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Rename SDL semaphore and condition variable functions to match SDL 3.0 naming convention
Fixes https://github.com/libsdl-org/SDL/issues/7642
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170c410d35
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61c0c009ab
45 changed files with 458 additions and 362 deletions
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@ -149,16 +149,16 @@ SDL_DYNAPI_PROC(void,SDL_CloseGamepad,(SDL_Gamepad *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseJoystick,(SDL_Joystick *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_CloseSensor,(SDL_Sensor *a),(a),)
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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)
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SDL_DYNAPI_PROC(int,SDL_CondBroadcast,(SDL_cond *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_CondSignal,(SDL_cond *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_CondWait,(SDL_cond *a, SDL_mutex *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_CondWaitTimeout,(SDL_cond *a, SDL_mutex *b, Sint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_BroadcastCondition,(SDL_cond *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SignalCondition,(SDL_cond *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_WaitCondition,(SDL_cond *a, SDL_mutex *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_WaitConditionTimeout,(SDL_cond *a, SDL_mutex *b, Sint32 c),(a,b,c),return)
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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)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurface,(SDL_Surface *a, const SDL_PixelFormat *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_Surface*,SDL_ConvertSurfaceFormat,(SDL_Surface *a, Uint32 b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_AudioStream*,SDL_CreateAudioStream,(SDL_AudioFormat a, int b, int c, SDL_AudioFormat d, int e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateColorCursor,(SDL_Surface *a, int b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_cond*,SDL_CreateCond,(void),(),return)
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SDL_DYNAPI_PROC(SDL_cond*,SDL_CreateCondition,(void),(),return)
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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)
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SDL_DYNAPI_PROC(SDL_mutex*,SDL_CreateMutex,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Palette*,SDL_CreatePalette,(int a),(a),return)
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@ -182,7 +182,7 @@ SDL_DYNAPI_PROC(void,SDL_Delay,(Uint32 a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DelayNS,(Uint64 a),(a),)
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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_DestroyAudioStream,(SDL_AudioStream *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyCond,(SDL_cond *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyCondition,(SDL_cond *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyMutex,(SDL_mutex *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyPalette,(SDL_Palette *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_DestroyPixelFormat,(SDL_PixelFormat *a),(a),)
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@ -628,11 +628,11 @@ SDL_DYNAPI_PROC(size_t,SDL_SIMDGetAlignment,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_SaveBMP_RW,(SDL_Surface *a, SDL_RWops *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenKeyboardShown,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ScreenSaverEnabled,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_SemPost,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SemTryWait,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_SemValue,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SemWait,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SemWaitTimeout,(SDL_sem *a, Sint32 b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_PostSemaphore,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_TryWaitSemaphore,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetSemaphoreValue,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_WaitSemaphore,(SDL_sem *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_WaitSemaphoreTimeout,(SDL_sem *a, Sint32 b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SendGamepadEffect,(SDL_Gamepad *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_SendJoystickEffect,(SDL_Joystick *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),)
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