDL_Haptic *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_HapticNumEffects,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_HapticNumEffectsPlaying,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(unsigned int,SDL_HapticQuery,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_HapticNumAxes,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_HapticEffectSupported,(SDL_Haptic *a, SDL_HapticEffect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_HapticNewEffect,(SDL_Haptic *a, SDL_HapticEffect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_HapticUpdateEffect,(SDL_Haptic *a, int b, SDL_HapticEffect *c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_HapticRunEffect,(SDL_Haptic *a, int b, Uint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_HapticStopEffect,(SDL_Haptic *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_HapticDestroyEffect,(SDL_Haptic *a, int b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_HapticGetEffectStatus,(SDL_Haptic *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_HapticSetGain,(SDL_Haptic *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_HapticSetAutocenter,(SDL_Haptic *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_HapticPause,(SDL_Haptic *a),(a),return)
icculus@8094
   218
SDL_DYNAPI_PROC(int,SDL_HapticUnpause,(SDL_Haptic *a),(a),return)
icculus@8094
   219
SDL_DYNAPI_PROC(int,SDL_HapticStopAll,(SDL_Haptic *a),(a),return)
icculus@8094
   220
SDL_DYNAPI_PROC(int,SDL_HapticRumbleSupported,(SDL_Haptic *a),(a),return)
icculus@8094
   221
SDL_DYNAPI_PROC(int,SDL_HapticRumbleInit,(SDL_Haptic *a),(a),return)
icculus@8094
   222
SDL_DYNAPI_PROC(int,SDL_HapticRumblePlay,(SDL_Haptic *a, float b, Uint32 c),(a,b,c),return)
icculus@8094
   223
SDL_DYNAPI_PROC(int,SDL_HapticRumbleStop,(SDL_Haptic *a),(a),return)
icculus@8094
   224
SDL_DYNAPI_PROC(SDL_bool,SDL_SetHintWithPriority,(const char *a, const char *b, SDL_HintPriority c),(a,b,c),return)
icculus@8094
   225
SDL_DYNAPI_PROC(SDL_bool,SDL_SetHint,(const char *a, const char *b),(a,b),return)
icculus@8094
   226
SDL_DYNAPI_PROC(const char*,SDL_GetHint,(const char *a),(a),return)
icculus@8094
   227
SDL_DYNAPI_PROC(void,SDL_AddHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),)
icculus@8094
   228
SDL_DYNAPI_PROC(void,SDL_DelHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),)
icculus@8094
   229
SDL_DYNAPI_PROC(void,SDL_ClearHints,(void),(),)
icculus@8094
   230
SDL_DYNAPI_PROC(int,SDL_NumJoysticks,(void),(),return)
icculus@8094
   231
SDL_DYNAPI_PROC(const char*,SDL_JoystickNameForIndex,(int a),(a),return)
icculus@8094
   232
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_JoystickOpen,(int a),(a),return)
icculus@8094
   233
SDL_DYNAPI_PROC(const char*,SDL_JoystickName,(SDL_Joystick *a),(a),return)
icculus@8094
   234
SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_JoystickGetDeviceGUID,(int a),(a),return)
icculus@8094
   235
SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_JoystickGetGUID,(SDL_Joystick *a),(a),return)
icculus@8094
   236
SDL_DYNAPI_PROC(void,SDL_JoystickGetGUIDString,(SDL_JoystickGUID a, char *b, int c),(a,b,c),)
icculus@8094
   237
SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_JoystickGetGUIDFromString,(const char *a),(a),return)
icculus@8094
   238
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickGetAttached,(SDL_Joystick *a),(a),return)
icculus@8094
   239
SDL_DYNAPI_PROC(SDL_JoystickID,SDL_JoystickInstanceID,(SDL_Joystick *a),(a),return)
icculus@8094
   240
SDL_DYNAPI_PROC(int,SDL_JoystickNumAxes,(SDL_Joystick *a),(a),return)
icculus@8094
   241
SDL_DYNAPI_PROC(int,SDL_JoystickNumBalls,(SDL_Joystick *a),(a),return)
icculus@8094
   242
SDL_DYNAPI_PROC(int,SDL_JoystickNumHats,(SDL_Joystick *a),(a),return)
icculus@8094
   243
SDL_DYNAPI_PROC(int,SDL_JoystickNumButtons,(SDL_Joystick *a),(a),return)
icculus@8094
   244
SDL_DYNAPI_PROC(void,SDL_JoystickUpdate,(void),(),)
icculus@8094
   245
SDL_DYNAPI_PROC(int,SDL_JoystickEventState,(int a),(a),return)
icculus@8094
   246
SDL_DYNAPI_PROC(Sint16,SDL_JoystickGetAxis,(SDL_Joystick *a, int b),(a,b),return)
icculus@8094
   247
SDL_DYNAPI_PROC(Uint8,SDL_JoystickGetHat,(SDL_Joystick *a, int b),(a,b),return)
icculus@8094
   248
SDL_DYNAPI_PROC(int,SDL_JoystickGetBall,(SDL_Joystick *a, int b, int *c, int *d),(a,b,c,d),return)
icculus@8094
   249
SDL_DYNAPI_PROC(Uint8,SDL_JoystickGetButton,(SDL_Joystick *a, int b),(a,b),return)
icculus@8094
   250
SDL_DYNAPI_PROC(void,SDL_JoystickClose,(SDL_Joystick *a),(a),)
icculus@8094
   251
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetKeyboardFocus,(void),(),return)
icculus@8094
   252
SDL_DYNAPI_PROC(const Uint8*,SDL_GetKeyboardState,(int *a),(a),return)
icculus@8094
   253
SDL_DYNAPI_PROC(SDL_Keymod,SDL_GetModState,(void),(),return)
icculus@8094
   254
SDL_DYNAPI_PROC(void,SDL_SetModState,(SDL_Keymod a),(a),)
icculus@8094
   255
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromScancode,(SDL_Scancode a),(a),return)
icculus@8094
   256
SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromKey,(SDL_Keycode a),(a),return)
icculus@8094
   257
SDL_DYNAPI_PROC(const char*,SDL_GetScancodeName,(SDL_Scancode a),(a),return)
icculus@8094
   258
SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromName,(const char *a),(a),return)
icculus@8094
   259
SDL_DYNAPI_PROC(const char*,SDL_GetKeyName,(SDL_Keycode a),(a),return)
icculus@8094
   260
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromName,(const char *a),(a),return)
icculus@8094
   261
SDL_DYNAPI_PROC(void,SDL_StartTextInput,(void),(),)
icculus@8094
   262
SDL_DYNAPI_PROC(SDL_bool,SDL_IsTextInputActive,(void),(),return)
icculus@8094
   263
SDL_DYNAPI_PROC(void,SDL_StopTextInput,(void),(),)
icculus@8094
   264
SDL_DYNAPI_PROC(void,SDL_SetTextInputRect,(SDL_Rect *a),(a),)
icculus@8094
   265
SDL_DYNAPI_PROC(SDL_bool,SDL_HasScreenKeyboardSupport,(void),(),return)
icculus@8094
   266
SDL_DYNAPI_PROC(SDL_bool,SDL_IsScreenKeyboardShown,(SDL_Window *a),(a),return)
icculus@8094
   267
SDL_DYNAPI_PROC(void*,SDL_LoadObject,(const char *a),(a),return)
icculus@8094
   268
SDL_DYNAPI_PROC(void*,SDL_LoadFunction,(void *a, const char *b),(a,b),return)
icculus@8094
   269
SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),)
icculus@8094
   270
SDL_DYNAPI_PROC(void,SDL_LogSetAllPriority,(SDL_LogPriority a),(a),)
icculus@8094
   271
SDL_DYNAPI_PROC(void,SDL_LogSetPriority,(int a, SDL_LogPriority b),(a,b),)
icculus@8094
   272
SDL_DYNAPI_PROC(SDL_LogPriority,SDL_LogGetPriority,(int a),(a),return)
icculus@8094
   273
SDL_DYNAPI_PROC(void,SDL_LogResetPriorities,(void),(),)
icculus@8094
   274
SDL_DYNAPI_PROC(void,SDL_LogMessageV,(int a, SDL_LogPriority b, const char *c, va_list d),(a,b,c,d),)
icculus@8094
   275
SDL_DYNAPI_PROC(void,SDL_LogGetOutputFunction,(SDL_LogOutputFunction *a, void **b),(a,b),)
icculus@8094
   276
SDL_DYNAPI_PROC(void,SDL_LogSetOutputFunction,(SDL_LogOutputFunction a, void *b),(a,b),)
icculus@8094
   277
SDL_DYNAPI_PROC(void,SDL_SetMainReady,(void),(),)
icculus@8094
   278
SDL_DYNAPI_PROC(int,SDL_ShowMessageBox,(const SDL_MessageBoxData *a, int *b),(a,b),return)
icculus@8094
   279
SDL_DYNAPI_PROC(int,SDL_ShowSimpleMessageBox,(Uint32 a, const char *b, const char *c, SDL_Window *d),(a,b,c,d),return)
icculus@8094
   280
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetMouseFocus,(void),(),return)
icculus@8094
   281
SDL_DYNAPI_PROC(Uint32,SDL_GetMouseState,(int *a, int *b),(a,b),return)
icculus@8094
   282
SDL_DYNAPI_PROC(Uint32,SDL_GetRelativeMouseState,(int *a, int *b),(a,b),return)
icculus@8094
   283
SDL_DYNAPI_PROC(void,SDL_WarpMouseInWindow,(SDL_Window *a, int b, int c),(a,b,c),)
icculus@8094
   284
SDL_DYNAPI_PROC(int,SDL_SetRelativeMouseMode,(SDL_bool a),(a),return)
icculus@8094
   285
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRelativeMouseMode,(void),(),return)
icculus@8094
   286
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)
icculus@8094
   287
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateColorCursor,(SDL_Surface *a, int b, int c),(a,b,c),return)
icculus@8094
   288
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateSystemCursor,(SDL_SystemCursor a),(a),return)
icculus@8094
   289
SDL_DYNAPI_PROC(void,SDL_SetCursor,(SDL_Cursor *a),(a),)
icculus@8094
   290
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetCursor,(void),(),return)
icculus@8094
   291
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetDefaultCursor,(void),(),return)
icculus@8094
   292
SDL_DYNAPI_PROC(void,SDL_FreeCursor,(SDL_Cursor *a),(a),)
icculus@8094
   293
SDL_DYNAPI_PROC(int,SDL_ShowCursor,(int a),(a),return)
icculus@8094
   294
SDL_DYNAPI_PROC(SDL_mutex*,SDL_CreateMutex,(void),(),return)
icculus@8094
   295
SDL_DYNAPI_PROC(int,SDL_LockMutex,(SDL_mutex *a),(a),return)
icculus@8094
   296
SDL_DYNAPI_PROC(int,SDL_TryLockMutex,(SDL_mutex *a),(a),return)
icculus@8094
   297
SDL_DYNAPI_PROC(int,SDL_UnlockMutex,(SDL_mutex *a),(a),return)
icculus@8094
   298
SDL_DYNAPI_PROC(void,SDL_DestroyMutex,(SDL_mutex *a),(a),)
icculus@8094
   299
SDL_DYNAPI_PROC(SDL_sem*,SDL_CreateSemaphore,(Uint32 a),(a),return)
icculus@8094
   300
SDL_DYNAPI_PROC(void,SDL_DestroySemaphore,(SDL_sem *a),(a),)
icculus@8094
   301
SDL_DYNAPI_PROC(int,SDL_SemWait,(SDL_sem *a),(a),return)
icculus@8094
   302
SDL_DYNAPI_PROC(int,SDL_SemTryWait,(SDL_sem *a),(a),return)
icculus@8094
   303
SDL_DYNAPI_PROC(int,SDL_SemWaitTimeout,(SDL_sem *a, Uint32 b),(a,b),return)
icculus@8094
   304
SDL_DYNAPI_PROC(int,SDL_SemPost,(SDL_sem *a),(a),return)
icculus@8094
   305
SDL_DYNAPI_PROC(Uint32,SDL_SemValue,(SDL_sem *a),(a),return)
icculus@8094
   306
SDL_DYNAPI_PROC(SDL_cond*,SDL_CreateCond,(void),(),return)
icculus@8094
   307
SDL_DYNAPI_PROC(void,SDL_DestroyCond,(SDL_cond *a),(a),)
icculus@8094
   308
SDL_DYNAPI_PROC(int,SDL_CondSignal,(SDL_cond *a),(a),return)
icculus@8094
   309
SDL_DYNAPI_PROC(int,SDL_CondBroadcast,(SDL_cond *a),(a),return)
icculus@8094
   310
SDL_DYNAPI_PROC(int,SDL_CondWait,(SDL_cond *a, SDL_mutex *b),(a,b),return)
icculus@8094
   311
SDL_DYNAPI_PROC(int,SDL_CondWaitTimeout,(SDL_cond *a, SDL_mutex *b, Uint32 c),(a,b,c),return)
icculus@8094
   312
SDL_DYNAPI_PROC(const char*,SDL_GetPixelFormatName,(Uint32 a),(a),return)
icculus@8094
   313
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)
icculus@8094
   314
SDL_DYNAPI_PROC(Uint32,SDL_MasksToPixelFormatEnum,(int a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
icculus@8094
   315
SDL_DYNAPI_PROC(SDL_PixelFormat*,SDL_AllocFormat,(Uint32 a),(a),return)
icculus@8094
   316
SDL_DYNAPI_PROC(void,SDL_FreeFormat,(SDL_PixelFormat *a),(a),)
icculus@8094
   317
SDL_DYNAPI_PROC(SDL_Palette*,SDL_AllocPalette,(int a),(a),return)
icculus@8094
   318
SDL_DYNAPI_PROC(int,SDL_SetPixelFormatPalette,(SDL_PixelFormat *a, SDL_Palette *b),(a,b),return)
icculus@8094
   319
SDL_DYNAPI_PROC(int,SDL_SetPaletteColors,(SDL_Palette *a, const SDL_Color *b, int c, int d),(a,b,c,d),return)
icculus@8094
   320
SDL_DYNAPI_PROC(void,SDL_FreePalette,(SDL_Palette *a),(a),)
icculus@8094
   321
SDL_DYNAPI_PROC(Uint32,SDL_MapRGB,(const SDL_PixelFormat *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
icculus@8094
   322
SDL_DYNAPI_PROC(Uint32,SDL_MapRGBA,(const SDL_PixelFormat *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
icculus@8094
   323
SDL_DYNAPI_PROC(void,SDL_GetRGB,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),)
icculus@8094
   324
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),)
icculus@8094
   325
SDL_DYNAPI_PROC(void,SDL_CalculateGammaRamp,(float a, Uint16 *b),(a,b),)
icculus@8094
   326
SDL_DYNAPI_PROC(const char*,SDL_GetPlatform,(void),(),return)
icculus@8094
   327
SDL_DYNAPI_PROC(SDL_PowerState,SDL_GetPowerInfo,(int *a, int *b),(a,b),return)
icculus@8094
   328
SDL_DYNAPI_PROC(SDL_bool,SDL_HasIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return)
icculus@8094
   329
SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectRect,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
icculus@8094
   330
SDL_DYNAPI_PROC(void,SDL_UnionRect,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),)
icculus@8094
   331
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)
icculus@8094
   332
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)
icculus@8094
   333
SDL_DYNAPI_PROC(int,SDL_GetNumRenderDrivers,(void),(),return)
icculus@8094
   334
SDL_DYNAPI_PROC(int,SDL_GetRenderDriverInfo,(int a, SDL_RendererInfo *b),(a,b),return)
icculus@8094
   335
SDL_DYNAPI_PROC(int,SDL_CreateWindowAndRenderer,(int a, int b, Uint32 c, SDL_Window **d, SDL_Renderer **e),(a,b,c,d,e),return)
icculus@8094
   336
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRenderer,(SDL_Window *a, int b, Uint32 c),(a,b,c),return)
icculus@8094
   337
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateSoftwareRenderer,(SDL_Surface *a),(a),return)
icculus@8094
   338
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_GetRenderer,(SDL_Window *a),(a),return)
icculus@8094
   339
SDL_DYNAPI_PROC(int,SDL_GetRendererInfo,(SDL_Renderer *a, SDL_RendererInfo *b),(a,b),return)
icculus@8094
   340
SDL_DYNAPI_PROC(int,SDL_GetRendererOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return)
icculus@8094
   341
SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTexture,(SDL_Renderer *a, Uint32 b, int c, int d, int e),(a,b,c,d,e),return)
icculus@8094
   342
SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureFromSurface,(SDL_Renderer *a, SDL_Surface *b),(a,b),return)
icculus@8094
   343
SDL_DYNAPI_PROC(int,SDL_QueryTexture,(SDL_Texture *a, Uint32 *b, int *c, int *d, int *e),(a,b,c,d,e),return)
icculus@8094
   344
SDL_DYNAPI_PROC(int,SDL_SetTextureColorMod,(SDL_Texture *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
icculus@8094
   345
SDL_DYNAPI_PROC(int,SDL_GetTextureColorMod,(SDL_Texture *a, Uint8 *b, Uint8 *c, Uint8 *d),(a,b,c,d),return)
icculus@8094
   346
SDL_DYNAPI_PROC(int,SDL_SetTextureAlphaMod,(SDL_Texture *a, Uint8 b),(a,b),return)
icculus@8094
   347
SDL_DYNAPI_PROC(int,SDL_GetTextureAlphaMod,(SDL_Texture *a, Uint8 *b),(a,b),return)
icculus@8094
   348
SDL_DYNAPI_PROC(int,SDL_SetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode b),(a,b),return)
icculus@8094
   349
SDL_DYNAPI_PROC(int,SDL_GetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode *b),(a,b),return)
icculus@8094
   350
SDL_DYNAPI_PROC(int,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const void *c, int d),(a,b,c,d),return)
icculus@8094
   351
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)
icculus@8094
   352
SDL_DYNAPI_PROC(int,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
icculus@8094
   353
SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
icculus@8094
   354
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
icculus@8094
   355
SDL_DYNAPI_PROC(int,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
icculus@8094
   356
SDL_DYNAPI_PROC(SDL_Texture*,SDL_GetRenderTarget,(SDL_Renderer *a),(a),return)
icculus@8094
   357
SDL_DYNAPI_PROC(int,SDL_RenderSetLogicalSize,(SDL_Renderer *a, int b, int c),(a,b,c),return)
icculus@8094
   358
SDL_DYNAPI_PROC(void,SDL_RenderGetLogicalSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),)
icculus@8094
   359
SDL_DYNAPI_PROC(int,SDL_RenderSetViewport,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
icculus@8094
   360
SDL_DYNAPI_PROC(void,SDL_RenderGetViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
icculus@8094
   361
SDL_DYNAPI_PROC(int,SDL_RenderSetClipRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
icculus@8094
   362
SDL_DYNAPI_PROC(void,SDL_RenderGetClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
icculus@8094
   363
SDL_DYNAPI_PROC(int,SDL_RenderSetScale,(SDL_Renderer *a, float b, float c),(a,b,c),return)
icculus@8094
   364
SDL_DYNAPI_PROC(void,SDL_RenderGetScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),)
icculus@8094
   365
SDL_DYNAPI_PROC(int,SDL_SetRenderDrawColor,(SDL_Renderer *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
icculus@8094
   366
SDL_DYNAPI_PROC(int,SDL_GetRenderDrawColor,(SDL_Renderer *a, Uint8 *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),return)
icculus@8094
   367
SDL_DYNAPI_PROC(int,SDL_SetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode b),(a,b),return)
icculus@8094
   368
SDL_DYNAPI_PROC(int,SDL_GetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode *b),(a,b),return)
icculus@8094
   369
SDL_DYNAPI_PROC(int,SDL_RenderClear,(SDL_Renderer *a),(a),return)
icculus@8094
   370
SDL_DYNAPI_PROC(int,SDL_RenderDrawPoint,(SDL_Renderer *a, int b, int c),(a,b,c),return)
icculus@8094
   371
SDL_DYNAPI_PROC(int,SDL_RenderDrawPoints,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
icculus@8094
   372
SDL_DYNAPI_PROC(int,SDL_RenderDrawLine,(SDL_Renderer *a, int b, int c, int d, int e),(a,b,c,d,e),return)
icculus@8094
   373
SDL_DYNAPI_PROC(int,SDL_RenderDrawLines,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
icculus@8094
   374
SDL_DYNAPI_PROC(int,SDL_RenderDrawRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
icculus@8094
   375
SDL_DYNAPI_PROC(int,SDL_RenderDrawRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
icculus@8094
   376
SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
icculus@8094
   377
SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
icculus@8094
   378
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)
icculus@8094
   379
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)
icculus@8094
   380
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)
icculus@8094
   381
SDL_DYNAPI_PROC(void,SDL_RenderPresent,(SDL_Renderer *a),(a),)
icculus@8094
   382
SDL_DYNAPI_PROC(void,SDL_DestroyTexture,(SDL_Texture *a),(a),)
icculus@8094
   383
SDL_DYNAPI_PROC(void,SDL_DestroyRenderer,(SDL_Renderer *a),(a),)
icculus@8094
   384
SDL_DYNAPI_PROC(int,SDL_GL_BindTexture,(SDL_Texture *a, float *b, float *c),(a,b,c),return)
icculus@8094
   385
SDL_DYNAPI_PROC(int,SDL_GL_UnbindTexture,(SDL_Texture *a),(a),return)
icculus@8094
   386
SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromFile,(const char *a, const char *b),(a,b),return)
icculus@8094
   387
SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromMem,(void *a, int b),(a,b),return)
icculus@8094
   388
SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromConstMem,(const void *a, int b),(a,b),return)
icculus@8094
   389
SDL_DYNAPI_PROC(SDL_RWops*,SDL_AllocRW,(void),(),return)
icculus@8094
   390
SDL_DYNAPI_PROC(void,SDL_FreeRW,(SDL_RWops *a),(a),)
icculus@8094
   391
SDL_DYNAPI_PROC(Uint8,SDL_ReadU8,(SDL_RWops *a),(a),return)
icculus@8094
   392
SDL_DYNAPI_PROC(Uint16,SDL_ReadLE16,(SDL_RWops *a),(a),return)
icculus@8094
   393
SDL_DYNAPI_PROC(Uint16,SDL_ReadBE16,(SDL_RWops *a),(a),return)
icculus@8094
   394
SDL_DYNAPI_PROC(Uint32,SDL_ReadLE32,(SDL_RWops *a),(a),return)
icculus@8094
   395
SDL_DYNAPI_PROC(Uint32,SDL_ReadBE32,(SDL_RWops *a),(a),return)
icculus@8094
   396
SDL_DYNAPI_PROC(Uint64,SDL_ReadLE64,(SDL_RWops *a),(a),return)
icculus@8094
   397
SDL_DYNAPI_PROC(Uint64,SDL_ReadBE64,(SDL_RWops *a),(a),return)
icculus@8094
   398
SDL_DYNAPI_PROC(size_t,SDL_WriteU8,(SDL_RWops *a, Uint8 b),(a,b),return)
icculus@8094
   399
SDL_DYNAPI_PROC(size_t,SDL_WriteLE16,(SDL_RWops *a, Uint16 b),(a,b),return)
icculus@8094
   400
SDL_DYNAPI_PROC(size_t,SDL_WriteBE16,(SDL_RWops *a, Uint16 b),(a,b),return)
icculus@8094
   401
SDL_DYNAPI_PROC(size_t,SDL_WriteLE32,(SDL_RWops *a, Uint32 b),(a,b),return)
icculus@8094
   402
SDL_DYNAPI_PROC(size_t,SDL_WriteBE32,(SDL_RWops *a, Uint32 b),(a,b),return)
icculus@8094
   403
SDL_DYNAPI_PROC(size_t,SDL_WriteLE64,(SDL_RWops *a, Uint64 b),(a,b),return)
icculus@8094
   404
SDL_DYNAPI_PROC(size_t,SDL_WriteBE64,(SDL_RWops *a, Uint64 b),(a,b),return)
icculus@8094
   405
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)
icculus@8094
   406
SDL_DYNAPI_PROC(SDL_bool,SDL_IsShapedWindow,(const SDL_Window *a),(a),return)
icculus@8094
   407
SDL_DYNAPI_PROC(int,SDL_SetWindowShape,(SDL_Window *a, SDL_Surface *b, SDL_WindowShapeMode *c),(a,b,c),return)
icculus@8094
   408
SDL_DYNAPI_PROC(int,SDL_GetShapedWindowMode,(SDL_Window *a, SDL_WindowShapeMode *b),(a,b),return)
icculus@8094
   409
SDL_DYNAPI_PROC(void*,SDL_malloc,(size_t a),(a),return)
icculus@8094
   410
SDL_DYNAPI_PROC(void*,SDL_calloc,(size_t a, size_t b),(a,b),return)
icculus@8094
   411
SDL_DYNAPI_PROC(void*,SDL_realloc,(void *a, size_t b),(a,b),return)
icculus@8094
   412
SDL_DYNAPI_PROC(void,SDL_free,(void *a),(a),)
icculus@8094
   413
SDL_DYNAPI_PROC(char*,SDL_getenv,(const char *a),(a),return)
icculus@8094
   414
SDL_DYNAPI_PROC(int,SDL_setenv,(const char *a, const char *b, int c),(a,b,c),return)
icculus@8094
   415
SDL_DYNAPI_PROC(void,SDL_qsort,(void *a, size_t b, size_t c, int (*d)(const void *, const void *)),(a,b,c,d),)
icculus@8094
   416
SDL_DYNAPI_PROC(int,SDL_abs,(int a),(a),return)
icculus@8094
   417
SDL_DYNAPI_PROC(int,SDL_isdigit,(int a),(a),return)
icculus@8094
   418
SDL_DYNAPI_PROC(int,SDL_isspace,(int a),(a),return)
icculus@8094
   419
SDL_DYNAPI_PROC(int,SDL_toupper,(int a),(a),return)
icculus@8094
   420
SDL_DYNAPI_PROC(int,SDL_tolower,(int a),(a),return)
icculus@8094
   421
SDL_DYNAPI_PROC(void*,SDL_memset,(void *a, int b, size_t c),(a,b,c),return)
icculus@8094
   422
SDL_DYNAPI_PROC(void*,SDL_memcpy,(void *a, const void *b, size_t c),(a,b,c),return)
icculus@8094
   423
SDL_DYNAPI_PROC(void*,SDL_memmove,(void *a, const void *b, size_t c),(a,b,c),return)
icculus@8094
   424
SDL_DYNAPI_PROC(int,SDL_memcmp,(const void *a, const void *b, size_t c),(a,b,c),return)
icculus@8094
   425
SDL_DYNAPI_PROC(size_t,SDL_wcslen,(const wchar_t *a),(a),return)
icculus@8094
   426
SDL_DYNAPI_PROC(size_t,SDL_wcslcpy,(wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
icculus@8094
   427
SDL_DYNAPI_PROC(size_t,SDL_wcslcat,(wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
icculus@8094
   428
SDL_DYNAPI_PROC(size_t,SDL_strlen,(const char *a),(a),return)
icculus@8094
   429
SDL_DYNAPI_PROC(size_t,SDL_strlcpy,(char *a, const char *b, size_t c),(a,b,c),return)
icculus@8094
   430
SDL_DYNAPI_PROC(size_t,SDL_utf8strlcpy,(char *a, const char *b, size_t c),(a,b,c),return)
icculus@8094
   431
SDL_DYNAPI_PROC(size_t,SDL_strlcat,(char *a, const char *b, size_t c),(a,b,c),return)
icculus@8094
   432
SDL_DYNAPI_PROC(char*,SDL_strdup,(const char *a),(a),return)
icculus@8094
   433
SDL_DYNAPI_PROC(char*,SDL_strrev,(char *a),(a),return)
icculus@8094
   434
SDL_DYNAPI_PROC(char*,SDL_strupr,(char *a),(a),return)
icculus@8094
   435
SDL_DYNAPI_PROC(char*,SDL_strlwr,(char *a),(a),return)
icculus@8094
   436
SDL_DYNAPI_PROC(char*,SDL_strchr,(const char *a, int b),(a,b),return)
icculus@8094
   437
SDL_DYNAPI_PROC(char*,SDL_strrchr,(const char *a, int b),(a,b),return)
icculus@8094
   438
SDL_DYNAPI_PROC(char*,SDL_strstr,(const char *a, const char *b),(a,b),return)
icculus@8094
   439
SDL_DYNAPI_PROC(char*,SDL_itoa,(int a, char *b, int c),(a,b,c),return)
icculus@8094
   440
SDL_DYNAPI_PROC(char*,SDL_uitoa,(unsigned int a, char *b, int c),(a,b,c),return)
icculus@8094
   441
SDL_DYNAPI_PROC(char*,SDL_ltoa,(long a, char *b, int c),(a,b,c),return)
icculus@8094
   442
SDL_DYNAPI_PROC(char*,SDL_ultoa,(unsigned long a, char *b, int c),(a,b,c),return)
icculus@8094
   443
SDL_DYNAPI_PROC(char*,SDL_lltoa,(Sint64 a, char *b, int c),(a,b,c),return)
icculus@8094
   444
SDL_DYNAPI_PROC(char*,SDL_ulltoa,(Uint64 a, char *b, int c),(a,b,c),return)
icculus@8094
   445
SDL_DYNAPI_PROC(int,SDL_atoi,(const char *a),(a),return)
icculus@8094
   446
SDL_DYNAPI_PROC(double,SDL_atof,(const char *a),(a),return)
icculus@8094
   447
SDL_DYNAPI_PROC(long,SDL_strtol,(const char *a, char **b, int c),(a,b,c),return)
icculus@8094
   448
SDL_DYNAPI_PROC(unsigned long,SDL_strtoul,(const char *a, char **b, int c),(a,b,c),return)
icculus@8094
   449
SDL_DYNAPI_PROC(Sint64,SDL_strtoll,(const char *a, char **b, int c),(a,b,c),return)
icculus@8094
   450
SDL_DYNAPI_PROC(Uint64,SDL_strtoull,(const char *a, char **b, int c),(a,b,c),return)
icculus@8094
   451
SDL_DYNAPI_PROC(double,SDL_strtod,(const char *a, char **b),(a,b),return)
icculus@8094
   452
SDL_DYNAPI_PROC(int,SDL_strcmp,(const char *a, const char *b),(a,b),return)
icculus@8094
   453
SDL_DYNAPI_PROC(int,SDL_strncmp,(const char *a, const char *b, size_t c),(a,b,c),return)
icculus@8094
   454
SDL_DYNAPI_PROC(int,SDL_strcasecmp,(const char *a, const char *b),(a,b),return)
icculus@8094
   455
SDL_DYNAPI_PROC(int,SDL_strncasecmp,(const char *a, const char *b, size_t c),(a,b,c),return)
icculus@8094
   456
SDL_DYNAPI_PROC(int,SDL_vsnprintf,(char *a, size_t b, const char *c, va_list d),(a,b,c,d),return)
icculus@8094
   457
SDL_DYNAPI_PROC(double,SDL_acos,(double a),(a),return)
icculus@8094
   458
SDL_DYNAPI_PROC(double,SDL_asin,(double a),(a),return)
icculus@8094
   459
SDL_DYNAPI_PROC(double,SDL_atan,(double a),(a),return)
icculus@8094
   460
SDL_DYNAPI_PROC(double,SDL_atan2,(double a, double b),(a,b),return)
icculus@8094
   461
SDL_DYNAPI_PROC(double,SDL_ceil,(double a),(a),return)
icculus@8094
   462
SDL_DYNAPI_PROC(double,SDL_copysign,(double a, double b),(a,b),return)
icculus@8094
   463
SDL_DYNAPI_PROC(double,SDL_cos,(double a),(a),return)
icculus@8094
   464
SDL_DYNAPI_PROC(float,SDL_cosf,(float a),(a),return)
icculus@8094
   465
SDL_DYNAPI_PROC(double,SDL_fabs,(double a),(a),return)
icculus@8094
   466
SDL_DYNAPI_PROC(double,SDL_floor,(double a),(a),return)
icculus@8094
   467
SDL_DYNAPI_PROC(double,SDL_log,(double a),(a),return)
icculus@8094
   468
SDL_DYNAPI_PROC(double,SDL_pow,(double a, double b),(a,b),return)
icculus@8094
   469
SDL_DYNAPI_PROC(double,SDL_scalbn,(double a, int b),(a,b),return)
icculus@8094
   470
SDL_DYNAPI_PROC(double,SDL_sin,(double a),(a),return)
icculus@8094
   471
SDL_DYNAPI_PROC(float,SDL_sinf,(float a),(a),return)
icculus@8094
   472
SDL_DYNAPI_PROC(double,SDL_sqrt,(double a),(a),return)
icculus@8094
   473
SDL_DYNAPI_PROC(SDL_iconv_t,SDL_iconv_open,(const char *a, const char *b),(a,b),return)
icculus@8094
   474
SDL_DYNAPI_PROC(int,SDL_iconv_close,(SDL_iconv_t a),(a),return)
icculus@8094
   475
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)
icculus@8094
   476
SDL_DYNAPI_PROC(char*,SDL_iconv_string,(const char *a, const char *b, const char *c, size_t d),(a,b,c,d),return)
icculus@8094
   477
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)
icculus@8094
   478
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)
icculus@8094
   479
SDL_DYNAPI_PROC(void,SDL_FreeSurface,(SDL_Surface *a),(a),)
icculus@8094
   480
SDL_DYNAPI_PROC(int,SDL_SetSurfacePalette,(SDL_Surface *a, SDL_Palette *b),(a,b),return)
icculus@8094
   481
SDL_DYNAPI_PROC(int,SDL_LockSurface,(SDL_Surface *a),(a),return)
icculus@8094
   482
SDL_DYNAPI_PROC(void,SDL_UnlockSurface,(SDL_Surface *a),(a),)
icculus@8094
   483
SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP_RW,(SDL_RWops *a, int b),(a,b),return)
icculus@8094
   484
SDL_DYNAPI_PROC(int,SDL_SaveBMP_RW,(SDL_Surface *a, SDL_RWops *b, int c),(a,b,c),return)
icculus@8094
   485
SDL_DYNAPI_PROC(int,SDL_SetSurfaceRLE,(SDL_Surface *a, int b),(a,b),return)
icculus@8094
   486
SDL_DYNAPI_PROC(int,SDL_SetColorKey,(SDL_Surface *a, int b, Uint32 c),(a,b,c),return)
icculus@8094
   487
SDL_DYNAPI_PROC(int,SDL_GetColorKey,(SDL_Surface *a, Uint32 *b),(a,b),return)
icculus@8094
   488
SDL_DYNAPI_PROC(int,SDL_SetSurfaceColorMod,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
icculus@8094
   489
SDL_DYNAPI_PROC(int,SDL_GetSurfaceColorMod,(SDL_Surface *a, Uint8 *b, Uint8 *c, Uint8 *d),(a,b,c,d),return)
icculus@8094
   490
SDL_DYNAPI_PROC(int,SDL_SetSurfaceAlphaMod,(SDL_Surface *a, Uint8 b),(a,b),return)
icculus@8094
   491
SDL_DYNAPI_PROC(int,SDL_GetSurfaceAlphaMod,(SDL_Surface *a, Uint8 *b),(a,b),return)
icculus@8094
   492
SDL_DYNAPI_PROC(int,SDL_SetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode b),(a,b),return)
icculus@8094
   493
SDL_DYNAPI_PROC(int,SDL_GetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode *b),(a,b),return)
icculus@8094
   494
SDL_DYNAPI_PROC(SDL_bool,SDL_SetClipRect,(SDL_Surface *a, const SDL_Rect *b),(a,b),return)
icculus@8094
   495
SDL_DYNAPI_PROC(void,SDL_GetClipRect,(SDL_Surface *a, SDL_Rect *b),(a,b),)
icculus@8094
   496
SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurface,(SDL_Surface *a, const SDL_PixelFormat *b, Uint32 c),(a,b,c),return)
icculus@8094
   497
SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurfaceFormat,(SDL_Surface *a, Uint32 b, Uint32 c),(a,b,c),return)
icculus@8094
   498
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)
icculus@8094
   499
SDL_DYNAPI_PROC(int,SDL_FillRect,(SDL_Surface *a, const SDL_Rect *b, Uint32 c),(a,b,c),return)
icculus@8094
   500
SDL_DYNAPI_PROC(int,SDL_FillRects,(SDL_Surface *a, const SDL_Rect *b, int c, Uint32 d),(a,b,c,d),return)
icculus@8094
   501
SDL_DYNAPI_PROC(int,SDL_UpperBlit,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return)
icculus@8094
   502
SDL_DYNAPI_PROC(int,SDL_LowerBlit,(SDL_Surface *a, SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return)
icculus@8094
   503
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)
icculus@8094
   504
SDL_DYNAPI_PROC(int,SDL_UpperBlitScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return)
icculus@8094
   505
SDL_DYNAPI_PROC(int,SDL_LowerBlitScaled,(SDL_Surface *a, SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return)
icculus@8094
   506
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowWMInfo,(SDL_Window *a, SDL_SysWMinfo *b),(a,b),return)
icculus@8094
   507
SDL_DYNAPI_PROC(const char*,SDL_GetThreadName,(SDL_Thread *a),(a),return)
icculus@8094
   508
SDL_DYNAPI_PROC(SDL_threadID,SDL_ThreadID,(void),(),return)
icculus@8094
   509
SDL_DYNAPI_PROC(SDL_threadID,SDL_GetThreadID,(SDL_Thread *a),(a),return)
icculus@8094
   510
SDL_DYNAPI_PROC(int,SDL_SetThreadPriority,(SDL_ThreadPriority a),(a),return)
icculus@8094
   511
SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),)
icculus@8094
   512
SDL_DYNAPI_PROC(void,SDL_DetachThread,(SDL_Thread *a),(a),)
icculus@8094
   513
SDL_DYNAPI_PROC(SDL_TLSID,SDL_TLSCreate,(void),(),return)
icculus@8094
   514
SDL_DYNAPI_PROC(void*,SDL_TLSGet,(SDL_TLSID a),(a),return)
icculus@8094
   515
SDL_DYNAPI_PROC(int,SDL_TLSSet,(SDL_TLSID a, const void *b, void (*c)(void*)),(a,b,c),return)
icculus@8094
   516
SDL_DYNAPI_PROC(Uint32,SDL_GetTicks,(void),(),return)
icculus@8094
   517
SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceCounter,(void),(),return)
icculus@8094
   518
SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceFrequency,(void),(),return)
icculus@8094
   519
SDL_DYNAPI_PROC(void,SDL_Delay,(Uint32 a),(a),)
icculus@8094
   520
SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimer,(Uint32 a, SDL_TimerCallback b, void *c),(a,b,c),return)
icculus@8094
   521
SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveTimer,(SDL_TimerID a),(a),return)
icculus@8094
   522
SDL_DYNAPI_PROC(int,SDL_GetNumTouchDevices,(void),(),return)
icculus@8094
   523
SDL_DYNAPI_PROC(SDL_TouchID,SDL_GetTouchDevice,(int a),(a),return)
icculus@8094
   524
SDL_DYNAPI_PROC(int,SDL_GetNumTouchFingers,(SDL_TouchID a),(a),return)
icculus@8094
   525
SDL_DYNAPI_PROC(SDL_Finger*,SDL_GetTouchFinger,(SDL_TouchID a, int b),(a,b),return)
icculus@8094
   526
SDL_DYNAPI_PROC(void,SDL_GetVersion,(SDL_version *a),(a),)
icculus@8094
   527
SDL_DYNAPI_PROC(const char*,SDL_GetRevision,(void),(),return)
icculus@8094
   528
SDL_DYNAPI_PROC(int,SDL_GetRevisionNumber,(void),(),return)
icculus@8094
   529
SDL_DYNAPI_PROC(int,SDL_GetNumVideoDrivers,(void),(),return)
icculus@8094
   530
SDL_DYNAPI_PROC(const char*,SDL_GetVideoDriver,(int a),(a),return)
icculus@8094
   531
SDL_DYNAPI_PROC(int,SDL_VideoInit,(const char *a),(a),return)
icculus@8094
   532
SDL_DYNAPI_PROC(void,SDL_VideoQuit,(void),(),)
icculus@8094
   533
SDL_DYNAPI_PROC(const char*,SDL_GetCurrentVideoDriver,(void),(),return)
icculus@8094
   534
SDL_DYNAPI_PROC(int,SDL_GetNumVideoDisplays,(void),(),return)
icculus@8094
   535
SDL_DYNAPI_PROC(const char*,SDL_GetDisplayName,(int a),(a),return)
icculus@8094
   536
SDL_DYNAPI_PROC(int,SDL_GetDisplayBounds,(int a, SDL_Rect *b),(a,b),return)
icculus@8094
   537
SDL_DYNAPI_PROC(int,SDL_GetNumDisplayModes,(int a),(a),return)
icculus@8094
   538
SDL_DYNAPI_PROC(int,SDL_GetDisplayMode,(int a, int b, SDL_DisplayMode *c),(a,b,c),return)
icculus@8094
   539
SDL_DYNAPI_PROC(int,SDL_GetDesktopDisplayMode,(int a, SDL_DisplayMode *b),(a,b),return)
icculus@8094
   540
SDL_DYNAPI_PROC(int,SDL_GetCurrentDisplayMode,(int a, SDL_DisplayMode *b),(a,b),return)
icculus@8094
   541
SDL_DYNAPI_PROC(SDL_DisplayMode*,SDL_GetClosestDisplayMode,(int a, const SDL_DisplayMode *b, SDL_DisplayMode *c),(a,b,c),return)
icculus@8094
   542
SDL_DYNAPI_PROC(int,SDL_GetWindowDisplayIndex,(SDL_Window *a),(a),return)
icculus@8094
   543
SDL_DYNAPI_PROC(int,SDL_SetWindowDisplayMode,(SDL_Window *a, const SDL_DisplayMode *b),(a,b),return)
icculus@8094
   544
SDL_DYNAPI_PROC(int,SDL_GetWindowDisplayMode,(SDL_Window *a, SDL_DisplayMode *b),(a,b),return)
icculus@8094
   545
SDL_DYNAPI_PROC(Uint32,SDL_GetWindowPixelFormat,(SDL_Window *a),(a),return)
icculus@8094
   546
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)
icculus@8094
   547
SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindowFrom,(const void *a),(a),return)
icculus@8094
   548
SDL_DYNAPI_PROC(Uint32,SDL_GetWindowID,(SDL_Window *a),(a),return)
icculus@8094
   549
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetWindowFromID,(Uint32 a),(a),return)
icculus@8094
   550
SDL_DYNAPI_PROC(Uint32,SDL_GetWindowFlags,(SDL_Window *a),(a),return)
icculus@8094
   551
SDL_DYNAPI_PROC(void,SDL_SetWindowTitle,(SDL_Window *a, const char *b),(a,b),)
icculus@8094
   552
SDL_DYNAPI_PROC(const char*,SDL_GetWindowTitle,(SDL_Window *a),(a),return)
icculus@8094
   553
SDL_DYNAPI_PROC(void,SDL_SetWindowIcon,(SDL_Window *a, SDL_Surface *b),(a,b),)
icculus@8094
   554
SDL_DYNAPI_PROC(void*,SDL_SetWindowData,(SDL_Window *a, const char *b, void *c),(a,b,c),return)
icculus@8094
   555
SDL_DYNAPI_PROC(void*,SDL_GetWindowData,(SDL_Window *a, const char *b),(a,b),return)
icculus@8094
   556
SDL_DYNAPI_PROC(void,SDL_SetWindowPosition,(SDL_Window *a, int b, int c),(a,b,c),)
icculus@8094
   557
SDL_DYNAPI_PROC(void,SDL_GetWindowPosition,(SDL_Window *a, int *b, int *c),(a,b,c),)
icculus@8094
   558
SDL_DYNAPI_PROC(void,SDL_SetWindowSize,(SDL_Window *a, int b, int c),(a,b,c),)
icculus@8094
   559
SDL_DYNAPI_PROC(void,SDL_GetWindowSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
icculus@8094
   560
SDL_DYNAPI_PROC(void,SDL_SetWindowMinimumSize,(SDL_Window *a, int b, int c),(a,b,c),)
icculus@8094
   561
SDL_DYNAPI_PROC(void,SDL_GetWindowMinimumSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
icculus@8094
   562
SDL_DYNAPI_PROC(void,SDL_SetWindowMaximumSize,(SDL_Window *a, int b, int c),(a,b,c),)
icculus@8094
   563
SDL_DYNAPI_PROC(void,SDL_GetWindowMaximumSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
icculus@8094
   564
SDL_DYNAPI_PROC(void,SDL_SetWindowBordered,(SDL_Window *a, SDL_bool b),(a,b),)
icculus@8094
   565
SDL_DYNAPI_PROC(void,SDL_ShowWindow,(SDL_Window *a),(a),)
icculus@8094
   566
SDL_DYNAPI_PROC(void,SDL_HideWindow,(SDL_Window *a),(a),)
icculus@8094
   567
SDL_DYNAPI_PROC(void,SDL_RaiseWindow,(SDL_Window *a),(a),)
icculus@8094
   568
SDL_DYNAPI_PROC(void,SDL_MaximizeWindow,(SDL_Window *a),(a),)
icculus@8094
   569
SDL_DYNAPI_PROC(void,SDL_MinimizeWindow,(SDL_Window *a),(a),)
icculus@8094
   570
SDL_DYNAPI_PROC(void,SDL_RestoreWindow,(SDL_Window *a),(a),)
icculus@8094
   571
SDL_DYNAPI_PROC(int,SDL_SetWindowFullscreen,(SDL_Window *a, Uint32 b),(a,b),return)
icculus@8094
   572
SDL_DYNAPI_PROC(SDL_Surface*,SDL_GetWindowSurface,(SDL_Window *a),(a),return)
icculus@8094
   573
SDL_DYNAPI_PROC(int,SDL_UpdateWindowSurface,(SDL_Window *a),(a),return)
icculus@8094
   574
SDL_DYNAPI_PROC(int,SDL_UpdateWindowSurfaceRects,(SDL_Window *a, const SDL_Rect *b, int c),(a,b,c),return)
icculus@8094
   575
SDL_DYNAPI_PROC(void,SDL_SetWindowGrab,(SDL_Window *a, SDL_bool b),(a,b),)
icculus@8094
   576
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowGrab,(SDL_Window *a),(a),return)
icculus@8094
   577
SDL_DYNAPI_PROC(int,SDL_SetWindowBrightness,(SDL_Window *a, float b),(a,b),return)
icculus@8094
   578
SDL_DYNAPI_PROC(float,SDL_GetWindowBrightness,(SDL_Window *a),(a),return)
icculus@8094
   579
SDL_DYNAPI_PROC(int,SDL_SetWindowGammaRamp,(SDL_Window *a, const Uint16 *b, const Uint16 *c, const Uint16 *d),(a,b,c,d),return)
icculus@8094
   580
SDL_DYNAPI_PROC(int,SDL_GetWindowGammaRamp,(SDL_Window *a, Uint16 *b, Uint16 *c, Uint16 *d),(a,b,c,d),return)
icculus@8094
   581
SDL_DYNAPI_PROC(void,SDL_DestroyWindow,(SDL_Window *a),(a),)
icculus@8094
   582
SDL_DYNAPI_PROC(SDL_bool,SDL_IsScreenSaverEnabled,(void),(),return)
icculus@8094
   583
SDL_DYNAPI_PROC(void,SDL_EnableScreenSaver,(void),(),)
icculus@8094
   584
SDL_DYNAPI_PROC(void,SDL_DisableScreenSaver,(void),(),)
icculus@8094
   585
SDL_DYNAPI_PROC(int,SDL_GL_LoadLibrary,(const char *a),(a),return)
icculus@8094
   586
SDL_DYNAPI_PROC(void*,SDL_GL_GetProcAddress,(const char *a),(a),return)
icculus@8094
   587
SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
icculus@8094
   588
SDL_DYNAPI_PROC(SDL_bool,SDL_GL_ExtensionSupported,(const char *a),(a),return)
icculus@8094
   589
SDL_DYNAPI_PROC(int,SDL_GL_SetAttribute,(SDL_GLattr a, int b),(a,b),return)
icculus@8094
   590
SDL_DYNAPI_PROC(int,SDL_GL_GetAttribute,(SDL_GLattr a, int *b),(a,b),return)
icculus@8094
   591
SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
icculus@8094
   592
SDL_DYNAPI_PROC(int,SDL_GL_MakeCurrent,(SDL_Window *a, SDL_GLContext b),(a,b),return)
icculus@8094
   593
SDL_DYNAPI_PROC(SDL_Window*,SDL_GL_GetCurrentWindow,(void),(),return)
icculus@8094
   594
SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_GetCurrentContext,(void),(),return)
icculus@8094
   595
SDL_DYNAPI_PROC(void,SDL_GL_GetDrawableSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
icculus@8094
   596
SDL_DYNAPI_PROC(int,SDL_GL_SetSwapInterval,(int a),(a),return)
icculus@8094
   597
SDL_DYNAPI_PROC(int,SDL_GL_GetSwapInterval,(void),(),return)
icculus@8094
   598
SDL_DYNAPI_PROC(void,SDL_GL_SwapWindow,(SDL_Window *a),(a),)
icculus@8094
   599
SDL_DYNAPI_PROC(void,SDL_GL_DeleteContext,(SDL_GLContext a),(a),)
icculus@8094
   600
SDL_DYNAPI_PROC(int,SDL_vsscanf,(const char *a, const char *b, va_list c),(a,b,c),return)
icculus@8098
   601
SDL_DYNAPI_PROC(int,SDL_GameControllerAddMappingsFromRW,(SDL_RWops *a, int b),(a,b),return)
jorgen@8145
   602
SDL_DYNAPI_PROC(void,SDL_GL_ResetAttributes,(void),(),)
slouken@8148
   603
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX,(void),(),return)