mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 07:34:45 +00:00
update sdl to https://github.com/libsdl-org/SDL 22March 2022
This commit is contained in:
parent
ee4253c982
commit
2614274639
1225 changed files with 148950 additions and 51674 deletions
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2022 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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@ -89,6 +89,12 @@ static void SDL_InitDynamicAPI(void);
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va_end(ap); \
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return retval; \
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} \
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_static int SDLCALL SDL_asprintf##name(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) { \
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int retval; va_list ap; initcall; va_start(ap, fmt); \
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retval = jump_table.SDL_vasprintf(strp, fmt, ap); \
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va_end(ap); \
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return retval; \
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} \
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_static void SDLCALL SDL_Log##name(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) { \
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va_list ap; initcall; va_start(ap, fmt); \
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jump_table.SDL_LogMessageV(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, fmt, ap); \
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@ -270,7 +276,7 @@ static void dynapi_warn(const char *msg)
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/* SDL_ShowSimpleMessageBox() is a too heavy for here. */
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#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__)
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MessageBoxA(NULL, msg, caption, MB_OK | MB_ICONERROR);
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#else
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#elif defined(HAVE_STDIO_H)
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fprintf(stderr, "\n\n%s\n%s\n\n", caption, msg);
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fflush(stderr);
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#endif
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2022 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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@ -57,6 +57,10 @@
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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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#elif defined(__VITA__)
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#define SDL_DYNAMIC_API 0 /* vitasdk doesn't support dynamic linking */
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#elif defined(DYNAPI_NEEDS_DLOPEN) && !defined(HAVE_DLOPEN)
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#define SDL_DYNAMIC_API 0 /* we need dlopen(), but don't have it.... */
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#endif
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/* everyone else. This is where we turn on the API if nothing forced it off. */
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2022 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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@ -788,3 +788,79 @@
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#define SDL_GameControllerGetSensorData SDL_GameControllerGetSensorData_REAL
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#define SDL_wcscasecmp SDL_wcscasecmp_REAL
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#define SDL_wcsncasecmp SDL_wcsncasecmp_REAL
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#define SDL_round SDL_round_REAL
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#define SDL_roundf SDL_roundf_REAL
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#define SDL_lround SDL_lround_REAL
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#define SDL_lroundf SDL_lroundf_REAL
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#define SDL_SoftStretchLinear SDL_SoftStretchLinear_REAL
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#define SDL_RenderGetD3D11Device SDL_RenderGetD3D11Device_REAL
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#define SDL_UpdateNVTexture SDL_UpdateNVTexture_REAL
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#define SDL_SetWindowKeyboardGrab SDL_SetWindowKeyboardGrab_REAL
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#define SDL_SetWindowMouseGrab SDL_SetWindowMouseGrab_REAL
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#define SDL_GetWindowKeyboardGrab SDL_GetWindowKeyboardGrab_REAL
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#define SDL_GetWindowMouseGrab SDL_GetWindowMouseGrab_REAL
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#define SDL_isalpha SDL_isalpha_REAL
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#define SDL_isalnum SDL_isalnum_REAL
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#define SDL_isblank SDL_isblank_REAL
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#define SDL_iscntrl SDL_iscntrl_REAL
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#define SDL_isxdigit SDL_isxdigit_REAL
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#define SDL_ispunct SDL_ispunct_REAL
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#define SDL_isprint SDL_isprint_REAL
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#define SDL_isgraph SDL_isgraph_REAL
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#define SDL_AndroidShowToast SDL_AndroidShowToast_REAL
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#define SDL_GetAudioDeviceSpec SDL_GetAudioDeviceSpec_REAL
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#define SDL_TLSCleanup SDL_TLSCleanup_REAL
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#define SDL_SetWindowAlwaysOnTop SDL_SetWindowAlwaysOnTop_REAL
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#define SDL_FlashWindow SDL_FlashWindow_REAL
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#define SDL_GameControllerSendEffect SDL_GameControllerSendEffect_REAL
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#define SDL_JoystickSendEffect SDL_JoystickSendEffect_REAL
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#define SDL_GameControllerGetSensorDataRate SDL_GameControllerGetSensorDataRate_REAL
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#define SDL_SetTextureUserData SDL_SetTextureUserData_REAL
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#define SDL_GetTextureUserData SDL_GetTextureUserData_REAL
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#define SDL_RenderGeometry SDL_RenderGeometry_REAL
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#define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL
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#define SDL_RenderSetVSync SDL_RenderSetVSync_REAL
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#define SDL_asprintf SDL_asprintf_REAL
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#define SDL_vasprintf SDL_vasprintf_REAL
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#define SDL_GetWindowICCProfile SDL_GetWindowICCProfile_REAL
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#define SDL_GetTicks64 SDL_GetTicks64_REAL
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#define SDL_LinuxSetThreadPriorityAndPolicy SDL_LinuxSetThreadPriorityAndPolicy_REAL
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#define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GameControllerGetAppleSFSymbolsNameForButton_REAL
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#define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GameControllerGetAppleSFSymbolsNameForAxis_REAL
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#define SDL_hid_init SDL_hid_init_REAL
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#define SDL_hid_exit SDL_hid_exit_REAL
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#define SDL_hid_device_change_count SDL_hid_device_change_count_REAL
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#define SDL_hid_enumerate SDL_hid_enumerate_REAL
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#define SDL_hid_free_enumeration SDL_hid_free_enumeration_REAL
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#define SDL_hid_open SDL_hid_open_REAL
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#define SDL_hid_open_path SDL_hid_open_path_REAL
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#define SDL_hid_write SDL_hid_write_REAL
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#define SDL_hid_read_timeout SDL_hid_read_timeout_REAL
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#define SDL_hid_read SDL_hid_read_REAL
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#define SDL_hid_set_nonblocking SDL_hid_set_nonblocking_REAL
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#define SDL_hid_send_feature_report SDL_hid_send_feature_report_REAL
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#define SDL_hid_get_feature_report SDL_hid_get_feature_report_REAL
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#define SDL_hid_close SDL_hid_close_REAL
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#define SDL_hid_get_manufacturer_string SDL_hid_get_manufacturer_string_REAL
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#define SDL_hid_get_product_string SDL_hid_get_product_string_REAL
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#define SDL_hid_get_serial_number_string SDL_hid_get_serial_number_string_REAL
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#define SDL_hid_get_indexed_string SDL_hid_get_indexed_string_REAL
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#define SDL_SetWindowMouseRect SDL_SetWindowMouseRect_REAL
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#define SDL_GetWindowMouseRect SDL_GetWindowMouseRect_REAL
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#define SDL_RenderWindowToLogical SDL_RenderWindowToLogical_REAL
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#define SDL_RenderLogicalToWindow SDL_RenderLogicalToWindow_REAL
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#define SDL_JoystickHasRumble SDL_JoystickHasRumble_REAL
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#define SDL_JoystickHasRumbleTriggers SDL_JoystickHasRumbleTriggers_REAL
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#define SDL_GameControllerHasRumble SDL_GameControllerHasRumble_REAL
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#define SDL_GameControllerHasRumbleTriggers SDL_GameControllerHasRumbleTriggers_REAL
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#define SDL_hid_ble_scan SDL_hid_ble_scan_REAL
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#define SDL_PremultiplyAlpha SDL_PremultiplyAlpha_REAL
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#define SDL_AndroidSendMessage SDL_AndroidSendMessage_REAL
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#define SDL_GetTouchName SDL_GetTouchName_REAL
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#define SDL_ClearComposition SDL_ClearComposition_REAL
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#define SDL_IsTextInputShown SDL_IsTextInputShown_REAL
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#define SDL_HasIntersectionF SDL_HasIntersectionF_REAL
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#define SDL_IntersectFRect SDL_IntersectFRect_REAL
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#define SDL_UnionFRect SDL_UnionFRect_REAL
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#define SDL_EncloseFPoints SDL_EncloseFPoints_REAL
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#define SDL_IntersectFRectAndLine SDL_IntersectFRectAndLine_REAL
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2022 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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@ -63,7 +63,7 @@ SDL_DYNAPI_PROC(SDL_RWops*,SDL_RWFromFP,(void *a, SDL_bool b),(a,b),return)
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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(int,SDL_RegisterApp,(const 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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@ -849,3 +849,89 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerIsSensorEnabled,(SDL_GameController *
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SDL_DYNAPI_PROC(int,SDL_GameControllerGetSensorData,(SDL_GameController *a, SDL_SensorType b, float *c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_wcscasecmp,(const wchar_t *a, const wchar_t *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_wcsncasecmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(double,SDL_round,(double a),(a),return)
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SDL_DYNAPI_PROC(float,SDL_roundf,(float a),(a),return)
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SDL_DYNAPI_PROC(long,SDL_lround,(double a),(a),return)
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SDL_DYNAPI_PROC(long,SDL_lroundf,(float a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SoftStretchLinear,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
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#ifdef __WIN32__
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SDL_DYNAPI_PROC(ID3D11Device*,SDL_RenderGetD3D11Device,(SDL_Renderer *a),(a),return)
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#endif
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SDL_DYNAPI_PROC(int,SDL_UpdateNVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(void,SDL_SetWindowKeyboardGrab,(SDL_Window *a, SDL_bool b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetWindowMouseGrab,(SDL_Window *a, SDL_bool b),(a,b),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowKeyboardGrab,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowMouseGrab,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isalpha,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isalnum,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isblank,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_iscntrl,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isxdigit,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_ispunct,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isprint,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isgraph,(int a),(a),return)
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#ifdef __ANDROID__
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SDL_DYNAPI_PROC(int,SDL_AndroidShowToast,(const char *a, int b, int c, int d, int e),(a,b,c,d,e),return)
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#endif
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SDL_DYNAPI_PROC(int,SDL_GetAudioDeviceSpec,(int a, int b, SDL_AudioSpec *c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_TLSCleanup,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_SetWindowAlwaysOnTop,(SDL_Window *a, SDL_bool b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_FlashWindow,(SDL_Window *a, SDL_FlashOperation b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerSendEffect,(SDL_GameController *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_JoystickSendEffect,(SDL_Joystick *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(float,SDL_GameControllerGetSensorDataRate,(SDL_GameController *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetTextureUserData,(SDL_Texture *a, void *b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_GetTextureUserData,(SDL_Texture *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, const SDL_Vertex *c, int d, const int *e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_Color *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
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SDL_DYNAPI_PROC(int,SDL_RenderSetVSync,(SDL_Renderer *a, int b),(a,b),return)
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#if !SDL_DYNAPI_PROC_NO_VARARGS
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SDL_DYNAPI_PROC(int,SDL_asprintf,(char **a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),return)
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#endif
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SDL_DYNAPI_PROC(int,SDL_vasprintf,(char **a, const char *b, va_list c),(a,b,c),return)
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SDL_DYNAPI_PROC(void*,SDL_GetWindowICCProfile,(SDL_Window *a, size_t *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint64,SDL_GetTicks64,(void),(),return)
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#ifdef __LINUX__
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SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriorityAndPolicy,(Sint64 a, int b, int c),(a,b,c),return)
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#endif
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetAppleSFSymbolsNameForButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetAppleSFSymbolsNameForAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_hid_init,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_hid_exit,(void),(),return)
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SDL_DYNAPI_PROC(Uint32,SDL_hid_device_change_count,(void),(),return)
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SDL_DYNAPI_PROC(SDL_hid_device_info*,SDL_hid_enumerate,(unsigned short a, unsigned short b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_hid_free_enumeration,(SDL_hid_device_info *a),(a),)
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SDL_DYNAPI_PROC(SDL_hid_device*,SDL_hid_open,(unsigned short a, unsigned short b, const wchar_t *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_hid_device*,SDL_hid_open_path,(const char *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_hid_write,(SDL_hid_device *a, const unsigned char *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_hid_read_timeout,(SDL_hid_device *a, unsigned char *b, size_t c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_hid_read,(SDL_hid_device *a, unsigned char *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_hid_set_nonblocking,(SDL_hid_device *a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_hid_send_feature_report,(SDL_hid_device *a, const unsigned char *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_hid_get_feature_report,(SDL_hid_device *a, unsigned char *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_hid_close,(SDL_hid_device *a),(a),)
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SDL_DYNAPI_PROC(int,SDL_hid_get_manufacturer_string,(SDL_hid_device *a, wchar_t *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_hid_get_product_string,(SDL_hid_device *a, wchar_t *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_hid_get_serial_number_string,(SDL_hid_device *a, wchar_t *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_hid_get_indexed_string,(SDL_hid_device *a, int b, wchar_t *c, size_t d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowMouseRect,(SDL_Window *a, const SDL_Rect *b),(a,b),return)
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SDL_DYNAPI_PROC(const SDL_Rect*,SDL_GetWindowMouseRect,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_RenderWindowToLogical,(SDL_Renderer *a, int b, int c, float *d, float *e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(void,SDL_RenderLogicalToWindow,(SDL_Renderer *a, float b, float c, int *d, int *e),(a,b,c,d,e),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumble,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasRumbleTriggers,(SDL_Joystick *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasRumble,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasRumbleTriggers,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_hid_ble_scan,(SDL_bool a),(a),)
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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)
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#ifdef __ANDROID__
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SDL_DYNAPI_PROC(int,SDL_AndroidSendMessage,(Uint32 a, int b),(a,b),return)
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#endif
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SDL_DYNAPI_PROC(const char*,SDL_GetTouchName,(int a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_ClearComposition,(void),(),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsTextInputShown,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasIntersectionF,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectFRect,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_UnionFRect,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
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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)
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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)
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@ -1,7 +1,7 @@
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#!/usr/bin/perl -w
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# Simple DirectMedia Layer
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# Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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# Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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#
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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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@ -21,7 +21,7 @@
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# WHAT IS THIS?
|
||||
# When you add a public API to SDL, please run this script, make sure the
|
||||
# output looks sane (hg diff, it adds to existing files), and commit it.
|
||||
# output looks sane (git diff, it adds to existing files), and commit it.
|
||||
# It keeps the dynamic API jump table operating correctly.
|
||||
|
||||
# If you wanted this to be readable, you shouldn't have used perl.
|
||||
|
|
@ -55,7 +55,7 @@ while (my $d = readdir(HEADERS)) {
|
|||
open(HEADER, '<', $header) or die("Can't open $header: $!\n");
|
||||
while (<HEADER>) {
|
||||
chomp;
|
||||
next if not /\A\s*extern\s+DECLSPEC/;
|
||||
next if not /\A\s*extern\s+(SDL_DEPRECATED\s+|)DECLSPEC/;
|
||||
my $decl = "$_ ";
|
||||
if (not $decl =~ /\)\s*;/) {
|
||||
while (<HEADER>) {
|
||||
|
|
@ -70,13 +70,13 @@ while (my $d = readdir(HEADERS)) {
|
|||
$decl =~ s/\s+\Z//;
|
||||
#print("DECL: [$decl]\n");
|
||||
|
||||
if ($decl =~ /\A\s*extern\s+DECLSPEC\s+(const\s+|)(unsigned\s+|)(.*?)\s*(\*?)\s*SDLCALL\s+(.*?)\s*\((.*?)\);/) {
|
||||
my $rc = "$1$2$3$4";
|
||||
my $fn = $5;
|
||||
if ($decl =~ /\A\s*extern\s+(SDL_DEPRECATED\s+|)DECLSPEC\s+(const\s+|)(unsigned\s+|)(.*?)\s*(\*?)\s*SDLCALL\s+(.*?)\s*\((.*?)\);/) {
|
||||
my $rc = "$2$3$4$5";
|
||||
my $fn = $6;
|
||||
|
||||
next if $existing{$fn}; # already slotted into the jump table.
|
||||
|
||||
my @params = split(',', $6);
|
||||
my @params = split(',', $7);
|
||||
|
||||
#print("rc == '$rc', fn == '$fn', params == '$params'\n");
|
||||
|
||||
|
|
@ -107,13 +107,19 @@ while (my $d = readdir(HEADERS)) {
|
|||
$type =~ s/\s*\*\Z/*/g;
|
||||
$type =~ s/\s*(\*+)\Z/ $1/;
|
||||
#print("SPLIT: ($type, $var)\n");
|
||||
my $var_array_suffix = "";
|
||||
# parse array suffix
|
||||
if ($var =~ /\A.*(\[.*\])\Z/) {
|
||||
#print("PARSED ARRAY SUFFIX: [$1] of '$var'\n");
|
||||
$var_array_suffix = $1;
|
||||
}
|
||||
my $name = chr(ord('a') + $i);
|
||||
if ($i > 0) {
|
||||
$paramstr .= ', ';
|
||||
$argstr .= ',';
|
||||
}
|
||||
my $spc = ($type =~ /\*\Z/) ? '' : ' ';
|
||||
$paramstr .= "$type$spc$name";
|
||||
$paramstr .= "$type$spc$name$var_array_suffix";
|
||||
$argstr .= "$name";
|
||||
}
|
||||
$i++;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue