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https://github.com/TorqueGameEngines/Torque3D.git
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Updates SDL to 2.0.5
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parent
00a4a21e3f
commit
1e671bfc7a
274 changed files with 11502 additions and 4656 deletions
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@ -293,7 +293,7 @@ SDL_InitDynamicAPI(void)
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* SDL_CreateThread() would also call this function before building the
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* new thread).
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*/
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static volatile SDL_bool already_initialized = SDL_FALSE;
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static SDL_bool already_initialized = SDL_FALSE;
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/* SDL_AtomicLock calls SDL mutex functions to emulate if
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SDL_ATOMIC_DISABLED, which we can't do here, so in such a
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@ -43,9 +43,15 @@
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#include "TargetConditionals.h"
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#endif
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#if TARGET_OS_IPHONE || __native_client__ || __EMSCRIPTEN__ /* probably not useful on iOS, NACL or Emscripten. */
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#if defined(TARGET_OS_IPHONE) && TARGET_OS_IPHONE /* probably not useful on iOS. */
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#define SDL_DYNAMIC_API 0
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#elif SDL_BUILDING_WINRT /* probaly not useful on WinRT, given current .dll loading restrictions */
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#elif defined(__native_client__) && __native_client__ /* probably not useful on NACL. */
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#define SDL_DYNAMIC_API 0
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#elif defined(__EMSCRIPTEN__) && __EMSCRIPTEN__ /* probably not useful on Emscripten. */
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#define SDL_DYNAMIC_API 0
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#elif defined(SDL_BUILDING_WINRT) && SDL_BUILDING_WINRT /* probably not useful on WinRT, given current .dll loading restrictions */
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#define SDL_DYNAMIC_API 0
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#elif defined(__PSP__) && __PSP__
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#define SDL_DYNAMIC_API 0
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#elif defined(__clang_analyzer__)
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#define SDL_DYNAMIC_API 0 /* Turn off for static analysis, so reports are more clear. */
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@ -445,6 +445,8 @@
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#define SDL_iconv_close SDL_iconv_close_REAL
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#define SDL_iconv SDL_iconv_REAL
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#define SDL_iconv_string SDL_iconv_string_REAL
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#define SDL_CreateRGBSurfaceWithFormat SDL_CreateRGBSurfaceWithFormat_REAL
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#define SDL_CreateRGBSurfaceWithFormatFrom SDL_CreateRGBSurfaceWithFormatFrom_REAL
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#define SDL_CreateRGBSurface SDL_CreateRGBSurface_REAL
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#define SDL_CreateRGBSurfaceFrom SDL_CreateRGBSurfaceFrom_REAL
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#define SDL_FreeSurface SDL_FreeSurface_REAL
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@ -597,3 +599,16 @@
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#define SDL_JoystickCurrentPowerLevel SDL_JoystickCurrentPowerLevel_REAL
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#define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_REAL
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#define SDL_JoystickFromInstanceID SDL_JoystickFromInstanceID_REAL
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#define SDL_GetDisplayUsableBounds SDL_GetDisplayUsableBounds_REAL
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#define SDL_GetWindowBordersSize SDL_GetWindowBordersSize_REAL
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#define SDL_SetWindowOpacity SDL_SetWindowOpacity_REAL
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#define SDL_GetWindowOpacity SDL_GetWindowOpacity_REAL
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#define SDL_SetWindowInputFocus SDL_SetWindowInputFocus_REAL
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#define SDL_SetWindowModalFor SDL_SetWindowModalFor_REAL
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#define SDL_RenderSetIntegerScale SDL_RenderSetIntegerScale_REAL
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#define SDL_RenderGetIntegerScale SDL_RenderGetIntegerScale_REAL
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#define SDL_DequeueAudio SDL_DequeueAudio_REAL
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#define SDL_SetWindowResizable SDL_SetWindowResizable_REAL
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#define SDL_CreateRGBSurfaceWithFormat SDL_CreateRGBSurfaceWithFormat_REAL
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#define SDL_CreateRGBSurfaceWithFormatFrom SDL_CreateRGBSurfaceWithFormatFrom_REAL
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#define SDL_GetHintBoolean SDL_GetHintBoolean_REAL
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@ -631,3 +631,16 @@ SDL_DYNAPI_PROC(int,SDL_GetDisplayDPI,(int a, float *b, float *c, float *d),(a,b
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SDL_DYNAPI_PROC(SDL_JoystickPowerLevel,SDL_JoystickCurrentPowerLevel,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerFromInstanceID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_JoystickFromInstanceID,(SDL_JoystickID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(int a, SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowOpacity,(SDL_Window *a, float *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderSetIntegerScale,(SDL_Renderer *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderGetIntegerScale,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_DequeueAudio,(SDL_AudioDeviceID a, void *b, Uint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_SetWindowResizable,(SDL_Window *a, SDL_bool b),(a,b),)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateRGBSurfaceWithFormat,(Uint32 a, int b, int c, int d, Uint32 e),(a,b,c,d,e),return)
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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)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetHintBoolean,(const char *a, SDL_bool b),(a,b),return)
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