src/dynapi/SDL_dynapi_procs.h
author Sam Lantinga <slouken@libsdl.org>
Tue, 29 Nov 2016 06:36:57 -0800
changeset 10661 74b42fb2a9e4
parent 10620 c37e02dd1a9b
child 10690 23a825f341e6
permissions -rw-r--r--
Added an API to iterate over game controller mappings
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2016 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,(SDL_PRINTF_FORMAT_STRING const char *a, ...),(a),return)
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SDL_DYNAPI_PROC(void,SDL_Log,(SDL_PRINTF_FORMAT_STRING const char *a, ...),(a),)
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SDL_DYNAPI_PROC(void,SDL_LogVerbose,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogDebug,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogInfo,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogWarn,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogError,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogCritical,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_LogMessage,(int a, SDL_LogPriority b, SDL_PRINTF_FORMAT_STRING const char *c, ...),(a,b,c),)
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SDL_DYNAPI_PROC(int,SDL_sscanf,(const char *a, SDL_SCANF_FORMAT_STRING const char *b, ...),(a,b),return)
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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)
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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)
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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)
slouken@8820
   421
SDL_DYNAPI_PROC(void*,SDL_memset,(SDL_OUT_BYTECAP(c) void *a, int b, size_t c),(a,b,c),return)
slouken@8820
   422
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)
slouken@8820
   423
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)
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)
slouken@8820
   426
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)
slouken@8820
   427
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)
icculus@8094
   428
SDL_DYNAPI_PROC(size_t,SDL_strlen,(const char *a),(a),return)
slouken@8820
   429
SDL_DYNAPI_PROC(size_t,SDL_strlcpy,(SDL_OUT_Z_CAP(c) char *a, const char *b, size_t c),(a,b,c),return)
slouken@8820
   430
SDL_DYNAPI_PROC(size_t,SDL_utf8strlcpy,(SDL_OUT_Z_CAP(c) char *a, const char *b, size_t c),(a,b,c),return)
slouken@8820
   431
SDL_DYNAPI_PROC(size_t,SDL_strlcat,(SDL_INOUT_Z_CAP(c) 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)
slouken@8820
   456
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)
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)
icculus@8167
   604
SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetDefaultAssertionHandler,(void),(),return)
icculus@8167
   605
SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return)
slouken@8216
   606
#ifdef __WIN32__
slouken@8719
   607
SDL_DYNAPI_PROC(SDL_bool,SDL_DXGIGetOutputInfo,(int a,int *b, int *c),(a,b,c),return)
slouken@8216
   608
#endif
jorgenpt@8728
   609
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderIsClipEnabled,(SDL_Renderer *a),(a),return)
icculus@8781
   610
#ifdef __WINRT__
slouken@8815
   611
SDL_DYNAPI_PROC(int,SDL_WinRTRunApp,(int a, char **b, void *c),(a,b,c),return)
icculus@8781
   612
SDL_DYNAPI_PROC(const wchar_t*,SDL_WinRTGetFSPathUNICODE,(SDL_WinRT_Path a),(a),return)
icculus@8781
   613
SDL_DYNAPI_PROC(const char*,SDL_WinRTGetFSPathUTF8,(SDL_WinRT_Path a),(a),return)
icculus@8781
   614
#endif
icculus@9809
   615
SDL_DYNAPI_PROC(int,SDL_WarpMouseGlobal,(int a, int b),(a,b),return)
slouken@8840
   616
SDL_DYNAPI_PROC(float,SDL_sqrtf,(float a),(a),return)
slouken@8840
   617
SDL_DYNAPI_PROC(double,SDL_tan,(double a),(a),return)
slouken@8840
   618
SDL_DYNAPI_PROC(float,SDL_tanf,(float a),(a),return)
icculus@8927
   619
SDL_DYNAPI_PROC(int,SDL_CaptureMouse,(SDL_bool a),(a),return)
icculus@8935
   620
SDL_DYNAPI_PROC(int,SDL_SetWindowHitTest,(SDL_Window *a, SDL_HitTest b, void *c),(a,b,c),return)
icculus@8952
   621
SDL_DYNAPI_PROC(Uint32,SDL_GetGlobalMouseState,(int *a, int *b),(a,b),return)
slouken@9003
   622
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX2,(void),(),return)
icculus@9012
   623
SDL_DYNAPI_PROC(int,SDL_QueueAudio,(SDL_AudioDeviceID a, const void *b, Uint32 c),(a,b,c),return)
icculus@9012
   624
SDL_DYNAPI_PROC(Uint32,SDL_GetQueuedAudioSize,(SDL_AudioDeviceID a),(a),return)
icculus@9012
   625
SDL_DYNAPI_PROC(void,SDL_ClearQueuedAudio,(SDL_AudioDeviceID a),(a),)
icculus@9447
   626
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetGrabbedWindow,(void),(),return)
slouken@9598
   627
#ifdef __WIN32__
slouken@9599
   628
SDL_DYNAPI_PROC(void,SDL_SetWindowsMessageHook,(SDL_WindowsMessageHook a, void *b),(a,b),)
slouken@9598
   629
#endif
alfred@9816
   630
SDL_DYNAPI_PROC(int,SDL_GetDisplayDPI,(int a, float *b, float *c, float *d),(a,b,c,d),return)
slouken@9882
   631
SDL_DYNAPI_PROC(SDL_JoystickPowerLevel,SDL_JoystickCurrentPowerLevel,(SDL_Joystick *a),(a),return)
icculus@9916
   632
SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerFromInstanceID,(SDL_JoystickID a),(a),return)
icculus@9916
   633
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_JoystickFromInstanceID,(SDL_JoystickID a),(a),return)
icculus@10019
   634
SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(int a, SDL_Rect *b),(a,b),return)
icculus@10024
   635
SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
icculus@10025
   636
SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
icculus@10025
   637
SDL_DYNAPI_PROC(int,SDL_GetWindowOpacity,(SDL_Window *a, float *b),(a,b),return)
icculus@10026
   638
SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
icculus@10027
   639
SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
icculus@10040
   640
SDL_DYNAPI_PROC(int,SDL_RenderSetIntegerScale,(SDL_Renderer *a, SDL_bool b),(a,b),return)
icculus@10040
   641
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderGetIntegerScale,(SDL_Renderer *a),(a),return)
icculus@10262
   642
SDL_DYNAPI_PROC(Uint32,SDL_DequeueAudio,(SDL_AudioDeviceID a, void *b, Uint32 c),(a,b,c),return)
icculus@10385
   643
SDL_DYNAPI_PROC(void,SDL_SetWindowResizable,(SDL_Window *a, SDL_bool b),(a,b),)
slouken@10482
   644
SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateRGBSurfaceWithFormat,(Uint32 a, int b, int c, int d, Uint32 e),(a,b,c,d,e),return)
slouken@10482
   645
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)
slouken@10499
   646
SDL_DYNAPI_PROC(SDL_bool,SDL_GetHintBoolean,(const char *a, SDL_bool b),(a,b),return)
slouken@10595
   647
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetDeviceVendor,(int a),(a),return)
slouken@10595
   648
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetDeviceProduct,(int a),(a),return)
slouken@10595
   649
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetDeviceProductVersion,(int a),(a),return)
slouken@10595
   650
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetVendor,(SDL_Joystick *a),(a),return)
slouken@10595
   651
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetProduct,(SDL_Joystick *a),(a),return)
slouken@10595
   652
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetProductVersion,(SDL_Joystick *a),(a),return)
slouken@10595
   653
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetVendor,(SDL_GameController *a),(a),return)
slouken@10595
   654
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetProduct,(SDL_GameController *a),(a),return)
slouken@10595
   655
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetProductVersion,(SDL_GameController *a),(a),return)
icculus@10620
   656
SDL_DYNAPI_PROC(SDL_bool,SDL_HasNEON,(void),(),return)
slouken@10661
   657
SDL_DYNAPI_PROC(int,SDL_GameControllerNumMappings,(void),(),return)
slouken@10661
   658
SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForIndex,(int a),(a),return)