early-access version 2847

This commit is contained in:
pineappleEA
2022-07-19 05:48:31 +02:00
parent ba74a2373c
commit 05e3c38e7f
498 changed files with 16027 additions and 27028 deletions

View File

@@ -51,8 +51,6 @@
#define SDL_DYNAMIC_API 0
#elif defined(SDL_BUILDING_WINRT) && SDL_BUILDING_WINRT /* probably not useful on WinRT, given current .dll loading restrictions */
#define SDL_DYNAMIC_API 0
#elif defined(__PS2__) && __PS2__
#define SDL_DYNAMIC_API 0
#elif defined(__PSP__) && __PSP__
#define SDL_DYNAMIC_API 0
#elif defined(__riscos__) && __riscos__ /* probably not useful on RISC OS, since dlopen() can't be used when using static linking. */
@@ -61,8 +59,6 @@
#define SDL_DYNAMIC_API 0 /* Turn off for static analysis, so reports are more clear. */
#elif defined(__VITA__)
#define SDL_DYNAMIC_API 0 /* vitasdk doesn't support dynamic linking */
#elif defined(__NGAGE__)
#define SDL_DYNAMIC_API 0 /* The N-Gage doesn't support dynamic linking either */
#elif defined(DYNAPI_NEEDS_DLOPEN) && !defined(HAVE_DLOPEN)
#define SDL_DYNAMIC_API 0 /* we need dlopen(), but don't have it.... */
#endif

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@@ -439,6 +439,8 @@
#define SDL_iconv_close SDL_iconv_close_REAL
#define SDL_iconv SDL_iconv_REAL
#define SDL_iconv_string SDL_iconv_string_REAL
#define SDL_CreateRGBSurfaceWithFormat SDL_CreateRGBSurfaceWithFormat_REAL
#define SDL_CreateRGBSurfaceWithFormatFrom SDL_CreateRGBSurfaceWithFormatFrom_REAL
#define SDL_CreateRGBSurface SDL_CreateRGBSurface_REAL
#define SDL_CreateRGBSurfaceFrom SDL_CreateRGBSurfaceFrom_REAL
#define SDL_FreeSurface SDL_FreeSurface_REAL
@@ -575,6 +577,7 @@
#define SDL_WarpMouseGlobal SDL_WarpMouseGlobal_REAL
#define SDL_WinRTGetFSPathUNICODE SDL_WinRTGetFSPathUNICODE_REAL
#define SDL_WinRTGetFSPathUTF8 SDL_WinRTGetFSPathUTF8_REAL
#define SDL_WinRTRunApp SDL_WinRTRunApp_REAL
#define SDL_sqrtf SDL_sqrtf_REAL
#define SDL_tan SDL_tan_REAL
#define SDL_tanf SDL_tanf_REAL
@@ -750,6 +753,7 @@
#define SDL_JoystickDetachVirtual SDL_JoystickDetachVirtual_REAL
#define SDL_JoystickIsVirtual SDL_JoystickIsVirtual_REAL
#define SDL_JoystickSetVirtualAxis SDL_JoystickSetVirtualAxis_REAL
#define SDL_JoystickSetVirtualBall SDL_JoystickSetVirtualBall_REAL
#define SDL_JoystickSetVirtualButton SDL_JoystickSetVirtualButton_REAL
#define SDL_JoystickSetVirtualHat SDL_JoystickSetVirtualHat_REAL
#define SDL_GetErrorMsg SDL_GetErrorMsg_REAL
@@ -851,27 +855,3 @@
#define SDL_GameControllerHasRumbleTriggers SDL_GameControllerHasRumbleTriggers_REAL
#define SDL_hid_ble_scan SDL_hid_ble_scan_REAL
#define SDL_PremultiplyAlpha SDL_PremultiplyAlpha_REAL
#define SDL_AndroidSendMessage SDL_AndroidSendMessage_REAL
#define SDL_GetTouchName SDL_GetTouchName_REAL
#define SDL_ClearComposition SDL_ClearComposition_REAL
#define SDL_IsTextInputShown SDL_IsTextInputShown_REAL
#define SDL_HasIntersectionF SDL_HasIntersectionF_REAL
#define SDL_IntersectFRect SDL_IntersectFRect_REAL
#define SDL_UnionFRect SDL_UnionFRect_REAL
#define SDL_EncloseFPoints SDL_EncloseFPoints_REAL
#define SDL_IntersectFRectAndLine SDL_IntersectFRectAndLine_REAL
#define SDL_RenderGetWindow SDL_RenderGetWindow_REAL
#define SDL_bsearch SDL_bsearch_REAL
#define SDL_GameControllerPathForIndex SDL_GameControllerPathForIndex_REAL
#define SDL_GameControllerPath SDL_GameControllerPath_REAL
#define SDL_JoystickPathForIndex SDL_JoystickPathForIndex_REAL
#define SDL_JoystickPath SDL_JoystickPath_REAL
#define SDL_JoystickAttachVirtualEx SDL_JoystickAttachVirtualEx_REAL
#define SDL_GameControllerGetFirmwareVersion SDL_GameControllerGetFirmwareVersion_REAL
#define SDL_JoystickGetFirmwareVersion SDL_JoystickGetFirmwareVersion_REAL
#define SDL_GUIDToString SDL_GUIDToString_REAL
#define SDL_GUIDFromString SDL_GUIDFromString_REAL
#define SDL_HasLSX SDL_HasLSX_REAL
#define SDL_HasLASX SDL_HasLASX_REAL
#define SDL_RenderGetD3D12Device SDL_RenderGetD3D12Device_REAL
#define SDL_utf8strnlen SDL_utf8strnlen_REAL

View File

@@ -70,7 +70,7 @@ SDL_DYNAPI_PROC(IDirect3DDevice9*,SDL_RenderGetD3D9Device,(SDL_Renderer *a),(a),
#endif
#ifdef __IPHONEOS__
SDL_DYNAPI_PROC(int,SDL_iPhoneSetAnimationCallback,(SDL_Window *a, int b, void (SDLCALL *c)(void *), void *d),(a,b,c,d),return)
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
@@ -408,7 +408,7 @@ 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 (SDLCALL *d)(const void *, const void *)),(a,b,c,d),)
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)
@@ -508,7 +508,7 @@ 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 (SDLCALL *c)(void*)),(a,b,c),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)
@@ -924,31 +924,3 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasRumble,(SDL_GameController *a),(a)
SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasRumbleTriggers,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_hid_ble_scan,(SDL_bool a),(a),)
SDL_DYNAPI_PROC(int,SDL_PremultiplyAlpha,(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)
#ifdef __ANDROID__
SDL_DYNAPI_PROC(int,SDL_AndroidSendMessage,(Uint32 a, int b),(a,b),return)
#endif
SDL_DYNAPI_PROC(const char*,SDL_GetTouchName,(int a),(a),return)
SDL_DYNAPI_PROC(void,SDL_ClearComposition,(void),(),)
SDL_DYNAPI_PROC(SDL_bool,SDL_IsTextInputShown,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasIntersectionF,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectFRect,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_UnionFRect,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_bool,SDL_EncloseFPoints,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectFRectAndLine,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_RenderGetWindow,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_bsearch,(const void *a, const void *b, size_t c, size_t d, int (SDLCALL *e)(const void *, const void *)),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(const char*,SDL_GameControllerPathForIndex,(int a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GameControllerPath,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_JoystickPathForIndex,(int a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_JoystickPath,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickAttachVirtualEx,(const SDL_VirtualJoystickDesc *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetFirmwareVersion,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetFirmwareVersion,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_GUID,SDL_GUIDFromString,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasLSX,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasLASX,(void),(),return)
#ifdef __WIN32__
SDL_DYNAPI_PROC(ID3D12Device*,SDL_RenderGetD3D12Device,(SDL_Renderer *a),(a),return)
#endif
SDL_DYNAPI_PROC(size_t,SDL_utf8strnlen,(const char *a, size_t b),(a,b),return)

View File

@@ -33,7 +33,6 @@ use File::Basename;
chdir(dirname(__FILE__) . '/../..');
my $sdl_dynapi_procs_h = "src/dynapi/SDL_dynapi_procs.h";
my $sdl_dynapi_overrides_h = "src/dynapi/SDL_dynapi_overrides.h";
my $sdl2_exports = "src/dynapi/SDL2.exports";
my %existing = ();
if (-f $sdl_dynapi_procs_h) {
@@ -48,7 +47,6 @@ if (-f $sdl_dynapi_procs_h) {
open(SDL_DYNAPI_PROCS_H, '>>', $sdl_dynapi_procs_h) or die("Can't open $sdl_dynapi_procs_h: $!\n");
open(SDL_DYNAPI_OVERRIDES_H, '>>', $sdl_dynapi_overrides_h) or die("Can't open $sdl_dynapi_overrides_h: $!\n");
open(SDL2_EXPORTS, '>>', $sdl2_exports) or die("Can't open $sdl2_exports: $!\n");
opendir(HEADERS, 'include') or die("Can't open include dir: $!\n");
while (my $d = readdir(HEADERS)) {
@@ -135,7 +133,6 @@ while (my $d = readdir(HEADERS)) {
print("NEW: $decl\n");
print SDL_DYNAPI_PROCS_H "SDL_DYNAPI_PROC($rc,$fn,$paramstr,$argstr,$retstr)\n";
print SDL_DYNAPI_OVERRIDES_H "#define $fn ${fn}_REAL\n";
print SDL2_EXPORTS "++'_${fn}'.'SDL2.dll'.'${fn}'\n";
} else {
print("Failed to parse decl [$decl]!\n");
}
@@ -146,6 +143,5 @@ closedir(HEADERS);
close(SDL_DYNAPI_PROCS_H);
close(SDL_DYNAPI_OVERRIDES_H);
close(SDL2_EXPORTS);
# vi: set ts=4 sw=4 expandtab: