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SDL_dynapi_procs.h

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851 lines (835 loc) · 62 KB
 
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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* vi: set ts=4 sw=4 expandtab: */
/*
DO NOT EDIT THIS FILE BY HAND. It is autogenerated by gendynapi.pl.
NEVER REARRANGE THIS FILE, THE ORDER IS ABI LAW.
Changing this file means bumping SDL_DYNAPI_VERSION. You can safely add
new items to the end of the file, though.
Also, this file gets included multiple times, don't add #pragma once, etc.
*/
/* direct jump magic can use these, the rest needs special code. */
#if !SDL_DYNAPI_PROC_NO_VARARGS
SDL_DYNAPI_PROC(int,SDL_SetError,(SDL_PRINTF_FORMAT_STRING const char *a, ...),(a),return)
SDL_DYNAPI_PROC(void,SDL_Log,(SDL_PRINTF_FORMAT_STRING const char *a, ...),(a),)
SDL_DYNAPI_PROC(void,SDL_LogVerbose,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(void,SDL_LogDebug,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(void,SDL_LogInfo,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(void,SDL_LogWarn,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(void,SDL_LogError,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(void,SDL_LogCritical,(int a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),)
SDL_DYNAPI_PROC(void,SDL_LogMessage,(int a, SDL_LogPriority b, SDL_PRINTF_FORMAT_STRING const char *c, ...),(a,b,c),)
SDL_DYNAPI_PROC(int,SDL_sscanf,(const char *a, SDL_SCANF_FORMAT_STRING const char *b, ...),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_snprintf,(SDL_OUT_Z_CAP(b) char *a, size_t b, SDL_PRINTF_FORMAT_STRING const char *c, ...),(a,b,c),return)
#endif
#ifdef SDL_CreateThread
#undef SDL_CreateThread
#endif
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#if defined(__WIN32__)
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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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#elif defined(__OS2__)
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
SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThread,(SDL_ThreadFunction a, const char *b, void *c),(a,b,c),return)
#endif
#ifdef HAVE_STDIO_H
SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromFP,(FILE *a, SDL_bool b),(a,b),return)
#else
SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromFP,(void *a, SDL_bool b),(a,b),return)
#endif
#ifdef __WIN32__
SDL_DYNAPI_PROC(int,SDL_RegisterApp,(char *a, Uint32 b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_UnregisterApp,(void),(),)
SDL_DYNAPI_PROC(int,SDL_Direct3D9GetAdapterIndex,(int a),(a),return)
SDL_DYNAPI_PROC(IDirect3DDevice9*,SDL_RenderGetD3D9Device,(SDL_Renderer *a),(a),return)
#endif
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#ifdef __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)
SDL_DYNAPI_PROC(void,SDL_iPhoneSetEventPump,(SDL_bool a),(a),)
#endif
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#ifdef __ANDROID__
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SDL_DYNAPI_PROC(void*,SDL_AndroidGetJNIEnv,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_AndroidGetActivity,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_AndroidGetInternalStoragePath,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_AndroidGetExternalStorageState,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_AndroidGetExternalStoragePath,(void),(),return)
#endif
SDL_DYNAPI_PROC(int,SDL_Init,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(int,SDL_InitSubSystem,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(void,SDL_QuitSubSystem,(Uint32 a),(a),)
SDL_DYNAPI_PROC(Uint32,SDL_WasInit,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(void,SDL_Quit,(void),(),)
SDL_DYNAPI_PROC(SDL_assert_state,SDL_ReportAssertion,(SDL_assert_data *a, const char *b, const char *c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),)
SDL_DYNAPI_PROC(const SDL_assert_data*,SDL_GetAssertionReport,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)
SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicTryLock,(SDL_SpinLock *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_AtomicLock,(SDL_SpinLock *a),(a),)
SDL_DYNAPI_PROC(void,SDL_AtomicUnlock,(SDL_SpinLock *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCAS,(SDL_atomic_t *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_AtomicSet,(SDL_atomic_t *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_AtomicGet,(SDL_atomic_t *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_AtomicAdd,(SDL_atomic_t *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCASPtr,(void **a, void *b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(void*,SDL_AtomicSetPtr,(void **a, void *b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_AtomicGetPtr,(void **a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetNumAudioDrivers,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAudioDriver,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_AudioInit,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_AudioQuit,(void),(),)
SDL_DYNAPI_PROC(const char*,SDL_GetCurrentAudioDriver,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_OpenAudio,(SDL_AudioSpec *a, SDL_AudioSpec *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetNumAudioDevices,(int a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAudioDeviceName,(int a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_OpenAudioDevice,(const char *a, int b, const SDL_AudioSpec *c, SDL_AudioSpec *d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_AudioStatus,SDL_GetAudioStatus,(void),(),return)
SDL_DYNAPI_PROC(SDL_AudioStatus,SDL_GetAudioDeviceStatus,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(void,SDL_PauseAudio,(int a),(a),)
SDL_DYNAPI_PROC(void,SDL_PauseAudioDevice,(SDL_AudioDeviceID a, int b),(a,b),)
SDL_DYNAPI_PROC(SDL_AudioSpec*,SDL_LoadWAV_RW,(SDL_RWops *a, int b, SDL_AudioSpec *c, Uint8 **d, Uint32 *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_FreeWAV,(Uint8 *a),(a),)
SDL_DYNAPI_PROC(int,SDL_BuildAudioCVT,(SDL_AudioCVT *a, SDL_AudioFormat b, Uint8 c, int d, SDL_AudioFormat e, Uint8 f, int g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(int,SDL_ConvertAudio,(SDL_AudioCVT *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_MixAudio,(Uint8 *a, const Uint8 *b, Uint32 c, int d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_MixAudioFormat,(Uint8 *a, const Uint8 *b, SDL_AudioFormat c, Uint32 d, int e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_LockAudio,(void),(),)
SDL_DYNAPI_PROC(void,SDL_LockAudioDevice,(SDL_AudioDeviceID a),(a),)
SDL_DYNAPI_PROC(void,SDL_UnlockAudio,(void),(),)
SDL_DYNAPI_PROC(void,SDL_UnlockAudioDevice,(SDL_AudioDeviceID a),(a),)
SDL_DYNAPI_PROC(void,SDL_CloseAudio,(void),(),)
SDL_DYNAPI_PROC(void,SDL_CloseAudioDevice,(SDL_AudioDeviceID a),(a),)
SDL_DYNAPI_PROC(int,SDL_SetClipboardText,(const char *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetClipboardText,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasClipboardText,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetCPUCount,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetCPUCacheLineSize,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasRDTSC,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAltiVec,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasMMX,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_Has3DNow,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE2,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE3,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE41,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE42,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetSystemRAM,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetError,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_ClearError,(void),(),)
SDL_DYNAPI_PROC(int,SDL_Error,(SDL_errorcode a),(a),return)
SDL_DYNAPI_PROC(void,SDL_PumpEvents,(void),(),)
SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL_Event *a, int b, SDL_eventaction c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasEvent,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasEvents,(Uint32 a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_PollEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_WaitEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_WaitEventTimeout,(SDL_Event *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_PushEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetEventFilter,(SDL_EventFilter *a, void **b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_DelEventWatch,(SDL_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_FilterEvents,(SDL_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(Uint8,SDL_EventState,(Uint32 a, int b),(a,b),return)
SDL_DYNAPI_PROC(Uint32,SDL_RegisterEvents,(int a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetBasePath,(void),(),return)
SDL_DYNAPI_PROC(char*,SDL_GetPrefPath,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerAddMapping,(const char *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForGUID,(SDL_JoystickGUID a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GameControllerMapping,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsGameController,(int a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GameControllerNameForIndex,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerOpen,(int a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GameControllerName,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerGetAttached,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GameControllerGetJoystick,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerEventState,(int a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GameControllerUpdate,(void),(),)
SDL_DYNAPI_PROC(SDL_GameControllerAxis,SDL_GameControllerGetAxisFromString,(const char *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetStringForAxis,(SDL_GameControllerAxis a),(a),return)
SDL_DYNAPI_PROC(SDL_GameControllerButtonBind,SDL_GameControllerGetBindForAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
SDL_DYNAPI_PROC(Sint16,SDL_GameControllerGetAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GameControllerButton,SDL_GameControllerGetButtonFromString,(const char *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetStringForButton,(SDL_GameControllerButton a),(a),return)
SDL_DYNAPI_PROC(SDL_GameControllerButtonBind,SDL_GameControllerGetBindForButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
SDL_DYNAPI_PROC(Uint8,SDL_GameControllerGetButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GameControllerClose,(SDL_GameController *a),(a),)
SDL_DYNAPI_PROC(int,SDL_RecordGesture,(SDL_TouchID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SaveAllDollarTemplates,(SDL_RWops *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SaveDollarTemplate,(SDL_GestureID a, SDL_RWops *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_LoadDollarTemplates,(SDL_TouchID a, SDL_RWops *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_NumHaptics,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_HapticName,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpen,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_HapticOpened,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_HapticIndex,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_MouseIsHaptic,(void),(),return)
SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpenFromMouse,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_JoystickIsHaptic,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_Haptic*,SDL_HapticOpenFromJoystick,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_HapticClose,(SDL_Haptic *a),(a),)
SDL_DYNAPI_PROC(int,SDL_HapticNumEffects,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_HapticNumEffectsPlaying,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(unsigned int,SDL_HapticQuery,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_HapticNumAxes,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_HapticEffectSupported,(SDL_Haptic *a, SDL_HapticEffect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_HapticNewEffect,(SDL_Haptic *a, SDL_HapticEffect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_HapticUpdateEffect,(SDL_Haptic *a, int b, SDL_HapticEffect *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_HapticRunEffect,(SDL_Haptic *a, int b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_HapticStopEffect,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_HapticDestroyEffect,(SDL_Haptic *a, int b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_HapticGetEffectStatus,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_HapticSetGain,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_HapticSetAutocenter,(SDL_Haptic *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_HapticPause,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_HapticUnpause,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_HapticStopAll,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_HapticRumbleSupported,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_HapticRumbleInit,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_HapticRumblePlay,(SDL_Haptic *a, float b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_HapticRumbleStop,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetHintWithPriority,(const char *a, const char *b, SDL_HintPriority c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetHint,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetHint,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_AddHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_DelHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_ClearHints,(void),(),)
SDL_DYNAPI_PROC(int,SDL_NumJoysticks,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_JoystickNameForIndex,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_JoystickOpen,(int a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_JoystickName,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_JoystickGetDeviceGUID,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_JoystickGetGUID,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_JoystickGetGUIDString,(SDL_JoystickGUID a, char *b, int c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_JoystickGUID,SDL_JoystickGetGUIDFromString,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickGetAttached,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickID,SDL_JoystickInstanceID,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickNumAxes,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickNumBalls,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickNumHats,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickNumButtons,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_JoystickUpdate,(void),(),)
SDL_DYNAPI_PROC(int,SDL_JoystickEventState,(int a),(a),return)
SDL_DYNAPI_PROC(Sint16,SDL_JoystickGetAxis,(SDL_Joystick *a, int b),(a,b),return)
SDL_DYNAPI_PROC(Uint8,SDL_JoystickGetHat,(SDL_Joystick *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_JoystickGetBall,(SDL_Joystick *a, int b, int *c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(Uint8,SDL_JoystickGetButton,(SDL_Joystick *a, int b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_JoystickClose,(SDL_Joystick *a),(a),)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetKeyboardFocus,(void),(),return)
SDL_DYNAPI_PROC(const Uint8*,SDL_GetKeyboardState,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_Keymod,SDL_GetModState,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_SetModState,(SDL_Keymod a),(a),)
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromScancode,(SDL_Scancode a),(a),return)
SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromKey,(SDL_Keycode a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetScancodeName,(SDL_Scancode a),(a),return)
SDL_DYNAPI_PROC(SDL_Scancode,SDL_GetScancodeFromName,(const char *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetKeyName,(SDL_Keycode a),(a),return)
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromName,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_StartTextInput,(void),(),)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsTextInputActive,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_StopTextInput,(void),(),)
SDL_DYNAPI_PROC(void,SDL_SetTextInputRect,(SDL_Rect *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasScreenKeyboardSupport,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsScreenKeyboardShown,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_LoadObject,(const char *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_LoadFunction,(void *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),)
SDL_DYNAPI_PROC(void,SDL_LogSetAllPriority,(SDL_LogPriority a),(a),)
SDL_DYNAPI_PROC(void,SDL_LogSetPriority,(int a, SDL_LogPriority b),(a,b),)
SDL_DYNAPI_PROC(SDL_LogPriority,SDL_LogGetPriority,(int a),(a),return)
SDL_DYNAPI_PROC(void,SDL_LogResetPriorities,(void),(),)
SDL_DYNAPI_PROC(void,SDL_LogMessageV,(int a, SDL_LogPriority b, const char *c, va_list d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_LogGetOutputFunction,(SDL_LogOutputFunction *a, void **b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_LogSetOutputFunction,(SDL_LogOutputFunction a, void *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_SetMainReady,(void),(),)
SDL_DYNAPI_PROC(int,SDL_ShowMessageBox,(const SDL_MessageBoxData *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_ShowSimpleMessageBox,(Uint32 a, const char *b, const char *c, SDL_Window *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetMouseFocus,(void),(),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetMouseState,(int *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetRelativeMouseState,(int *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_WarpMouseInWindow,(SDL_Window *a, int b, int c),(a,b,c),)
SDL_DYNAPI_PROC(int,SDL_SetRelativeMouseMode,(SDL_bool a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetRelativeMouseMode,(void),(),return)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateCursor,(const Uint8 *a, const Uint8 *b, int c, int d, int e, int f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateColorCursor,(SDL_Surface *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateSystemCursor,(SDL_SystemCursor a),(a),return)
SDL_DYNAPI_PROC(void,SDL_SetCursor,(SDL_Cursor *a),(a),)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetCursor,(void),(),return)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_GetDefaultCursor,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_FreeCursor,(SDL_Cursor *a),(a),)
SDL_DYNAPI_PROC(int,SDL_ShowCursor,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_mutex*,SDL_CreateMutex,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_LockMutex,(SDL_mutex *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_TryLockMutex,(SDL_mutex *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_UnlockMutex,(SDL_mutex *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_DestroyMutex,(SDL_mutex *a),(a),)
SDL_DYNAPI_PROC(SDL_sem*,SDL_CreateSemaphore,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(void,SDL_DestroySemaphore,(SDL_sem *a),(a),)
SDL_DYNAPI_PROC(int,SDL_SemWait,(SDL_sem *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SemTryWait,(SDL_sem *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SemWaitTimeout,(SDL_sem *a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SemPost,(SDL_sem *a),(a),return)
SDL_DYNAPI_PROC(Uint32,SDL_SemValue,(SDL_sem *a),(a),return)
SDL_DYNAPI_PROC(SDL_cond*,SDL_CreateCond,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_DestroyCond,(SDL_cond *a),(a),)
SDL_DYNAPI_PROC(int,SDL_CondSignal,(SDL_cond *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_CondBroadcast,(SDL_cond *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_CondWait,(SDL_cond *a, SDL_mutex *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_CondWaitTimeout,(SDL_cond *a, SDL_mutex *b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(const char*,SDL_GetPixelFormatName,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PixelFormatEnumToMasks,(Uint32 a, int *b, Uint32 *c, Uint32 *d, Uint32 *e, Uint32 *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(Uint32,SDL_MasksToPixelFormatEnum,(int a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_PixelFormat*,SDL_AllocFormat,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(void,SDL_FreeFormat,(SDL_PixelFormat *a),(a),)
SDL_DYNAPI_PROC(SDL_Palette*,SDL_AllocPalette,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetPixelFormatPalette,(SDL_PixelFormat *a, SDL_Palette *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetPaletteColors,(SDL_Palette *a, const SDL_Color *b, int c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_FreePalette,(SDL_Palette *a),(a),)
SDL_DYNAPI_PROC(Uint32,SDL_MapRGB,(const SDL_PixelFormat *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(Uint32,SDL_MapRGBA,(const SDL_PixelFormat *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_GetRGB,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),)
SDL_DYNAPI_PROC(void,SDL_GetRGBA,(Uint32 a, const SDL_PixelFormat *b, Uint8 *c, Uint8 *d, Uint8 *e, Uint8 *f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(void,SDL_CalculateGammaRamp,(float a, Uint16 *b),(a,b),)
SDL_DYNAPI_PROC(const char*,SDL_GetPlatform,(void),(),return)
SDL_DYNAPI_PROC(SDL_PowerState,SDL_GetPowerInfo,(int *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectRect,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_UnionRect,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_bool,SDL_EnclosePoints,(const SDL_Point *a, int b, const SDL_Rect *c, SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectRectAndLine,(const SDL_Rect *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_GetNumRenderDrivers,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderDriverInfo,(int a, SDL_RendererInfo *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_CreateWindowAndRenderer,(int a, int b, Uint32 c, SDL_Window **d, SDL_Renderer **e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRenderer,(SDL_Window *a, int b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateSoftwareRenderer,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_GetRenderer,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetRendererInfo,(SDL_Renderer *a, SDL_RendererInfo *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetRendererOutputSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTexture,(SDL_Renderer *a, Uint32 b, int c, int d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureFromSurface,(SDL_Renderer *a, SDL_Surface *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_QueryTexture,(SDL_Texture *a, Uint32 *b, int *c, int *d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_SetTextureColorMod,(SDL_Texture *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_GetTextureColorMod,(SDL_Texture *a, Uint8 *b, Uint8 *c, Uint8 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_SetTextureAlphaMod,(SDL_Texture *a, Uint8 b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetTextureAlphaMod,(SDL_Texture *a, Uint8 *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const void *c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_UpdateYUVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f, const Uint8 *g, int h),(a,b,c,d,e,f,g,h),return)
SDL_DYNAPI_PROC(int,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Texture*,SDL_GetRenderTarget,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderSetLogicalSize,(SDL_Renderer *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_RenderGetLogicalSize,(SDL_Renderer *a, int *b, int *c),(a,b,c),)
SDL_DYNAPI_PROC(int,SDL_RenderSetViewport,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_RenderGetViewport,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_RenderSetClipRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_RenderGetClipRect,(SDL_Renderer *a, SDL_Rect *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_RenderSetScale,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_RenderGetScale,(SDL_Renderer *a, float *b, float *c),(a,b,c),)
SDL_DYNAPI_PROC(int,SDL_SetRenderDrawColor,(SDL_Renderer *a, Uint8 b, Uint8 c, Uint8 d, Uint8 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderDrawColor,(SDL_Renderer *a, Uint8 *b, Uint8 *c, Uint8 *d, Uint8 *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderDrawBlendMode,(SDL_Renderer *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderClear,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawPoint,(SDL_Renderer *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawPoints,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawLine,(SDL_Renderer *a, int b, int c, int d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawLines,(SDL_Renderer *a, const SDL_Point *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderCopy,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RenderCopyEx,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_Rect *d, const double e, const SDL_Point *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
SDL_DYNAPI_PROC(int,SDL_RenderReadPixels,(SDL_Renderer *a, const SDL_Rect *b, Uint32 c, void *d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_RenderPresent,(SDL_Renderer *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyTexture,(SDL_Texture *a),(a),)
SDL_DYNAPI_PROC(void,SDL_DestroyRenderer,(SDL_Renderer *a),(a),)
SDL_DYNAPI_PROC(int,SDL_GL_BindTexture,(SDL_Texture *a, float *b, float *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GL_UnbindTexture,(SDL_Texture *a),(a),return)
SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromFile,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromMem,(void *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromConstMem,(const void *a, int b),(a,b),return)
SDL_DYNAPI_PROC(SDL_RWops*,SDL_AllocRW,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_FreeRW,(SDL_RWops *a),(a),)
SDL_DYNAPI_PROC(Uint8,SDL_ReadU8,(SDL_RWops *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_ReadLE16,(SDL_RWops *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_ReadBE16,(SDL_RWops *a),(a),return)
SDL_DYNAPI_PROC(Uint32,SDL_ReadLE32,(SDL_RWops *a),(a),return)
SDL_DYNAPI_PROC(Uint32,SDL_ReadBE32,(SDL_RWops *a),(a),return)
SDL_DYNAPI_PROC(Uint64,SDL_ReadLE64,(SDL_RWops *a),(a),return)
SDL_DYNAPI_PROC(Uint64,SDL_ReadBE64,(SDL_RWops *a),(a),return)
SDL_DYNAPI_PROC(size_t,SDL_WriteU8,(SDL_RWops *a, Uint8 b),(a,b),return)
SDL_DYNAPI_PROC(size_t,SDL_WriteLE16,(SDL_RWops *a, Uint16 b),(a,b),return)
SDL_DYNAPI_PROC(size_t,SDL_WriteBE16,(SDL_RWops *a, Uint16 b),(a,b),return)
SDL_DYNAPI_PROC(size_t,SDL_WriteLE32,(SDL_RWops *a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(size_t,SDL_WriteBE32,(SDL_RWops *a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(size_t,SDL_WriteLE64,(SDL_RWops *a, Uint64 b),(a,b),return)
SDL_DYNAPI_PROC(size_t,SDL_WriteBE64,(SDL_RWops *a, Uint64 b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateShapedWindow,(const char *a, unsigned int b, unsigned int c, unsigned int d, unsigned int e, Uint32 f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsShapedWindow,(const SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowShape,(SDL_Window *a, SDL_Surface *b, SDL_WindowShapeMode *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetShapedWindowMode,(SDL_Window *a, SDL_WindowShapeMode *b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_malloc,(size_t a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_calloc,(size_t a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_realloc,(void *a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_free,(void *a),(a),)
SDL_DYNAPI_PROC(char*,SDL_getenv,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_setenv,(const char *a, const char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_qsort,(void *a, size_t b, size_t c, int (*d)(const void *, const void *)),(a,b,c,d),)
SDL_DYNAPI_PROC(int,SDL_abs,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isdigit,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_isspace,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_toupper,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_tolower,(int a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_memset,(SDL_OUT_BYTECAP(c) void *a, int b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(void*,SDL_memcpy,(SDL_OUT_BYTECAP(c) void *a, SDL_IN_BYTECAP(c) const void *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(void*,SDL_memmove,(SDL_OUT_BYTECAP(c) void *a, SDL_IN_BYTECAP(c) const void *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_memcmp,(const void *a, const void *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(size_t,SDL_wcslen,(const wchar_t *a),(a),return)
SDL_DYNAPI_PROC(size_t,SDL_wcslcpy,(SDL_OUT_Z_CAP(c) wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(size_t,SDL_wcslcat,(SDL_INOUT_Z_CAP(c) wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(size_t,SDL_strlen,(const char *a),(a),return)
SDL_DYNAPI_PROC(size_t,SDL_strlcpy,(SDL_OUT_Z_CAP(c) char *a, const char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(size_t,SDL_utf8strlcpy,(SDL_OUT_Z_CAP(c) char *a, const char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(size_t,SDL_strlcat,(SDL_INOUT_Z_CAP(c) char *a, const char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(char*,SDL_strdup,(const char *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_strrev,(char *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_strupr,(char *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_strlwr,(char *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_strchr,(const char *a, int b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_strrchr,(const char *a, int b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_strstr,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_itoa,(int a, char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(char*,SDL_uitoa,(unsigned int a, char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(char*,SDL_ltoa,(long a, char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(char*,SDL_ultoa,(unsigned long a, char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(char*,SDL_lltoa,(Sint64 a, char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(char*,SDL_ulltoa,(Uint64 a, char *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_atoi,(const char *a),(a),return)
SDL_DYNAPI_PROC(double,SDL_atof,(const char *a),(a),return)
SDL_DYNAPI_PROC(long,SDL_strtol,(const char *a, char **b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(unsigned long,SDL_strtoul,(const char *a, char **b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(Sint64,SDL_strtoll,(const char *a, char **b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(Uint64,SDL_strtoull,(const char *a, char **b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(double,SDL_strtod,(const char *a, char **b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_strcmp,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_strncmp,(const char *a, const char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_strcasecmp,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_strncasecmp,(const char *a, const char *b, size_t c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_vsnprintf,(SDL_OUT_Z_CAP(b) char *a, size_t b, const char *c, va_list d),(a,b,c,d),return)
SDL_DYNAPI_PROC(double,SDL_acos,(double a),(a),return)
SDL_DYNAPI_PROC(double,SDL_asin,(double a),(a),return)
SDL_DYNAPI_PROC(double,SDL_atan,(double a),(a),return)
SDL_DYNAPI_PROC(double,SDL_atan2,(double a, double b),(a,b),return)
SDL_DYNAPI_PROC(double,SDL_ceil,(double a),(a),return)
SDL_DYNAPI_PROC(double,SDL_copysign,(double a, double b),(a,b),return)
SDL_DYNAPI_PROC(double,SDL_cos,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_cosf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_fabs,(double a),(a),return)
SDL_DYNAPI_PROC(double,SDL_floor,(double a),(a),return)
SDL_DYNAPI_PROC(double,SDL_log,(double a),(a),return)
SDL_DYNAPI_PROC(double,SDL_pow,(double a, double b),(a,b),return)
SDL_DYNAPI_PROC(double,SDL_scalbn,(double a, int b),(a,b),return)
SDL_DYNAPI_PROC(double,SDL_sin,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_sinf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_sqrt,(double a),(a),return)
SDL_DYNAPI_PROC(SDL_iconv_t,SDL_iconv_open,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_iconv_close,(SDL_iconv_t a),(a),return)
SDL_DYNAPI_PROC(size_t,SDL_iconv,(SDL_iconv_t a, const char **b, size_t *c, char **d, size_t *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(char*,SDL_iconv_string,(const char *a, const char *b, const char *c, size_t d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateRGBSurface,(Uint32 a, int b, int c, int d, Uint32 e, Uint32 f, Uint32 g, Uint32 h),(a,b,c,d,e,f,g,h),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateRGBSurfaceFrom,(void *a, int b, int c, int d, int e, Uint32 f, Uint32 g, Uint32 h, Uint32 i),(a,b,c,d,e,f,g,h,i),return)
SDL_DYNAPI_PROC(void,SDL_FreeSurface,(SDL_Surface *a),(a),)
SDL_DYNAPI_PROC(int,SDL_SetSurfacePalette,(SDL_Surface *a, SDL_Palette *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_LockSurface,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_UnlockSurface,(SDL_Surface *a),(a),)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_LoadBMP_RW,(SDL_RWops *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SaveBMP_RW,(SDL_Surface *a, SDL_RWops *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetSurfaceRLE,(SDL_Surface *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetColorKey,(SDL_Surface *a, int b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetColorKey,(SDL_Surface *a, Uint32 *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetSurfaceColorMod,(SDL_Surface *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_GetSurfaceColorMod,(SDL_Surface *a, Uint8 *b, Uint8 *c, Uint8 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_SetSurfaceAlphaMod,(SDL_Surface *a, Uint8 b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetSurfaceAlphaMod,(SDL_Surface *a, Uint8 *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetSurfaceBlendMode,(SDL_Surface *a, SDL_BlendMode *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SetClipRect,(SDL_Surface *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GetClipRect,(SDL_Surface *a, SDL_Rect *b),(a,b),)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurface,(SDL_Surface *a, const SDL_PixelFormat *b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurfaceFormat,(SDL_Surface *a, Uint32 b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_ConvertPixels,(int a, int b, Uint32 c, const void *d, int e, Uint32 f, void *g, int h),(a,b,c,d,e,f,g,h),return)
SDL_DYNAPI_PROC(int,SDL_FillRect,(SDL_Surface *a, const SDL_Rect *b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_FillRects,(SDL_Surface *a, const SDL_Rect *b, int c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_UpperBlit,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_LowerBlit,(SDL_Surface *a, SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_SoftStretch,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_UpperBlitScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_LowerBlitScaled,(SDL_Surface *a, SDL_Rect *b, SDL_Surface *c, SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowWMInfo,(SDL_Window *a, SDL_SysWMinfo *b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetThreadName,(SDL_Thread *a),(a),return)
SDL_DYNAPI_PROC(SDL_threadID,SDL_ThreadID,(void),(),return)
SDL_DYNAPI_PROC(SDL_threadID,SDL_GetThreadID,(SDL_Thread *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetThreadPriority,(SDL_ThreadPriority a),(a),return)
SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_DetachThread,(SDL_Thread *a),(a),)
SDL_DYNAPI_PROC(SDL_TLSID,SDL_TLSCreate,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_TLSGet,(SDL_TLSID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_TLSSet,(SDL_TLSID a, const void *b, void (*c)(void*)),(a,b,c),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetTicks,(void),(),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceCounter,(void),(),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceFrequency,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_Delay,(Uint32 a),(a),)
SDL_DYNAPI_PROC(SDL_TimerID,SDL_AddTimer,(Uint32 a, SDL_TimerCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveTimer,(SDL_TimerID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetNumTouchDevices,(void),(),return)
SDL_DYNAPI_PROC(SDL_TouchID,SDL_GetTouchDevice,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetNumTouchFingers,(SDL_TouchID a),(a),return)
SDL_DYNAPI_PROC(SDL_Finger*,SDL_GetTouchFinger,(SDL_TouchID a, int b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GetVersion,(SDL_version *a),(a),)
SDL_DYNAPI_PROC(const char*,SDL_GetRevision,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetRevisionNumber,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetNumVideoDrivers,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetVideoDriver,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_VideoInit,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_VideoQuit,(void),(),)
SDL_DYNAPI_PROC(const char*,SDL_GetCurrentVideoDriver,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetNumVideoDisplays,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetDisplayName,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetDisplayBounds,(int a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetNumDisplayModes,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetDisplayMode,(int a, int b, SDL_DisplayMode *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetDesktopDisplayMode,(int a, SDL_DisplayMode *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetCurrentDisplayMode,(int a, SDL_DisplayMode *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_DisplayMode*,SDL_GetClosestDisplayMode,(int a, const SDL_DisplayMode *b, SDL_DisplayMode *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowDisplayIndex,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowDisplayMode,(SDL_Window *a, const SDL_DisplayMode *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowDisplayMode,(SDL_Window *a, SDL_DisplayMode *b),(a,b),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetWindowPixelFormat,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindow,(const char *a, int b, int c, int d, int e, Uint32 f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindowFrom,(const void *a),(a),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetWindowID,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetWindowFromID,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetWindowFlags,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_SetWindowTitle,(SDL_Window *a, const char *b),(a,b),)
SDL_DYNAPI_PROC(const char*,SDL_GetWindowTitle,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_SetWindowIcon,(SDL_Window *a, SDL_Surface *b),(a,b),)
SDL_DYNAPI_PROC(void*,SDL_SetWindowData,(SDL_Window *a, const char *b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(void*,SDL_GetWindowData,(SDL_Window *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_SetWindowPosition,(SDL_Window *a, int b, int c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_GetWindowPosition,(SDL_Window *a, int *b, int *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_SetWindowSize,(SDL_Window *a, int b, int c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_GetWindowSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_SetWindowMinimumSize,(SDL_Window *a, int b, int c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_GetWindowMinimumSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_SetWindowMaximumSize,(SDL_Window *a, int b, int c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_GetWindowMaximumSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_SetWindowBordered,(SDL_Window *a, SDL_bool b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ShowWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(void,SDL_HideWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(void,SDL_RaiseWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(void,SDL_MaximizeWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(void,SDL_MinimizeWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(void,SDL_RestoreWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(int,SDL_SetWindowFullscreen,(SDL_Window *a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_GetWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_UpdateWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_UpdateWindowSurfaceRects,(SDL_Window *a, const SDL_Rect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SetWindowGrab,(SDL_Window *a, SDL_bool b),(a,b),)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowGrab,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowBrightness,(SDL_Window *a, float b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_GetWindowBrightness,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowGammaRamp,(SDL_Window *a, const Uint16 *b, const Uint16 *c, const Uint16 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowGammaRamp,(SDL_Window *a, Uint16 *b, Uint16 *c, Uint16 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_DestroyWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsScreenSaverEnabled,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_EnableScreenSaver,(void),(),)
SDL_DYNAPI_PROC(void,SDL_DisableScreenSaver,(void),(),)
SDL_DYNAPI_PROC(int,SDL_GL_LoadLibrary,(const char *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_GL_GetProcAddress,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
SDL_DYNAPI_PROC(SDL_bool,SDL_GL_ExtensionSupported,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_SetAttribute,(SDL_GLattr a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GL_GetAttribute,(SDL_GLattr a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_MakeCurrent,(SDL_Window *a, SDL_GLContext b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GL_GetCurrentWindow,(void),(),return)
SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_GetCurrentContext,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_GL_GetDrawableSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
SDL_DYNAPI_PROC(int,SDL_GL_SetSwapInterval,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_GetSwapInterval,(void),(),return)
Dec 12, 2016
Dec 12, 2016
594
SDL_DYNAPI_PROC(void,SDL_GL_SwapWindow,(SDL_Window *a),(a),)
595
596
597
598
599
600
601
602
603
604
605
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608
609
610
SDL_DYNAPI_PROC(void,SDL_GL_DeleteContext,(SDL_GLContext a),(a),)
SDL_DYNAPI_PROC(int,SDL_vsscanf,(const char *a, const char *b, va_list c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerAddMappingsFromRW,(SDL_RWops *a, int b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GL_ResetAttributes,(void),(),)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX,(void),(),return)
SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetDefaultAssertionHandler,(void),(),return)
SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return)
#ifdef __WIN32__
SDL_DYNAPI_PROC(SDL_bool,SDL_DXGIGetOutputInfo,(int a,int *b, int *c),(a,b,c),return)
#endif
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderIsClipEnabled,(SDL_Renderer *a),(a),return)
#ifdef __WINRT__
SDL_DYNAPI_PROC(int,SDL_WinRTRunApp,(int a, char **b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(const wchar_t*,SDL_WinRTGetFSPathUNICODE,(SDL_WinRT_Path a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_WinRTGetFSPathUTF8,(SDL_WinRT_Path a),(a),return)
#endif
Jul 18, 2015
Jul 18, 2015
611
SDL_DYNAPI_PROC(int,SDL_WarpMouseGlobal,(int a, int b),(a,b),return)
612
613
614
615
616
617
618
619
620
621
622
623
624
625
SDL_DYNAPI_PROC(float,SDL_sqrtf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_tan,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_tanf,(float a),(a),return)
SDL_DYNAPI_PROC(int,SDL_CaptureMouse,(SDL_bool a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowHitTest,(SDL_Window *a, SDL_HitTest b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetGlobalMouseState,(int *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX2,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_QueueAudio,(SDL_AudioDeviceID a, const void *b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetQueuedAudioSize,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(void,SDL_ClearQueuedAudio,(SDL_AudioDeviceID a),(a),)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetGrabbedWindow,(void),(),return)
#ifdef __WIN32__
SDL_DYNAPI_PROC(void,SDL_SetWindowsMessageHook,(SDL_WindowsMessageHook a, void *b),(a,b),)
#endif
Jul 30, 2015
Jul 30, 2015
626
SDL_DYNAPI_PROC(int,SDL_GetDisplayDPI,(int a, float *b, float *c, float *d),(a,b,c,d),return)
Sep 30, 2015
Sep 30, 2015
627
SDL_DYNAPI_PROC(SDL_JoystickPowerLevel,SDL_JoystickCurrentPowerLevel,(SDL_Joystick *a),(a),return)
Nov 14, 2015
Nov 14, 2015
628
629
SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerFromInstanceID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_JoystickFromInstanceID,(SDL_JoystickID a),(a),return)
Jan 5, 2016
Jan 5, 2016
630
SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(int a, SDL_Rect *b),(a,b),return)
Jan 5, 2016
Jan 5, 2016
631
SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
Jan 5, 2016
Jan 5, 2016
632
633
SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowOpacity,(SDL_Window *a, float *b),(a,b),return)
Jan 5, 2016
Jan 5, 2016
634
SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
Apr 21, 2015
Apr 21, 2015
635
SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
Jan 7, 2016
Jan 7, 2016
636
637
SDL_DYNAPI_PROC(int,SDL_RenderSetIntegerScale,(SDL_Renderer *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderGetIntegerScale,(SDL_Renderer *a),(a),return)
Aug 6, 2016
Aug 6, 2016
638
SDL_DYNAPI_PROC(Uint32,SDL_DequeueAudio,(SDL_AudioDeviceID a, void *b, Uint32 c),(a,b,c),return)
Sep 30, 2016
Sep 30, 2016
639
SDL_DYNAPI_PROC(void,SDL_SetWindowResizable,(SDL_Window *a, SDL_bool b),(a,b),)
Oct 8, 2016
Oct 8, 2016
640
641
SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateRGBSurfaceWithFormat,(Uint32 a, int b, int c, int d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateRGBSurfaceWithFormatFrom,(void *a, int b, int c, int d, int e, Uint32 f),(a,b,c,d,e,f),return)
Oct 8, 2016
Oct 8, 2016
642
SDL_DYNAPI_PROC(SDL_bool,SDL_GetHintBoolean,(const char *a, SDL_bool b),(a,b),return)
Nov 11, 2016
Nov 11, 2016
643
644
645
646
647
648
649
650
651
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetDeviceVendor,(int a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetDeviceProduct,(int a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetDeviceProductVersion,(int a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetVendor,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetProduct,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetProductVersion,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetVendor,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetProduct,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetProductVersion,(SDL_GameController *a),(a),return)
Nov 17, 2016
Nov 17, 2016
652
SDL_DYNAPI_PROC(SDL_bool,SDL_HasNEON,(void),(),return)
Nov 29, 2016
Nov 29, 2016
653
654
SDL_DYNAPI_PROC(int,SDL_GameControllerNumMappings,(void),(),return)
SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForIndex,(int a),(a),return)
Jan 4, 2017
Jan 4, 2017
655
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickGetAxisInitialState,(SDL_Joystick *a, int b, Sint16 *c),(a,b,c),return)
Jan 27, 2017
Jan 27, 2017
656
657
SDL_DYNAPI_PROC(SDL_JoystickType,SDL_JoystickGetDeviceType,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickType,SDL_JoystickGetType,(SDL_Joystick *a),(a),return)
Feb 10, 2017
Feb 10, 2017
658
659
SDL_DYNAPI_PROC(void,SDL_MemoryBarrierReleaseFunction,(void),(),)
SDL_DYNAPI_PROC(void,SDL_MemoryBarrierAcquireFunction,(void),(),)
Mar 10, 2017
Mar 10, 2017
660
SDL_DYNAPI_PROC(SDL_JoystickID,SDL_JoystickGetDeviceInstanceID,(int a),(a),return)
May 29, 2017
May 29, 2017
661
SDL_DYNAPI_PROC(size_t,SDL_utf8strlen,(const char *a),(a),return)
Aug 9, 2017
Aug 9, 2017
662
SDL_DYNAPI_PROC(void*,SDL_LoadFile_RW,(SDL_RWops *a, size_t *b, int c),(a,b,c),return)
Aug 14, 2017
Aug 14, 2017
663
SDL_DYNAPI_PROC(int,SDL_wcscmp,(const wchar_t *a, const wchar_t *b),(a,b),return)
Aug 14, 2017
Aug 14, 2017
664
SDL_DYNAPI_PROC(SDL_BlendMode,SDL_ComposeCustomBlendMode,(SDL_BlendFactor a, SDL_BlendFactor b, SDL_BlendOperation c, SDL_BlendFactor d, SDL_BlendFactor e, SDL_BlendOperation f),(a,b,c,d,e,f),return)
Aug 14, 2017
Aug 14, 2017
665
SDL_DYNAPI_PROC(SDL_Surface*,SDL_DuplicateSurface,(SDL_Surface *a),(a),return)
Aug 28, 2017
Aug 28, 2017
666
667
668
SDL_DYNAPI_PROC(int,SDL_Vulkan_LoadLibrary,(const char *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_Vulkan_GetVkGetInstanceProcAddr,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_Vulkan_UnloadLibrary,(void),(),)
Sep 6, 2017
Sep 6, 2017
669
SDL_DYNAPI_PROC(SDL_bool,SDL_Vulkan_GetInstanceExtensions,(SDL_Window *a, unsigned int *b, const char **c),(a,b,c),return)
Aug 28, 2017
Aug 28, 2017
670
671
SDL_DYNAPI_PROC(SDL_bool,SDL_Vulkan_CreateSurface,(SDL_Window *a, VkInstance b, VkSurfaceKHR *c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_Vulkan_GetDrawableSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
Oct 10, 2017
Oct 10, 2017
672
673
SDL_DYNAPI_PROC(void,SDL_LockJoysticks,(void),(),)
SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
Oct 12, 2017
Oct 12, 2017
674
675
676
SDL_DYNAPI_PROC(void,SDL_GetMemoryFunctions,(SDL_malloc_func *a, SDL_calloc_func *b, SDL_realloc_func *c, SDL_free_func *d),(a,b,c,d),)
SDL_DYNAPI_PROC(int,SDL_SetMemoryFunctions,(SDL_malloc_func a, SDL_calloc_func b, SDL_realloc_func c, SDL_free_func d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_GetNumAllocations,(void),(),return)
Oct 18, 2017
Oct 18, 2017
677
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679
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SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_NewAudioStream,(const SDL_AudioFormat a, const Uint8 b, const int c, const SDL_AudioFormat d, const Uint8 e, const int f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(int,SDL_AudioStreamPut,(SDL_AudioStream *a, const void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_AudioStreamGet,(SDL_AudioStream *a, void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_AudioStreamClear,(SDL_AudioStream *a),(a),)
SDL_DYNAPI_PROC(int,SDL_AudioStreamAvailable,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_FreeAudioStream,(SDL_AudioStream *a),(a),)
Oct 19, 2017
Oct 19, 2017
683
SDL_DYNAPI_PROC(int,SDL_AudioStreamFlush,(SDL_AudioStream *a),(a),return)
Nov 4, 2017
Nov 4, 2017
684
685
686
687
688
689
690
691
692
693
694
SDL_DYNAPI_PROC(float,SDL_acosf,(float a),(a),return)
SDL_DYNAPI_PROC(float,SDL_asinf,(float a),(a),return)
SDL_DYNAPI_PROC(float,SDL_atanf,(float a),(a),return)
SDL_DYNAPI_PROC(float,SDL_atan2f,(float a, float b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_ceilf,(float a),(a),return)
SDL_DYNAPI_PROC(float,SDL_copysignf,(float a, float b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_fabsf,(float a),(a),return)
SDL_DYNAPI_PROC(float,SDL_floorf,(float a),(a),return)
SDL_DYNAPI_PROC(float,SDL_logf,(float a),(a),return)
SDL_DYNAPI_PROC(float,SDL_powf,(float a, float b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_scalbnf,(float a, int b),(a,b),return)
Nov 5, 2017
Nov 5, 2017
695
696
SDL_DYNAPI_PROC(double,SDL_fmod,(double a, double b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_fmodf,(float a, float b),(a,b),return)
Nov 13, 2017
Nov 13, 2017
697
698
699
SDL_DYNAPI_PROC(void,SDL_SetYUVConversionMode,(SDL_YUV_CONVERSION_MODE a),(a),)
SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionMode,(void),(),return)
SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionModeForResolution,(int a, int b),(a,b),return)
Dec 8, 2017
Dec 8, 2017
700
701
SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalLayer,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalCommandEncoder,(SDL_Renderer *a),(a),return)
Feb 6, 2018
Feb 6, 2018
702
703
704
705
706
707
#ifdef __WINRT__
SDL_DYNAPI_PROC(SDL_WinRT_DeviceFamily,SDL_WinRTGetDeviceFamily,(void),(),return)
#endif
#ifdef __ANDROID__
SDL_DYNAPI_PROC(SDL_bool,SDL_IsAndroidTV,(void),(),return)
#endif
Feb 8, 2018
Feb 8, 2018
708
709
SDL_DYNAPI_PROC(double,SDL_log10,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_log10f,(float a),(a),return)
Mar 7, 2018
Mar 7, 2018
710
SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForDeviceIndex,(int a),(a),return)
Apr 24, 2018
Apr 24, 2018
711
712
713
#ifdef __LINUX__
SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriority,(Sint64 a, int b),(a,b),return)
#endif
May 21, 2018
May 21, 2018
714
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX512F,(void),(),return)
Jun 5, 2018
Jun 5, 2018
715
716
#ifdef __ANDROID__
SDL_DYNAPI_PROC(SDL_bool,SDL_IsChromebook,(void),(),return)
Jun 18, 2018
Jun 18, 2018
717
SDL_DYNAPI_PROC(SDL_bool,SDL_IsDeXMode,(void),(),return)
Aug 30, 2019
Aug 30, 2019
718
SDL_DYNAPI_PROC(void,SDL_AndroidBackButton,(void),(),)
Jul 12, 2018
Jul 12, 2018
719
#endif
Aug 4, 2018
Aug 4, 2018
720
721
SDL_DYNAPI_PROC(double,SDL_exp,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_expf,(float a),(a),return)
Aug 9, 2018
Aug 9, 2018
722
723
724
SDL_DYNAPI_PROC(wchar_t*,SDL_wcsdup,(const wchar_t *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerRumble,(SDL_GameController *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_JoystickRumble,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
Aug 21, 2018
Aug 21, 2018
725
726
727
728
729
730
731
732
733
734
735
736
737
738
SDL_DYNAPI_PROC(int,SDL_NumSensors,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_SensorGetDeviceName,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorType,SDL_SensorGetDeviceType,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SensorGetDeviceNonPortableType,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorID,SDL_SensorGetDeviceInstanceID,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_Sensor*,SDL_SensorOpen,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_Sensor*,SDL_SensorFromInstanceID,(SDL_SensorID a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_SensorGetName,(SDL_Sensor *a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorType,SDL_SensorGetType,(SDL_Sensor *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SensorGetNonPortableType,(SDL_Sensor *a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorID,SDL_SensorGetInstanceID,(SDL_Sensor *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SensorGetData,(SDL_Sensor *a, float *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SensorClose,(SDL_Sensor *a),(a),)
SDL_DYNAPI_PROC(void,SDL_SensorUpdate,(void),(),)
Aug 22, 2018
Aug 22, 2018
739
SDL_DYNAPI_PROC(SDL_bool,SDL_IsTablet,(void),(),return)
Aug 23, 2018
Aug 23, 2018
740
SDL_DYNAPI_PROC(SDL_DisplayOrientation,SDL_GetDisplayOrientation,(int a),(a),return)
Sep 24, 2018
Sep 24, 2018
741
SDL_DYNAPI_PROC(SDL_bool,SDL_HasColorKey,(SDL_Surface *a),(a),return)
Oct 11, 2018
Oct 11, 2018
742
743
744
745
746
#ifdef SDL_CreateThreadWithStackSize
#undef SDL_CreateThreadWithStackSize
#endif
Feb 27, 2020
Feb 27, 2020
747
#if defined(__WIN32__)
Oct 11, 2018
Oct 11, 2018
748
749
750
751
752
753
754
SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThreadWithStackSize,(SDL_ThreadFunction a, const char *b, const size_t c, void *d, pfnSDL_CurrentBeginThread e, pfnSDL_CurrentEndThread f),(a,b,c,d,e,f),return)
#elif defined(__OS2__)
SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThreadWithStackSize,(SDL_ThreadFunction a, const char *b, const size_t c, void *d, pfnSDL_CurrentBeginThread e, pfnSDL_CurrentEndThread f),(a,b,c,d,e,f),return)
#else
SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThreadWithStackSize,(SDL_ThreadFunction a, const char *b, const size_t c, void *d),(a,b,c,d),return)
#endif
Oct 25, 2018
Oct 25, 2018
755
756
757
SDL_DYNAPI_PROC(int,SDL_JoystickGetDevicePlayerIndex,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickGetPlayerIndex,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerGetPlayerIndex,(SDL_GameController *a),(a),return)
Oct 4, 2018
Oct 4, 2018
758
SDL_DYNAPI_PROC(int,SDL_RenderFlush,(SDL_Renderer *a),(a),return)
Oct 23, 2018
Oct 23, 2018
759
760
761
762
763
764
765
766
767
768
SDL_DYNAPI_PROC(int,SDL_RenderDrawPointF,(SDL_Renderer *a, float b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawPointsF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawLineF,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawLinesF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderDrawRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderCopyF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RenderCopyExF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
Nov 10, 2018
Nov 10, 2018
769
SDL_DYNAPI_PROC(SDL_TouchDeviceType,SDL_GetTouchDeviceType,(SDL_TouchID a),(a),return)
Mar 19, 2019
Mar 19, 2019
770
771
772
#ifdef __IPHONEOS__
SDL_DYNAPI_PROC(int,SDL_UIKitRunApp,(int a, char *b, SDL_main_func c),(a,b,c),return)
#endif
Jun 8, 2019
Jun 8, 2019
773
774
775
SDL_DYNAPI_PROC(size_t,SDL_SIMDGetAlignment,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_SIMDAlloc,(const size_t a),(a),return)
SDL_DYNAPI_PROC(void,SDL_SIMDFree,(void *a),(a),)
Jun 9, 2019
Jun 9, 2019
776
777
778
779
780
781
782
SDL_DYNAPI_PROC(Sint64,SDL_RWsize,(SDL_RWops *a),(a),return)
SDL_DYNAPI_PROC(Sint64,SDL_RWseek,(SDL_RWops *a, Sint64 b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(Sint64,SDL_RWtell,(SDL_RWops *a),(a),return)
SDL_DYNAPI_PROC(size_t,SDL_RWread,(SDL_RWops *a, void *b, size_t c, size_t d),(a,b,c,d),return)
SDL_DYNAPI_PROC(size_t,SDL_RWwrite,(SDL_RWops *a, const void *b, size_t c, size_t d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_RWclose,(SDL_RWops *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_LoadFile,(const char *a, size_t *b),(a,b),return)
Aug 5, 2019
Aug 5, 2019
783
784
SDL_DYNAPI_PROC(SDL_MetalView,SDL_Metal_CreateView,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_Metal_DestroyView,(SDL_MetalView a),(a),)
Sep 30, 2019
Sep 30, 2019
785
SDL_DYNAPI_PROC(int,SDL_LockTextureToSurface,(SDL_Texture *a, const SDL_Rect *b, SDL_Surface **c),(a,b,c),return)
Nov 4, 2019
Nov 4, 2019
786
SDL_DYNAPI_PROC(SDL_bool,SDL_HasARMSIMD,(void),(),return)
Nov 20, 2019
Nov 20, 2019
787
SDL_DYNAPI_PROC(char*,SDL_strtokr,(char *a, const char *b, char **c),(a,b,c),return)
Nov 21, 2019
Nov 21, 2019
788
789
SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_wcsncmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
Nov 22, 2019
Nov 22, 2019
790
791
SDL_DYNAPI_PROC(SDL_GameControllerType,SDL_GameControllerTypeForIndex,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_GameControllerType,SDL_GameControllerGetType,(SDL_GameController *a),(a),return)
Dec 21, 2019
Dec 21, 2019
792
793
794
795
SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerFromPlayerIndex,(int a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GameControllerSetPlayerIndex,(SDL_GameController *a, int b),(a,b),)
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_JoystickFromPlayerIndex,(int a),(a),return)
SDL_DYNAPI_PROC(void,SDL_JoystickSetPlayerIndex,(SDL_Joystick *a, int b),(a,b),)
Dec 22, 2019
Dec 22, 2019
796
797
SDL_DYNAPI_PROC(int,SDL_SetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode *b),(a,b),return)
Jan 30, 2020
Jan 30, 2020
798
799
800
801
802
803
804
805
806
SDL_DYNAPI_PROC(void,SDL_OnApplicationWillTerminate,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidReceiveMemoryWarning,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationWillResignActive,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidEnterBackground,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationWillEnterForeground,(void),(),)
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidBecomeActive,(void),(),)
#ifdef __IPHONEOS__
SDL_DYNAPI_PROC(void,SDL_OnApplicationDidChangeStatusBarOrientation,(void),(),)
#endif
Feb 18, 2020
Feb 18, 2020
807
#ifdef __ANDROID__
Feb 17, 2020
Feb 17, 2020
808
SDL_DYNAPI_PROC(int,SDL_GetAndroidSDKVersion,(void),(),return)
Feb 18, 2020
Feb 18, 2020
809
#endif
Mar 2, 2020
Mar 2, 2020
810
811
SDL_DYNAPI_PROC(int,SDL_isupper,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_islower,(int a),(a),return)
Mar 15, 2020
Mar 15, 2020
812
SDL_DYNAPI_PROC(int,SDL_JoystickAttachVirtual,(SDL_JoystickType a, int b, int c, int d),(a,b,c,d),return)
Mar 14, 2020
Mar 14, 2020
813
814
815
816
817
SDL_DYNAPI_PROC(int,SDL_JoystickDetachVirtual,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickIsVirtual,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickSetVirtualAxis,(SDL_Joystick *a, int b, Sint16 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_JoystickSetVirtualButton,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_JoystickSetVirtualHat,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
Mar 14, 2020
Mar 14, 2020
818
SDL_DYNAPI_PROC(char*,SDL_GetErrorMsg,(char *a, int b),(a,b),return)
Apr 8, 2020
Apr 8, 2020
819
820
SDL_DYNAPI_PROC(void,SDL_LockSensors,(void),(),)
SDL_DYNAPI_PROC(void,SDL_UnlockSensors,(void),(),)
Apr 10, 2020
Apr 10, 2020
821
822
SDL_DYNAPI_PROC(void*,SDL_Metal_GetLayer,(SDL_MetalView a),(a),return)
SDL_DYNAPI_PROC(void,SDL_Metal_GetDrawableSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
Apr 10, 2020
Apr 10, 2020
823
824
SDL_DYNAPI_PROC(double,SDL_trunc,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_truncf,(float a),(a),return)
May 4, 2020
May 4, 2020
825
SDL_DYNAPI_PROC(SDL_Locale *,SDL_GetPreferredLocales,(void),(),return)
Oct 9, 2020
Oct 9, 2020
826
SDL_DYNAPI_PROC(void*,SDL_SIMDRealloc,(void *a, const size_t b),(a, b),return)
Oct 1, 2020
Oct 1, 2020
827
828
829
#ifdef __ANDROID__
SDL_DYNAPI_PROC(SDL_bool,SDL_AndroidRequestPermission,(const char *a),(a),return)
#endif
Oct 5, 2020
Oct 5, 2020
830
SDL_DYNAPI_PROC(int,SDL_OpenURL,(const char *a),(a),return)
Oct 18, 2020
Oct 18, 2020
831
SDL_DYNAPI_PROC(SDL_bool,SDL_HasSurfaceRLE,(SDL_Surface *a),(a),return)
Nov 5, 2020
Nov 5, 2020
832
833
834
835
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasLED,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerSetLED,(SDL_GameController *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasLED,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickSetLED,(SDL_Joystick *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
Nov 12, 2020
Nov 12, 2020
836
837
SDL_DYNAPI_PROC(int,SDL_GameControllerRumbleTriggers,(SDL_GameController *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_JoystickRumbleTriggers,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
Nov 14, 2020
Nov 14, 2020
838
839
840
841
842
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerGetNumTouchpads,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerGetNumTouchpadFingers,(SDL_GameController *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerGetTouchpadFinger,(SDL_GameController *a, int b, int c, Uint8 *d, float *e, float *f, float *g),(a,b,c,d,e,f,g),return)
Nov 16, 2020
Nov 16, 2020
843
SDL_DYNAPI_PROC(Uint32,SDL_crc32,(Uint32 a, const void *b, size_t c),(a,b,c),return)
Nov 17, 2020
Nov 17, 2020
844
845
SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetSerial,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_JoystickGetSerial,(SDL_Joystick *a),(a),return)
Nov 17, 2020
Nov 17, 2020
846
847
848
849
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasSensor,(SDL_GameController *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerSetSensorEnabled,(SDL_GameController *a, SDL_SensorType b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerIsSensorEnabled,(SDL_GameController *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerGetSensorData,(SDL_GameController *a, SDL_SensorType b, float *c, int d),(a,b,c,d),return)
Nov 24, 2020
Nov 24, 2020
850
851
SDL_DYNAPI_PROC(int,SDL_wcscasecmp,(const wchar_t *a, const wchar_t *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_wcsncasecmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)