Added properties to various SDL objects

The following objects now have properties that can be user modified:
* SDL_AudioStream
* SDL_Gamepad
* SDL_Joystick
* SDL_RWops
* SDL_Renderer
* SDL_Sensor
* SDL_Surface
* SDL_Texture
* SDL_Window
This commit is contained in:
Sam Lantinga 2023-10-11 16:59:51 -07:00
parent 973c8b3273
commit 4368f70ff9
32 changed files with 434 additions and 292 deletions

View file

@ -427,7 +427,6 @@ SDL_DYNAPI_PROC(int,SDL_GetTextureAlphaMod,(SDL_Texture *a, Uint8 *b),(a,b),retu
SDL_DYNAPI_PROC(int,SDL_GetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode *b),(a,b),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_GetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode *b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_GetTextureUserData,(SDL_Texture *a),(a),return)
SDL_DYNAPI_PROC(SDL_threadID,SDL_GetThreadID,(SDL_Thread *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetThreadName,(SDL_Thread *a),(a),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetTicks,(void),(),return)
@ -439,7 +438,6 @@ SDL_DYNAPI_PROC(const char*,SDL_GetTouchName,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetVersion,(SDL_version *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetVideoDriver,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void*,SDL_GetWindowData,(SDL_Window *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_GetWindowDisplayScale,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetWindowFlags,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetWindowFromID,(Uint32 a),(a),return)
@ -680,11 +678,9 @@ SDL_DYNAPI_PROC(int,SDL_SetTextureAlphaMod,(SDL_Texture *a, Uint8 b),(a,b),retur
SDL_DYNAPI_PROC(int,SDL_SetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode b),(a,b),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_SetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetTextureUserData,(SDL_Texture *a, void *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetThreadPriority,(SDL_ThreadPriority a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowAlwaysOnTop,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowBordered,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_SetWindowData,(SDL_Window *a, const char *b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowFullscreen,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowFullscreenMode,(SDL_Window *a, const SDL_DisplayMode *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowGrab,(SDL_Window *a, SDL_bool b),(a,b),return)
@ -985,3 +981,13 @@ SDL_DYNAPI_PROC(void,SDL_UnlockProperties,(SDL_PropertiesID a),(a),)
SDL_DYNAPI_PROC(int,SDL_SetProperty,(SDL_PropertiesID a, const char *b, void *c, void (SDLCALL *d)(void *userdata, void *value), void *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void*,SDL_GetProperty,(SDL_PropertiesID a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_DestroyProperties,(SDL_PropertiesID a),(a),)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetAudioStreamProperties,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetGamepadProperties,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetJoystickProperties,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetRendererProperties,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetTextureProperties,(SDL_Texture *a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetRWProperties,(SDL_RWops *a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetSensorProperties,(SDL_Sensor *a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetSurfaceProperties,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetWindowProperties,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_ClearProperty,(SDL_PropertiesID a, const char *b),(a,b),return)