tomato/include/SDL3/SDL_oldnames.h
Green Sky e4f454091a Squashed 'external/sdl/SDL/' changes from 0d7df16812c..fb5307c1b3f
fb5307c1b3f Vulkan Renderer - fix synchronization validation issues with testrendertarget and testcopyex.  When a texture is destroyed, VULKAN_IssueBatch is called to make sure the texture isn't referenced in any outstanding command work.  This path did not wait on the semaphore from vkAcquireNextImageKHR, which would create a hazard.
0d007bbb014 psp: Fixed building with pspdev when not using CMake.
ad92c9e3009 README-main-functions.md: Added notes about the new `appstate` parameter.
7a9f99cff34 Corrected migration documentation for SDL_GetDisplayDPI()
d00ccc1546c audio: Fix audio stream incorrectly not unlocking during unbind.
38e3c6a4aa3 main: Add an optional `appstate` param to main callback entry points.
a9dbdb19475 Removed SDL_RenderSetIntegerScale() renaming note
cde2dcd0d49 Note that SDL_EVENT_SYSWM has been removed
05b3605a41d Sync SDL3 wiki -> header
5abcfad3524 video: Document that renderer lifetimes are tied to their associated windows
02c63667c7b Only clear the raw input queue status if we don't call GetRawInputBuffer()
d6fc629b5b1 Fixed Windows rawinput crash
a7df28201be Revert "testautomation: fix renderer leak in video tests"
8f14fa1113b video: Destroy the associated renderer when a window is destroyed
f0cd3ed3303 x11: don't send raw mouse motion when the application doesn't have focus
c47f9b9b547 x11: fixed mouse and keyboard input when XInput2 isn't available
fed5f3a81b2 We no longer automatically set up a logical presentation mode
823ab13b9cf SDL_CreateTexture() takes a SDL_PixelFormatEnum format parameter
35785d13544 SDL_CreateWindowTexture() shouldn't use 10-bit or float textures
696ecca499f Fixed SDL_MapRGB(), SDL_MapRGBA(), SDL_GetRGB() and SDL_GetRGBA() when used with 10-bit pixel formats
3eb8f35f3bd windows: handle the Pause key sequence for raw keyboard input
4562b41a4d1 VisualC-GDK: Add missing dialog sources, fix Xbox builds
693c75e36eb SDL_x11events.c: fix build if Xinput2 is not available after 3dfc3b4c8
0556362c381 SDL_windowsevents.c: comment out unused local mouse var after 70b5cd44
70b5cd44ec3 windows: explicitly check whether raw_mouse_enabled is true before handling Windows mouse messages
3dfc3b4c8da x11: added hotplug support for XInput2 devices
f1f24b173c4 Added support for multiple distinct keyboards
78c7834f90a Added SDL_HINT_WINDOWS_RAW_KEYBOARD to control whether raw keyboard is enabled on Windows
9095cb64c41 linux/SDL_system_theme.c: fix an include path
a65982e15dc testevdev: include SDL_internal.h first, and fixup SDL_main.h
ffc3f71aa24 wayland: Use the floating width/height for initial window creation
b9a88bbecba Removed SDL_TextInputShown()
6443c75edaa Removed SDL_TEXTINPUTEVENT_TEXT_SIZE
fa236f169ba Only do work to process text events if text input is active
658f3cdcf1a x11: use XInput2 for lower level access to keyboard events
012fc1e32b4 windows: enable raw keyboard input when raw mouse input is enabled
35d335e61f6 Fixed warning C4267: 'function': conversion from 'size_t' to 'DWORD', possible loss of data
43b8e9f6814 Fixed spacing
5e8486bb29a Don't fail joystick initialization if udev isn't available
5a1c48be5c2 remove non-existent vulkan.hpp and vulkan_mir.h from Xcode project
58f2e102a93 visualc: filters also contained 2 wrong include headers
c7d32ff64bd visualc: rename/remove 2 include paths
977285ef6a4 Send joystick added events on portable handheld platforms
b391e6477e2 The joystick instance ID is already set in the open call
07c49d1a678 Fixed text input being active after SDL_StopTextInput() (thanks @AntTheAlchemist!)
53ade194306 udev: Fix O(n^2) device walking issue (closes #9092)
2b4c75690c2 Add Yawman Arrow flightstick controller
f14fb979c10 Remove legacy SDL2 input grab API
cf3cf0e1066 dmg: fix SDL_version.h issue in sdl3-config-version.cmake
fc053fb4996 Fix OpenFolder dialog behavior on Windows
13933222eef Fixed string comparison (thanks @meyraud705!)
8f33f5cc331 Sync SDL3 wiki -> header
beb52ed54a9 pen: remove stray '#include <stdio.h>'
96fbd10de0c Added a script to trigger the release workflow
36e73bdda44 Updated to version 3.1.0 for the preview release
a20eec14155 Tweaking documentation for the SDL 3.0 preview release
9e460ce6a6a wayland: Pass the keyboard ID through to repeat events
0df0462d0a9 Removed all tabs in testautomation_pen.c
615c7efd98e Fix #9279: Memory leak in pen name handling
675c9f01ff3 Renamed releaser.py to build-release.py
c83d0d87c29 Revert "Added virtual keyboard support for Xbox (thanks @ts-13512)"
f030533580f SDL_blit: remove SDL_BLIT_CPU_FEATURES override
1aa9ef72134 cpuinfo: reset cpu features on SDL_Quit
64465653b44 audio: always build fallback scalar converters
89b135e570e cmake: add automation and platform test without simd
1d0e5286aa2 Limit CPU features through a hint
b5d4206b303 Added virtual keyboard support for Xbox (thanks @ts-13512)
675216e81b2 Sync SDL3 wiki -> header
1855ce68af2 Fix bug #9331 - SDL3 Android crash getVibrator() == null
208cd434b55 Show the names of mice and keyboards when they connect
7852a6c307f Added device name for evdev mice and keyboards
87714ce5b9e wayland: Set the keyboard and mouse names to match XWayland
72fc6f86e5d Text input is no longer automatically enabled when initializing video.
6604d423fde Added a test program for multiple mice
361b7190df2 Track unique button states between different mice
35756593d67 Use the correct device ID (global or default or specific) based on context
9eb87ca3255 Note that many things are considered mice and keyboards that you might not expect
c0f45655528 Added SDL_GetKeyboardName() and SDL_GetMouseName()
20a860c8765 Use the specific pointer device ID for X11 button and motion events
476245564cf Use the real device IDs for the X11 master keyboard and pointer
d1eb4adb161 Be explicit about the event mouse and keyboard ID
1c544553533 wayland: Send keyboard and mouse added/removed events
2fe1a6a2796 Initial support for hotplugging mice and keyboards
c33e4c998db Clear the subsystem ref count when shutting down subsystems in the main quit
171ff041d04 Removed invalid ascii from headers
e19b6c0b958 Add releaser script + workflow
c81d11fae4a mingw: add pkg-support files (INSTALL.txt and Makefile)
4defea47e17 dmg: fix sdl3-config.cmake
2ed01434253 visualc: fix sdl3-config.cmake
75a71bde4b4 cmake: build tests against installed SDL prefix
7f888f98f7d gles2: only build tests when building SDL3 or when the headers are available
297f8e41af3 wayland: Factor out the general SHM buffer allocation/free functions from the cursor code
3d96c2426f3 PSP: improve performance counter res to us granularity (thanks @rofl0r!)
c493b40cc31 testffmpeg_vulkan: fix -Wincompatible-pointer-types warning
67e425bcf81 Add support for MadCatz Saitek Side Panel Control Deck
05b57f6c2cb Simplified SDL_SYS_RemovePath()
2521ba47fe2 jack: set error message when failing to open jack client
dd4636e3fde SDL_sysmutex.c: fix void return compile error
917d683811d Moved SDL_JoyBallEvent together with the other joystick events
888cc29df66 add missing `reserved` field to struct SDL_JoyBallEvent,
70b0d33106e Poll for the initial controller state when using DirectInput
4a7e3beeb94 filesystem: Use high-res file times on more platforms
18feaa52dd9 Fixed comment at the top of testtime.c
e0ef4dac854 Fixed int to float conversion warnings
3316587113d Fixed warning C4389: '==': signed/unsigned mismatch
da027ec3eed Fixed signed/unsigned comparison warning
390fff4ae0f N3DS: Fix locale name and early return.
8f529d9d16e N3DS: Implement SDL_GetSystemTimeLocalePreferences
ed5d2bdda5c Fixed adding duplicate fsops files to CMakeLists.txt
478b965e6cc Fixed warning C4702: unreachable code
b1215272adc Fixed warning C4244: '=': conversion from '__int64' to 'int', possible loss of data
2265d22f759 Updated Xcode project for time APIs
c582a89f78b Fixed build warning
b90fed094f0 Standardise header includes
2e45568338d PSVita: fix SDL_GetSystemTimeLocalePreferences
ba0417db407 Sync SDL3 wiki -> header
a6fbf0488c6 Add time and realtime clock functions
b6c9a727403 Add SDL_storage files to Xcode project
b2682da035f Sync SDL3 wiki -> header
24ec1c09b90 Renamed SDL_PROP_IOSTREAM_STDIO_HANDLE_POINTER to SDL_PROP_IOSTREAM_STDIO_FILE_POINTER
d3a785e521d Improve event processing latency when gamepad/sensor is open
1eb7b79986a video: Prepend global video property with "SDL"
784311c20ee Fixed duplicate SDL_Version change
009318c5a9d Fix warnings when building with -DSDL_LIBC=OFF on Linux
f59dbf6a120 cmake: add -Wimplicit-fallthrough warning
086a7a46873 Fixed signed/unsigned comparison warning
491f18eea39 Fixed uninitialized signal_id
90e2551c4ff Sort the SDL API symbols
0d0aaa2d752 Sync SDL3 wiki -> header
92d01ef12a9 You can pass NULL to SDL_GetPathInfo() and SDL_GetStoragePathInfo() to test for the existence of a file.
ebb6582534d wayland: Handle the toplevel export property as a string
9072b994f7a src/filesystem/unix/SDL_sysfilesystem.c add <stdio.h> inclusion
6af979975f2 Add missing break
fc26d5d3285 Sync SDL3 wiki -> header
a1a01567563 Renamed SDL_SizeIO() SDL_GetIOSize()
df0f5deddfd Added SDL_IOFromDynamicMem()
12245e4c756 PSP/Joystick: fix formatting
7169db1e62a PSP: don't block on joystick event query
747300b3562 SDL file times are 64-bit integers representing nanoseconds since the Unix epoch
9153287fa03 Added storage filesystem operations to the exported function list
e7b9f75e624 Sync SDL3 wiki -> header
d65ae710a13 Renamed SDL_LogGetOutputFunction() and SDL_LogSetOutputFunction() to match SDL 3.0 naming convention
d8a54cd4f81 Updated "see also" references to be more consistent
d972244d3ad Added a mapping for the Defender Joystick Cobra R4 (thanks @kotenok2000!)
4697153d1e2 Use the CRC as part of the unique key for mappings
9d83c0a65d9 filesystem: Rename some internal symbols to remove "FSops" terminology.
4ecea42fb03 testautomation_math.c: use isinf(V) instead of fpclassify(V) == FP_INFINITE
cb39740cfdc wayland: Remove additional instance of setting the viewport source rect
a206e1e3c04 Sync SDL3 wiki -> header
2f78e5f321b All storage interface functions are optional
f460f42e707 Added filesystem operations to SDL_Storage
7a088527c19 Removed the reserved parameter from SDL_EnumerateDirectoryCallback
ec3ba387d1f Added SDL_OpenFileStorage() for local file storage
ee0a23c7ab8 The storage ready callback is optional
db0c1d7aeb5 Added portable file and directory operations (thanks @icculus!)
fe5c34d4bdc Renamed storage functions to match SDL 3.0 naming convention
1bab87399fd wayland: Always use the entire buffer for the viewport source
e5812a9fd2c testpen: don't include math.h
2f13f66c71d testautomation: fix renderer leak in video tests
9ccde0def40 Sync SDL3 wiki -> header
744227e6abe Add SDL_storage
4fc749443fd Added dialog files to the Xcode build
25c64a954d6 Removed UIKit_SetWindowMouseGrab(), mouse grab isn't supported on iOS
41e187be4f9 Adjust Steam button names to match SDL
572e088b8f5 SDL_IOFromMem/SDL_IOFromConstMem: free userdata on close
ea60c2079bd dialog: Pass the Wayland or X11 parent window handle to the file dialog portal
d523cd069fd dialog: Detect if the file chooser portal is available
19764ffcc81 wayland: Add the xdg-foreign-unstable-v2 protocol
db31367999e testffmpeg: use SDL_free instead of free
f8c2ec54621 testffmpeg: use Uint64 instead of __u64
2b45452dd53 Adding comments to init-flags SDL_INIT_AUDIO and SDL_INIT_SENSOR that they imply SDL_INIT_EVENTS
fa7ec59ecd0 Sync SDL3 wiki -> header
ec6de7017ce Merge pull request #9254 from icculus/sdl3-rwops-hidden-interface
b7cda16613d iostream: Final fixes before merging.
c175eb488cb iostream: Note that the new name has nothing to do with C++'s iostream class.
5a21d87e692 rwops: Changed filenames that reference "rwops" to "iostream".
6776b6108a5 iostream: "free*" params should be "closeio".
5440fd7d12f README-migration.md: Fixed some RWops mistakes.
3a344cf877c rwops: Fixed some SDL2 symbols that got missed.
5f64cc511e4 rwops: Fixed build on Android.
fc7afa9cbf4 rwops: Renamed SDL_RWops to SDL_IOStream, and other related symbols.
fe33b2a81bb rwops: Give implementations access to status value.
447c29e65c4 include: Added missing RWops documentation.
cc58da4c63c rwops: Add SDL_GetRWStatus, make the statuses into an enum.
e35c304022c rwops: Add properties for some of the internal implementation details.
7d4d8ccde09 rwops: Rename everything from SDL_RWxxx to SDL_XxxRW.
655ceb3b315 rwops: Renamed SDL_CreateRW and SDL_DestroyRW to SDL_OpenRW and SDL_CloseRW.
525919b3151 rwops: Reworked RWops for SDL3.
495e432fb97 Sync SDL3 wiki -> header
70c2e15615d Add file dialogs
30e93b40c2a If a mapping specifies a crc, don't match for controllers that don't have that CRC
6c11449cd44 Added a note for the SDL_CommonEvent type
209a87bf248 Added missing default case (thanks @sezero!)
442073f379e Added missing reserved field in SDL_CameraDeviceEvent (thanks @Saalvage!)
9bef331dc8a Note that SDL_UserEvent and SDL_Event type are intentionally Uint32
717f2978493 Add 'wl_list_for_each_safe' to the clang-format macro list
3875ef45524 Removed duplicated line (thanks @sechshelme!)
4686a737a94 wayland: Minor cursor code cleanup
1973edb9b7a WIN_UpdateKeymap: cleanup code a bit
0a86f8eb6eb Move some code blocks inside `SDL_VIDEO_RENDER_SW`, where it belongs (#9259)
c2e9693de55 wayland: Add cursor-shape-v1 protocol support
9bdb992925e wayland: Allocate the cursor shared memory buffer entirely in memory, if possible.
41b7036f372 testffmpeg: added support for EGL OES frame formats
d79f8652510 Removed incorrect mapping for a HORI controller
d78a24a5ced testffmpeg: added verbose logging of ffmpeg messages
7c5f79e7ea8 testffmpeg: removed redundant enumeration of hardware device types
bee8a955714 Fix SDL_LEAN_AND_MEAN build
d4794cc714d Fix crash in SDL_UpdateFullscreenMode calling SetWindowFullscreen with a null display
ab5351f5d65 Fixed leaving the cursor clip set when changing window focus
b322d27f629 Missed SDL_NumJoystickBalls() rename in SDL_migration.cocci
efbbafb3f15 Re-added balls to the SDL joystick API
53e86be22f3 Minor cleanup with the new PS3 driver for windows
65340296910 Add DualShock 3 HIDAPI support on Windows (#9144)
feadbffb67d Destroy properties after applying them to avoid memory leakage
b5eb704fa8d cmake: we only need a C++ compiler for Android, Haiku and UWP
fde420a6453 Revert "Added SDL_FLIP_DIAGONAL"
e3cf2e47949 Turn HIDAPI joystick support off by default on mobile platforms
ed463b41e15 Unified the software renderer creation path
b9ab3269823 Added SDL_FLIP_DIAGONAL
7341d5f3616 cmake: allow hidapi to use libusb on Windows
3bc27d38568 hidapi_libusb: use SDL_wcscmp and SDL_wcslcpy from SDL
0e6fcf947a7 cmake: find libusb through LibUSB cmake module
2a775cad6fc Named typedef-ed structs Gave name to structs that were defined like anonymous struct with name given by typedef. Example 'typedef struct {...} Foo;' -> 'typedef struct Foo {...} Foo;'
37d066b99b5 Clarify what pitch means (thanks @zlago!)
f9d018c8081 Add flag to registerReceiver on Android
4de30a26a2c x11: workaround issues with primary selection and clipboard temporal ignorance
76defc5c822 joystick: Remove redundant CHECK_JOYSTICK_MAGIC in SDL_GetJoystickName
41baf23e447 cmake: fix empty framework prefix on MacOS
b6c5ad00754 Update hardcoded value of pi to use SDL constant SDL_PI_F for improved consistency and readability.
fcb132b8e83 Allow building testffmpeg without Vulkan support
16e0806ced5 Note that the cursor clip has been cleared even if we didn't do it
19b3ddac2f3 Fix TOCTOU race condition
cde793b0f5c Added support for the 6-button SEGA Mega Drive Control Pad for Nintendo Online
d86ff6c6c07 remove stale / wrong information from SDL_RWread() documentation
9e89f093d97 remove stale / wrong information from SDL_RWread() documentation
790cd395f54 Make sure the type in the SDL_Event aligns properly across the union
e9ab2d46ded Revert "Change `SDL_Keycode` type to an enum"
33eaddc5653 Cleaned up various type conversion issues
f53bdc95315 The pixel format in SDL_DisplayMode uses SDL_PixelFormatEnum
57a160c9ab9 Fixed mapping for the Sanwa Supply JY-P76USV controller
5643fd683f2 Added migration notes for enum type changes
3cc4705dd20 cmake: build OBJC sources with warning & error flags, ignoring deprecated declarations
59ab5c08246 Sync SDL3 wiki -> header
c70710cde8a SDL_GetPixelFormatEnumForMasks() returns SDL_PixelFormatEnum
01248a99c8e Add `default: break;` to switches on SDL_Event::type
722f4104bf0 Use enums as types in SDL_*Event structures
641b911d383 Update some internal files to use `SDL_WindowFlags`
ce44eff3d21 Use `SDL_WindowFlags` in public headers
4f58d183732 Typedef `SDL_WindowFlags`
424616e032c Use SDL_PixelFormatEnum as type
38c54b8e0e9 More null checks for SDL window operations
6664a089d82 Add missing null check for displaydata during window creation
610e798406f Fix clicking on the titlebar causing mouse input to freeze until esc is pressed
65a718f8c66 Disable warning C4113 in SDL_windows_gaming_input.c
53896c9e449 cocoa: Make keyboard grab function return an int
f8cb3c742d0 Change `SDL_Keycode` type to an enum
f8844d387c2 Use specific types in SDL_touch.h
26b9178e5c9 Fixed whitespace
c07b39fa066 Fixed build
2d0cd901711 Sync SDL3 wiki -> header
860155680d2 SDL_RegisterEvents() now returns 0 if it couldn't allocate any user events.
4d20b828504 SDL_RWFromFile, stdio: allow named pipes along with regular files.
ee871323850 Make sure fast path RGB <-> YUV conversions are using the same color primaries
4545c77c9ef Updated Vita renderer with colorspace clarification
95fbbc6f074 Fixed accidental use of tabs
e268cdbec67 Use specific types in public headers (#9205)
db245603873 Additional colorspace clarification
b3858ec5f7f BT2020_CL is very different from BT2020_NCL, and not currently supported
4c0601b93fa video: Return a failure code if the video driver fails to grab the mouse or keyboard
ae0caeef8d6 Fixed build
9db68f97f9d Reverted SDL_Vulkan_GetInstanceExtensions() API change
edbcef11ffd Keep track of whether the Android on-screen keyboard was opened by the application
c36f773eb47 Fixed "${folder^}Activity: bad substitution" with bash 3.2 on macOS
0b4a195f4ba Sync SDL3 wiki -> header
cea717e5d31 Removed some uneeded 'unsigned': renderer.num_texture_format and SDL_Vulkan_GetInstanceExtensions() prototype
1e0bac288bc Use the hlsli extension for shader includes
4898505f23f cmake: add winres to the list of potential name rc compilers
d4f4aa745a9 Use C++ style comments in new code
98bec6749f2 hidapi, windows: sync with mainstream: change MAX_STRING_WCHARS to 126.
26e3ca7387e hidapi: minor sync with mainstream (for sake of symmetry, only.)
fb87f8f15c1 testffmpeg: fixed mismatch between frame size and frame texture size
180dd0bb39e testffmpeg: don't free the instance extensions, we hold onto them in the context
2d4105ba8b2 testffmpeg: only enable AV_PIX_FMT_VULKAN if we have a Vulkan renderer
759ade8c90e vulkan: enable samplerYcbcrConversion when creating the device
ffef13e1e17 Sync SDL3 wiki -> header
97f97109d1b testffmpeg: fixed Vulkan validation errors
dbec2150d0e testffmpeg: added support for Vulkan rendering
48471f7dbd9 Added SDL_AddVulkanRenderSemaphores() for external synchronization with SDL rendering
504d8c2fc00 Fixed potential memory leak if vkCreateInstance() fails
1e790b20c9b video: Don't overwrite all the pending flags in the OnWindowHidden handler
4189edaeb7c Uppercase the first letter of the class name to match Java conventions
a4d7ff67510 testffmpeg: Use EGL_EXT_image_dma_buf_import_modifiers extension
ae4484f4e5d video: Save pending window events when a window is hidden by the window manager
9be35d46036 Convert mappings using labeled buttons to positional buttons
ccd309c4332 Added a mapping for the Sanwa Supply JY-P76USV controller
8d8076263e7 Removed the mapping for the G-Shark GS-GP702
1b86a1c6843 SDL_GetGamepadAppleSFSymbolsNameForAxis() returns NULL if the symbol isn't found
5f372426072 Don't clear the clipboard on quit
6e03914375e Fixed signed/unsigned comparison warning
2c850529665 Removed unused headers from SDL_rect.h
e54001b0280 Updating the mouse capture should use the mouse focus window
c1da39a2457 SDL_GetGamepadAppleSFSymbolsNameForButton() returns NULL if the symbol isn't found
74f46142891 Save the native texture parent and return that in SDL_GetRenderTarget()
86d36a2dc2a Add missing include
eb5a2e7e7f8 Fixed building with SDL_LEAN_AND_MEAN
107e06a92a7 Use a valid finger ID when generating touch events from mouse events
c6ec9998692 Set udev class for accelerometer
e524e545f2b Add vulkan to SDL_HINT_RENDER_DRIVER
88dcf74588c testyuv: we no longer need to override the HDR headroom for the BT.2020 test
27389716aca Sync SDL3 wiki -> header
7f9ff6277c7 Don't assume HDR headroom for HDR10 surfaces
c74f273848b d3d12: Move root sigs to D3D12_Shader_Common.hlsli, fix mismatch
e2a82092638 GDK: Use WIN_IsRectEmpty (IsRectEmpty is desktop-only)
290f64b86c5 GDK: Windows shape is desktop-only
794f0f1b423 GDK: Fix SDL_pixels.c/_c.h linking error caused by C / C++ mismatch
23ace600fcf GDK: Remove old shader sources, unify shader compilation .bats
bcbede31ce5 GDK: SDL_video_capture.c is now SDL_camera.c, thus remove from proj
e1e5d33420f GDK: Partially revert 2670eb44afec9311ee8fbec447703c427db1e1c8
8c015cd3b68 Sync SDL3 wiki -> header
8d023f98698 Updated documentation for new property parameters
2bc2840de50 vulkan: VK_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 is a 2-plane format
2bedd7f02ec Fixed pitch alignment when updating SDL_PIXELFORMAT_P010 textures
f2cd361e255 testyuv: added validation of P010 YUV format
47be24d2254 testyuv: added --monochrome and --luminance options for interactive mode
991ad27de8a testyuv: added GetColorspaceForYUVConversionMode()
812e04fb11d Vulkan Renderer - fix validation error with VkSemaphore reused before signaling.  Have one semaphore per-submit rather than using the same one.
1e8b006d431 stdlib: qsort and bsearch changes.
af58ed978e9 Fixed the documentation for SDL_GetGamepadMappings()
7ff9be73982 Sync SDL3 wiki -> header
0454e1fdb42 Vulkan: added support for wrapping existing textures
2adbcce864c Vulkan: wait for all queues to be idle before destroying the device
01150271160 Vulkan Renderer - fix validation errors: * Make sure to always write pointSize in VS (fixes validation error in testsprite) * Fix validation error from acquiring swapchain semaphore more than once * Fix validation error from using incorrect framebuffer size in testautomation
0c6a1b636e4 Vulkan: added handling for SDL_MATRIX_COEFFICIENTS_UNSPECIFIED
4017e1370d2 Vulkan: cleaned up error handling
59bbfc1fddb Vulkan: only advertise YUV formats if the VK_KHR_sampler_ycbcr_conversion extension is available
bf853823a24 Removed unused YCbCr_matrix from Vulkan shaders
039144350c4 Be more precise about what we're testing in testyuv
b30ba1c5d45 Updated RGBtoYUV() to use the full YCbCr conversion formula
4513c32bb39 The ycbcrModel should be based on the transfer matrix, not the color primaries
a241cca9e63 Fixed warning C4090: 'function': different 'const' qualifiers
7117d545a3a Fixed crash if the controller product name is NULL
353e76b40b1 Use the correct colorspace for yuv conversion tests
fc94c3634e4 Fixed signed/unsigned comparison warning
ba340254231 Use direct3d11 as the default renderer on Windows
ad036d43e97 Vulkan Renderer - implement YcBcCr using VK_KHR_sampler_ycbcr_conversion. (#9169)
fb3bf1dcbdb Fixed device queue initialization when render and present queue families are different
945162c6d90 wayland: Small optimization for output removal function
68588b232c8 Sync SDL3 wiki -> header
e142bb1b0ce The extension strings are const and don't need to be duplicated
0997bdd292d Fixed SDL_calloc() calls (should be count, size)
614630df69c Allow using an external Vulkan device with the vulkan renderer
e03746b25f4 cmake: add -Wl,-rpath,${libdir} to Libs section of pc file for Apple platforms
c8372e20d6c SDLTest_CommonEvent: only set done when it is finished
220340e9443 Remove SDL_PIXELFORMAT_P010
c259a20f967 wayland: Remove all references to destroyed outputs from windows
84aaf63bd31 Fix typo in SDL_filesystem.h
0a961915dc2 cmake: testffmpeg requires link to EGL library for EGL feature
24e021c67ec testffmpeg: refactored texture creation properties into a single function
ff18d7cfa06 testffmpeg: added pixel format mapping for NV12 and NV21
81608ad077f Vulkan: fixed creating SDL_PIXELFORMAT_P010 textures
f99143f4374 Don't quit testffmpeg when alt-tabbing away
80d2ef7384b Fixed uploading Vulkan texture with w*bpp != pitch
3a796c97227 Allow specifying the render driver in the environment for testffmpeg
dc9a3c83e25 Use the mastering display metadata to do proper tone mapping for HDR content
98b1a59a959 Document the HDR tone mapping algorithm
1f536a1e779 cmake: fix SDL_RENDER_VULKAN reporting
935c197059e Fix testautomation failures (including clip rect) - closes #9145.  During merging for prep'ing the final PR for the Vulkan Renderer, I misordered a memcpy that regressed several of the testautomation test.  From now on, I will make sure to run testautomation on any future PRs before submitting.
e61dfe405f3 android: Fixed dead URL in comment.
35026cdcba9 Vulkan Renderer - robustly handle running out of descriptor sets or constant buffer memory.  Closes #9131.  My previous implementation of descriptor set handling was naive - it attempted to do VULKAN_IssueBatch when running out of descriptor sets or constant buffer space.  For one thing, this had a bug and wasn't working (causing the crash), but moreover it would have resulted in having to flush the GPU.  Instead, make the descriptor pools and constant buffer mapped buffers be resizeable so that if we need more it will grow to the size that is needed.
f9768816515 Vulkan: Don't invalidate internal state in InvalidateCachedState
c172fb59724 Vulkan: Support 'desired' vs 'required' memory flags (Fix #9310)
1558d52a0a9 Vulkan: Only return memory types which are a superset of what we need
fbe7301aba5 Sync SDL3 wiki -> header
e223e1d498e Added SDL_camera.h to the public Framework headers
be51b7aceaf Use the maximum potential headroom if EDR content isn't currently being displayed.
e0dadba6f5e Sync SDL3 wiki -> header
e6d9251ecb7 docs: improve CMake documentation for Apple
7a9c6c7ce96 Include SDL_PIXELFORMAT_P010 as a supported format for the metal renderer
d211da75ac6 Fixed crash if app delegate method is called when SDL isn't initialized
9dbbf0a2f7a Implemented clip rect functionality for the Vulkan renderer
141497b14f1 Added an automated test to verify clip rect functionality
d0af01e7d4f If the viewport changes the cliprect should be updated
1cae52bbacc Added JNI native methods to proguard-rules.pro (thanks @AntTheAlchemist!)
b8a52c12377 Vulkan: Make sure validation layer name is in-scope
276566235c4 Removed SDL_ClearHints() from the public API
a1ea706215e Added names for the newly supported pixel formats
f6c42406cd1 SDL_COLORSPACE_HDR10 is the default colorspace for SDL_PIXELFORMAT_P010 surfaces
4c5584174b7 Fixed error: declaration shadows a local variable [-Werror,-Wshadow]
2b0e7c40ef7 Verify that we can create pipeline state objects for the D3D12 renderer
5593ddb6a75 cmake: X11 is for Video, not Audio
38d24778ed5 ci: update deprecated node.js 16 actions
cbe330befd5 ci: bump cross-platform-actions/action version to v0.23.0
97372b56e80 Vulkan Renderer - handle dynamic resetting of vsync, requires swapchain recreation.
b1431e6702b Vulkan Renderer - implement support for vsync disabled.  Closes #9116.
b9a00aa88e6 Fixed building the Vulkan renderer on Windows with Visual Studio
dfd8073a8fb Sync SDL3 wiki -> header
cab20117e61 Vulkan Renderer (#9114)
2f1f55aeb16 Updated default SDR white point and HDR headroom to better match game content
1fb5b9672e8 Keep SDR white point and HDR headroom defaults in one place
aeae202207b Make sure we actually have an HDR10 texture in the HDR10 shader
f4dd0dbbdeb Added colorspace conversion from SDL_COLOR_PRIMARIES_SMPTE431 and SDL_COLOR_PRIMARIES_SMPTE432 to SDL_COLOR_PRIMARIES_BT2020
d3930893aa9 KMSDRM is now a dependent option
7b1127d1fed cmake: Apple did not test SDL_CAMERA before adding camera support
e176626bac4 cmake: only enable SDL drivers when its subsystem is enabled
99cef7e13be cmake: check SDL subsystem dependencies (and include Camera)
9a44d44ceeb cmake: build Windows mediafoundation SDL_camera support
279a650fae9 mediafoundation: fix SDL_camera_mediafoundation MinGW compile warnings
78ac14124c4 Fixed warning C4245: 'function': conversion from 'int' to 'DWORD', signed/unsigned mismatch
2132ba8985c Sync SDL3 wiki -> header
0f973f3eb4c Removed SDL_RENDERCMD_SETCOLORSCALE, which ended up being a noop on all renderers
54c2ba6afd7 Added the Chrome HDR tonemap operator
4ba6aeee9d6 A second take on HDR support with an SDR white point and HDR headroom
3b7533f4a29 SDL_camera_v4l2: allow building against older kernel headers
58e6eacf970 docs: SDL_INIT_EVERYTHING does not exist anymore
7eca84d57ed cmake: don't use target_compile_features when the CMake thinks the compiler does not support it
cbf0b1ce81b testcamera: create window and renderer through test library
ecfbb6719f4 SDL_test: support SDL_INIT_CAMERA for SDL_CommonInit and SDL_CommonQuit
26ffbe43c24 camera: turn OFF `DEBUG_CAMERA` debug logging.
31fe061ab57 Sync SDL3 wiki -> header
f59c66a97f9 testcamera: Allow app to flip between a front and back camera.
6296677bc93 camera: Fixed Android hotplug.
6c080717f28 camera: Reset permissions to undecided when closing camera.
db8caa029ba camera: Added new function with gendynapi.py.
70b89ab70d0 camera: Added SDL_GetCameraDevicePosition.
b1ed49772cb camera: Replace testcamera.c with testcameraminimal.c
bdcddf48107 camera: Disconnected cameras become zombies that feed blank frames.
2613e3da24a camera: Rewrote Android support.
848dcf8a5fd main: Fixed compiler warning on Android.
47313bba321 camera: SDL_GetCameraDevices should not report "no devices" like an error.
f3485a47b3b android: Add src/main/ files to Android.mk
8db2a3b27a9 camera: Add an optional property that reports if a camera is back or front.
0b8617f71df test: Fixed CMake to build testcameraminimal correctly on WinRT.
99d1337de21 camera: Reenabled macOS/iOS support, with rewritten CoreMedia implementation.
f8fa08d2b1a camera: Fix compiler warnings on some platforms.
22dbc0f32f9 camera: Patched to compile after rebasing to latest in main.
7191a97fe3b camera: Windows support, through the Media Foundation API!
3dca8a03da5 camera: Removed some debug logging.
67708f91100 camera: Emscripten support!
182f7072847 include: Fixed doxygen comments on new camera APIs.
2cdff93578c v4l2: Corrected SDL_UDEV_AddCallback return check after #8694.
0b5875825e4 camera: framerate support.
9ae39d52de8 camera: Add sources to Xcode and Visual Studio projects.
87e7046fcaa camera: Public API functions should say "Format" not "Spec" to match audio.
f87d5362291 camera: Added more accurate timestamps.
d3e6ef3cc6e camera: Massive code reworking.
3d2d5d18f3b pixels: Packed-pixel YUV formats can legit report bits-per-pixel.
8e1758260cc surface: Fixed a typo in a comment.
cb10c80aafb camera: Reworked to operate with a driver interface, like other subsystems.
2ad44bd1621 camera: Made a pass over all the sources, cleaning up for SDL3 style, etc.
7ae955ce683 camera: Renamed everything from "video capture" to "camera", wired to CMake.
f49ce4a15d0 camera: Renamed "video_capture" files to "camera" and moved to own subdir.
4d000ae3bd5 audio: Change references to `streams[i]` to previously-calculated `stream`.
751917cb6fe Fix null pointer dereference in SDL_BindAudioStreams()
8b6eae2d4fa cmake: Split and store the libdecor version as individual parts
8073f4aa1d2 Pass the real error from D3D12_CreatePipelineState() back to the application
376ef4e418d Fixed the WGI driver picking up Xbox controllers handled by RAWINPUT
cb3a1a82d53 SDL_memcpy.c, SDL_memmove.c, SDL_memset.c: don't use gcc builtins if !HAVE_LIBC
bb4ec5250f5 Added support for non-gamepad controllers to the GameInput driver
f63f99bd2de Setup to handle the guide button once we get an updated GameInput SDK
ae8a9107813 Added infrastructure for reporting GameInput touchpads
ae4aa250828 Get the real GameInput device name if possible
419aebebda9 Added infrastructure for reporting GameInput sensors
85ac0381b7a IGameInputDevice::GetDeviceInfo() can never return a null pointer
fbe4153214f The HIDAPI driver takes precedence over the GameInput driver
4a59b17de2a Added infrastructure for querying battery status for GameInput
fd9a4eff9f9 Updated GameInput device info to match other joystick drivers
8f0f14c3122 Added automatic gamepad mapping for the GameInput driver
eb9a7d97f98 The GameInput driver handles Xbox controllers
698b7deaa26 Removed GAMEINPUT_JoystickEffectDataType_HapticFeedback
f35ede72810 Generalized the idea of joystick driver priority
7f33464bedd opengles2: Call glClearColor() with r,g,b,a, not r,g,g,a
fee140bdfeb Added the option for GameInput support to the Win32 SDL build
534f753e202 GameInput backend for SDL (Gamepad-only for now)
7ed1f3554d5 Define HAVE_LIBC for the platforms with a C library
ed615e92b79 Updated automated test now that getting an invalid property isn't an error
dc7baa415eb Show the window after creating the renderer
ff01d0b5685 Fixed building without HAVE_LIBC on Windows
8ce786d2b6c Property query functions don't set an error if they return the default value
202886f8739 Make use of the HDR light range when playing HDR video
317099b01fb Sync SDL3 wiki -> header
cb386494905 Added SDL_PROP_DISPLAY_HDR_WHITE_LEVEL_FLOAT
631b05b211e Drop stray trailing whitespace for android-project
6472e362648 x11: Minor cleanup in new mouse cursor selection code.
b986bc8be92 emscripten, wayland, x11: Share the table of CSS cursor names
7dbd6669c36 wayland: Move calls to WAYLAND_wl_cursor_theme_get_cursor out of the switch
40a6c1c0a70 wayland: Use CSS/freedesktop cursor name "default" as a fallback
791646535a5 wayland: Reference CSS cursor name vocabulary
cb9565354c5 x11: Use XcursorLibraryLoadCursor to load system cursors when available.
d451fcd7a7d Fixed HDR video content being too bright on Apple platforms
c09daf83888 Removed unused variables
6efe5f30ed5 don't let SDL_render.c:render_drivers[] have an empty initializer list.
aae2d228529 Check the SDL_VIDEO_RENDER_??? macros with #if instead of #ifdef
8ddddd36cd2 audio: Deal with race conditions against default device changes.
4eae38580f0 cocoa: Remove resize hack when changing the window backing scale Zeroing the window width and height was necessary in SDL2 to short-circuit the resize event deduplication code when the window backing scale changed, but not the logical size. This is no longer necessary in SDL3, as it will explicitly check for scale changes on resize events and dispatch pixel size/scale changed events as appropriate, even if the window's logical size hasn't changed.
f9ba0e1dbdf wayland: Don't store wl_output pointers in mode driver data
5e1d9d19a44 audio: Don't use SDL_BindAudioStream inside SDL_OpenAudioDeviceStream().
5e6ae85b631 Update the draggable state when the hit test callback changes
4d4c24acdd7 Sync SDL3 wiki -> header
bc984f78bf4 android: Remove blocking permission request code. Async only in SDL3!
af61cfd5e04 android: Added SDL_AndroidRequestPermissionAsync.
310f21bf84a video: Ensure that all references to a destroyed fullscreen window are removed
f2695856d6c Use SDL string functions
725c79f3ac0 Fixed building with SDL_LEAN_AND_MEAN
734d6fa1f31 Fixed documentation of SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN
ead3cbafd7a Fixed documentation for SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 (thanks @AntTheAlchemist!)
814a94c3498 Fixed error: unused variable 'axes' [-Werror,-Wunused-variable]
b39246936b3 Added SDL_cocoashape* to Xcode project
f4d97bdb14a Update mouse transparency when the window shape changes
42cdbf6b214 Explicitly retain and release NSObjects in C structures
87c07a79c0b Changed property name from '-' to '_'
59f1e66adc4 Sync SDL3 wiki -> header
dca2721b919 Removed SDL_HINT_VIDEO_EXTERNAL_CONTEXT
2f7c24e4be9 Removed SDL_HINT_RENDER_SCALE_QUALITY
20051f805f3 Removed SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4
7cb1ca60ecf Removed SDL_HINT_RENDER_OPENGL_SHADERS
9920e062d5d Removed SDL_HINT_THREAD_STACK_SIZE
9e505252c0c Renamed SDL_HINT_PS2_DYNAMIC_VSYNC SDL_HINT_RENDER_PS2_DYNAMIC_VSYNC
a5389368218 Renamed SDL_HINT_LINUX_JOYSTICK_DEADZONES to SDL_HINT_JOYSTICK_LINUX_DEADZONES
980c379a0be Renamed SDL_HINT_LINUX_JOYSTICK_CLASSIC to SDL_HINT_JOYSTICK_LINUX_CLASSIC
1f7936d545e Renamed SDL_HINT_LINUX_HAT_DEADZONES to SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES
39cfb437ed4 Renamed SDL_HINT_LINUX_DIGITAL_HATS to SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS
b557c15bcf3 Renamed SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE to SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE
4f628b5b62c Renamed SDL_HINT_GDK_TEXTINPUT_DEFAULT to SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT
fd5d761128c Renamed SDL_HINT_DIRECTINPUT_ENABLED to SDL_HINT_JOYSTICK_DIRECTINPUT
a5da7d0dd5b Renamed SDL_HINT_ALLOW_TOPMOST to SDL_HINT_WINDOW_ALLOW_TOPMOST
ef8791cba84 Cleaned up and organized hint documentation
9ce7fe2848a Removed SDL_HINT_ACCELEROMETER_AS_JOYSTICK
5af71138421 Rename property define names to have a type suffix
cacac6cc341 Updated structure and field names for consistency
6f87973b9c7 Added a reserved field to the SDL_Event structure
97d6e58a190 mark SDL_CleanupWindowTextureData as SDLCALL.
ee5289ef09f mark SDL_ClipboardTextCallback as SDLCALL
168322f3588 SDL_properties.c: mark CleanupFreeableProperty and CleanupSurface as SDLCALL
bba2a5d360b Added SDL_SetFreeableProperty() for internal use
432ce3f1679 Sync SDL3 wiki -> header
416803b03b7 Clarify the lifetime of the shape surface in SDL_SetWindowShape()
69f2bd151ec Fix broken use of MsgWaitForMultipleObjects.
0f81598e9f5 Wayland: Avoid SEGV if a modifier notification comes before the keymap
f95b7ee4da8 Renamed SDL_HasWindowSurface to SDL_WindowHasSurface
1ec0e22bcd7 Sync SDL3 wiki -> header
11620971358 Added SDL_RenderViewportSet() to tell whether the viewport was previously set to a specific rectangle.
3ebbf0f409d Guarded ElementAlreadyHandled with #ifdef ENABLE_PHYSICAL_INPUT_PROFILE (thanks @Donione!)
9ff8df932a5 Sync SDL3 wiki -> header
f6b92c9b88b Re-added a simplified version of SDL_SetWindowShape()
1143bdc3513 Greatly simplified the shape example
b7c61569f89 Redefine XINPUT_CAPABILITIES_EX as an SDL typedef
bfcca2a36e0 Use saturate() instead of clamp() for slightly faster shader operation
1684032c17b Sync SDL3 wiki -> header
4ce7ae31d44 Document that SDL_UpdateJoysticks() needs to be called to handle rumble processing
d777becd9da Fixed spacing
91639d855f2 Don't use the direct3d12 renderer with transparent windows
26e947f8eaa Added VIDPID for OpenFFBoard wheel (thanks @groybe!)
c951bbe3def Look at all available usages when determining whether to ignore a device
dd726cb0976 Moved rgb24_yuv420_std() to the correct header
1673d52351e Fixed building with an older macOS SDK
4ec5aef028f Disable warning C4214: nonstandard extension used: bit field types other than int
faeb2b1f225 Fixed warning C4204: nonstandard extension used: non-constant aggregate initializer when built with Visual Studio 2019
1269590dfc2 Clarified that SDL scancodes are unaffected by keyboard layout
1c4c29b7adc Fixed a swap chain leak and a double-free in testffmpeg.c
3158342441a Use SDL_Color for SDL_RenderGeometryRaw() and add SDL_RenderGeometryRawFloat()
9e194c1a1d6 Added BT.601/SMPTE240 to the color primaries conversion matrices
fb823fbe95e Make sure we're actually using the HDR10 colorspace before using that shader
7b74e2eeb8f Emscripten_SetWindowFullscreen: Fix crash due to uninitialized EmscriptenFullscreenStrategy members
ed86cec07f9 Sync SDL3 wiki -> header
985da79d73e Use a more concise representation of YUV -> RGB conversion
8afba41aef4 Added support for HDR10 video on Apple platforms
2039c46d2ca Added support for creating an SDL texture from a CVPixelBufferRef
c79462dc50f Fixed Xcode build warnings
ba074acad43 Implemented scRGB colorspace and HDR support on macOS
451dc414278 Sync SDL3 wiki -> header
30e176d6ba5 Added HDR display properties and related event
d4caef5b892 Generalize SDR white level handling into a color scale
82d89ff4fb1 Fix memory leak in SDL_UpdateSteamVirtualGamepadInfo()
b05ea8e04e1 Updated direct3d12 renderer with HDR10 and SDR whitelevel support
c3e4481d56a Use a reasonable default for unspecified YUV colorspace
240158f3e80 Scale SDR content to SDR whitelevel when HDR is enabled
e97b2061b4b Converted shader headers to UNIX line endings
e98e5abd2a2 Added batch file to create D3D12 shaders
809f02e89e7 SDL_ReadSurfacePixel() now supports large pixel formats
9755e490c03 Workaround for crash at shutdown in testffmpeg
e74171b1ae9 Added support for HDR10 video playback on direct3d11
f85535b4b60 Use functions from SDL instead of libc
a6374123c77 Sync SDL3 wiki -> header
548b382fd98 Fixed slow startup time when using the direct3d12 renderer
dab77fe29b1 Added support for SDL_COLORSPACE_BT709_FULL to the hardware renderers
ec322bee1c0 Fixed testyuv help message
327b976bc46 SDL_COLORSPACE_JPEG is the default YUV colorspace
5b8e5f8b9f0 Fixed accidental changing of All to Allu in previous commit (thanks @zturtleman!)
67bbf20addc Null check SDL_DBusContext pointer
2ad4646a248 Don't release currentOffscreenRenderTargetView, we don't have a reference to it
9005512c180 Fixed build
7271a2040b6 Don't force on the D3D11 debug flag
b4d0af9cf3b Removed unused variables
200f87ea0b5 Only set the colorspace if it's not the default
c0b27ccef99 Fixed warning C4701: potentially uninitialized local variable 'drawnTextRect' used
8eba5b75ca9 Fixed warning C4701: potentially uninitialized local variable 'rndctx' used
445cb42acd0 Fixed warning C4244: 'function': conversion from 'int' to 'Uint16', possible loss of data
45f936c7881 Fixed warning C4245: 'initializing': conversion from '__int64' to 'unsigned __int64', signed/unsigned mismatch
74e85e3a517 Fixed warning C4706: assignment within conditional expression
c3e3ad61400 Fixed build warnings
c02aaebccc0 Fixed warning C4245: 'initializing': conversion from 'int' to 'Uint32', signed/unsigned mismatch
ff5fdf9f53e Fixed warning C4244: 'initializing': conversion from 'int' to 'const Uint8', possible loss of data
9989f92eeee Fixed warning C4245: 'initializing': conversion from 'int' to 'SDL_AudioDeviceID', signed/unsigned mismatch
cb811ba4638 Fixed warning C4366: The result of the unary '&' operator may be unaligned
62221b3003c Fixed warning C4245: 'return': conversion from 'int' to 'SDL_TimerID', signed/unsigned mismatch
4514aabb414 Fixed warning C4245: 'return': conversion from 'int' to 'Uint64', signed/unsigned mismatch
f107393ed56 Fixed warning C4245: 'return': conversion from 'int' to 'unsigned int', signed/unsigned mismatch
c3e821fa803 Optimized SDL_DuplicatePixels()
89b9d6cbdc7 SDL_RenderReadPixels() now returns a surface
ab571633d12 Sync SDL3 wiki -> header
50a805cdd1b Use YUV colorspaces instead of a global YUV conversion mode
9e76f23561c SDL_windowsopengl.c: WGL: Fixed null-pointer dereference crash
e0158f68e45 Fix SDL_mfijoystick build issues
2819988f8bc Sync SDL3 wiki -> header
a2c45f61bb6 Updated scRGB render colorspace documentation
e67e0c5d558 vulkan_metal.h: Make compatible with ObjC ARC (thanks @jmroot!)
f9c57e16b0b Don't test 10-bit pixel format conversion
b8fe96fa81c Fixed build warning
ba86d9f235e When changing surface format, use the default colorspace for the new format
25fd5da1a75 Removed maxCLL and maxFALL properties, moved them to SDL_image for HDR image loading
943ab983cb8 Sync SDL3 wiki -> header
5d48f9a63a0 Added SDL_CopyProperties()
c007c7ed55a Sync SDL3 wiki -> header
aa8f609ff3a Clamp HDR colors to the SDR range for SDR renderers
9591b2cfb44 Finalized the SDL render API colorspaces
7c089f4e570 testautomation_math: Fix misleading log output
b66dba2a9d0 test: Don't accept results that are much less than expected
f1f9e271288 testautomation_math: do relative comparison + more precise correct trigonometric values
babca704e0b testautomation: Don't expect exp to yield exact floating point results
f6f9468d840 Fixed warning C4701: potentially uninitialized local variable 'srcpixel' used
d383299779b Fixed build on older Windows SDK
d04fea8b877 Even more miscellaneous gamepad buttons!
cb70e972e3e Added miscellaneous gamepad buttons for additional macro buttons on some controllers
d6a48e4958e Don't use the system iconv on Apple mobile platforms
ea0853d23dc Added an HDR gradient test to testcolorspace
dc607c666bf Fixed creating HDR textures with SDL_CreateTexture()
dcfb069c756 Sync SDL3 wiki -> header
7561116873d Added support for floating point texture formats
90597aeaef8 HDR10 colorspace isn't currently supported
19dde63e7c4 Added a simple linear scale for tonemapped HDR to SDR surface conversion
fc35b7e121e Convert to sRGB if trying to create a texture from an HDR surface
c1f3c810033 Make the color primary conversion code reusable
496ed01bdb5 Detect blending in HDR10 colorspace
dd28ab04894 Added SDL_SetRenderDrawColorspace() and SDL_GetRenderDrawColorspace()
9c8b47b726f Cache the draw color state in the software and PSP renderers
dacfaa91b42 Make sure to round color values when converting  to Uint8
c00b6a8e205 SDL_kmsdrmvideo.c: clean-up includes, add clarifying note after 5ab879f
a4969e393e3 Sync SDL3 wiki -> header
6f443e2acaf Added support for the scRGB colorspace on D3D11 and D3D12
12c31898c1d Update colors in SDL_RenderGeometryRaw() if we're doing interpolation in linear space
77549dc91ea Fixed some places using SDL_SetRenderDrawColor() instead of SDL_SetRenderDrawColorFloat()
4b3c530dd17 Fixed out of bounds access
3c45544a146 Added a slow blit function to handle large pixel formats and colorspace conversion
49cc4c14e9a Use the default colorspace if we have to convert texture pixels
c1f97c8e07d Fixed testgeometry after color format change (thanks @sezero!)
482a27bc00c wayland: Throttle to 20hz if the frame callback never fires
4a759b340ff Fixes in SDL_ColorSpace (SDL_pixels.h)
9462eec57be pipewire: Don't assert if the default capture device is a sink or vice versa
d15fb9e063a Sync SDL3 wiki -> header
f257eb44816 Added the concept of colorspace to the SDL renderer
554f0625d34 Renderer colors now have floating point precision
da8fc70a83c Fixing viewport
851c1a5e9c9 Fix scissor usage
dc35ee9d540 Fix color
61a3a163dbc Fixed typo (thanks @Akaricchi!)
7fbd85ad5cf Sync SDL3 wiki -> header
61b5c38e6e4 Added the initial concept of colorspace to SDL
a3bfd5329c5 Fix broken mingw i686 buildscript
59d7dd36155 Fix broken mingw x86_64 buildscript
fbf10afb316 wayland: Consolidate window creation logic
2e96307b275 wayland: Always create a viewport for the surface, if possible
94240c197de docs: Hint envvars needs to use the hint string, not the macro name
00a8ca403e2 Sync SDL3 wiki -> header
fbebbab90d8 wayland: Only set the explicit logical window size when using display scaling
879ba46adef wayland: Make sure the logical window size can't go to zero.
b97cda226fb wayland: Refactor internal variable names for better readability
344ec60f8f5 tests: Fix window centering test with Wayland display scaling mode
5b8ca05f1a7 wayland: Add a forced screen space scaling mode
9f7eb6c4c11 Fixed testautomation log callback calling convention
12bdb2b4d04 Added the environment variable SDL_LOGGING to control default log output
dcd26a80e5a windows: Minor tweaks that makes Windows XP vidmodes work again.
6ca596cfc1e windows: Manage MapVirtualKey vs Windows XP.
1c5bc537385 windows: Manage WideCharToMultiByte vs Windows XP.
2144c2ac713 windows: Added WIN_IsWindowsXP, for extreme runtime compatibility checks.
56fa22c63bf windows: OS version checks now cache results.
4fba6633687 Simplified the default log category logic
a7a98d8bbb8 Document that the default log priority is error, not critical
fd14a20a4be Sync SDL3 wiki -> header
17768c51fcb Revert "Sync SDL3 wiki -> header"
2a4db8c4156 SDL_rwops.c (SDL_IsRegularFile): fix WinRT build failure due to S_ISREG
5ae2ffc1277 document that text input is on by default
5e96e410d63 Sync SDL3 wiki -> header
f66fe7e2210 Replaced SDL_GetJoystickCaps() with joystick properties
019dc53764d SDL_RWFromFile, stdio: reject if the file is not a regular file.
aba3038353e Sync SDL3 wiki -> header
3b55c7d1f4c Shortened SDL property names
1885e6b2e0b Sync SDL3 wiki -> header
8a4284b7df2 Clarified the use of SDL_RENDERER_SOFTWARE when creating a renderer
2d94b4f4908 Make sure we set datasize on error in SDL_LoadFile_RW()
dff76bf2956 Enable text input on video initialization without popping up an on-screen keyboard
b9ea2dde443 Added VisionOS as a supported target to the Xcode project
7a7875c904b wasapi: A few tweaks to buffer management.
e71e16950a5 wayland: Use the preferred order of displays exposed by KDE
e0c2cca629e Fixed fullscreen windows having rounded corners and 1px transparent borders on Windows 11.
a1a4948fdae Fixed the size and position of minimized windows on Windows
5ba839e83b6 fix XRandR refresh rate calculation
44a2c4d5126 Only retain SDL_* + platform macro's in rename_macros.py
c5794cd9116 ci: bump actions version tag
33f86d81fce Add all macros from SDL2's SDL_config.h to rename_macros.py
aeac8774f79 Missed one
d0dd60c8baa Updated new pixel format names to be more consistent with the others
0f78aa7c30c Add some high bit-depth pixel formats
5ab879f89aa SDL_kmsdrmvideo.c: move SDL_kmsdrmvulkan.h include to before all others
ecbbef8b8df blendmode: Corrected docs for `SDL_BLENDOPERATION_[REV_]SUBTRACT`.
8814095aa82 main: Indented SDL_main headers for readability, removed SDL2 compat macros.
22ea59425d0 wayland: Fix whitespace
c202893fbb0 wayland: Make sure the primary display is always first under GNOME
b8081e8e357 video: lowercase some video backend names.
02f59f3ae69 Note that SDL_GetHaptics() is useful in combination with SDL_OpenHaptic()
594eef99eca Added a migration note about SDL_TouchID and SDL_FingerID
2670eb44afe Improved timing accuracy of SDL_WaitEventTimeout() on Windows
5ddd97062e7 Added test code to validate SDL_WaitEventTimeout()
d6ebbc2fa4a mayflash adapter PS4 support
b8c4ea3cd12 Don't add the FIXME for converted macros
006edcab604 Switch to using SDL_powf() instead of pow()
95a67278d1e Updated documentation after 2654c52d0e03578ea002dc62603a3f48e1353829
205c417f740 testgles2.c, testgles2_sdf.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
6b3b7c7d4b6 SDL_hidapi_ps3.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
81314c4998c SDL_render_gl.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
1c79edbe022 SDL_test_memory.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
07a0c0e402c SDL_hidapi.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
34f03207c4a SDL_cpuinfo.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
fd6ec3b9aa5 SDL_intrin.h: adjust for new SDL_PLATFORM_WINDOWS meaning.
2654c52d0e0 macro SDL_PLATFORM_WINDOWS now means Win32 api and Windows-based OS's.
1ac96029092 Make sure we include the matching copy of vk_video headers
fc74bf8455f Update to the latest version of the Khronos headers
12b01ef674e rename_macros.py: fix typo for __WIN32__
a06ee5b98df Don't try to use SDL platform macros in configure-time checks
f61870cfb45 Go back to using compiler built-in macros in ARM assembly code
ed421f4fd8d Revert Khronos headers to upstream version
8fe257b5417 Added support for other HDR color primaries
c5792cc0de9 SDL_thread.h: replace uses of __GDK__ and __WINRT__ (missed in #8875.)
31d133db40b Define SDL_PLATFORM_* macros instead of underscored ones (#8875)
ceccf24519b Sync SDL3 wiki -> header
7cd914593f3 Added HDR surface properties and tone mapping from HDR to SDR
a71f99c71f7 Fixed ambiguity between std::byte and byte in rpcndr.h
6fb188eb35f Sync SDL3 wiki -> header
cd231a65f62 Added SDL_GetJoystickCaps() and SDL_GetGamepadCaps() to get the capabilities of controllers
c88c12148d8 SDL_ShowMessageBox: Remove `#ifdef`s and respect SDL_VIDEO_DRIVER hint.
5f65fd360d0 wayland: Free the input struct in all initialization failure paths
84e47b4af59 wayland: Always create the backing input store, even if there is no seat
99ce8af4397 Fixed warning C4244: '=': conversion from 'Sint64' to 'int', possible loss of data
a28a42cfc68 Fixed declaration of SDL_HapticRumbleSupported
052b958bf2f Made SDL_HapticEffect const in the API
fa5bfe577ca Fixed warnings building for UWP
3e541eab229 Fixed error: 'fq' may be used uninitialized [-Werror=maybe-uninitialized]
8f20ef5b438 Re-enable C runtime with Mingw, and disable the problematic math test
1f177be1e45 Disable the Mingw C runtime by default
5e70ee29cc6 Build SDL with the static C runtime on Visual Studio
e2f35a16c28 Added <string.h> for declaration of memset() and memcpy()
7a069cc4b0b Allow optimizing memcpy and memset where possible
8d25c2d2609 video: Fix window manager initiated fullscreen window moves
8c7f5b73e8d Fixed build
4d6e2d8b736 Sync SDL3 wiki -> header
308906ba254 Added SDL_FlipSurface() to flip a surface vertically or horizontally
2cd583ee13e Prevent asan warning on qsort(): 'src/stdlib/SDL_qsort.c:27:5: runtime error: null pointer passed as argument 1, which is declared to never be null`
5db543a66a5 Just use the khronos headers for the checks that need them
4b82bed2599 Fixed building with the steamrt/scout SDK
116c60c5b03 Run EGL/GLES cmake tests with the Khronos headers available
b552f26e6a3 Fix building with the steamrt/scout SDK
7b02d328fa6 Fixed overflow in SDL_SoftStretch() (see #8878)
64972b41848 Fixed build
6a00ae7e58a Fixed rendering diagonal lines within a viewport
8d9c7d8ebe2 SDL_UpdateFullscreenMode: Only restore mouse position when exiting fullscreen if the fullscreen mode actually changed
a73132177d3 Make sure the render target isn't bound as a resource
09ba55b462b Fixed crash scaling very large surfaces
aa3fc6e904d Fixed D-pad on Xbox One controllers using the HIDAPI driver
3639743d890 Fixed bug #7614: Segmentation Fault in SDL_BlitSurface (#7808)
bd5d4d61edc Fixed potential overflow in software triangle rendering
b566bfce071 Fixed warning C4152: nonstandard extension, function/data pointer conversion in expression
9fc1135e3bb Fixed warning C4127: conditional expression is constant
1dbe54c4e65 Fixed warning C4244: 'function': conversion from 'SDL_ThreadID' to 'DWORD', possible loss of data
f86b3ac6052 Fixed types used in documentation (thanks @Dragon-Baroque!)
129b459b2cf Fix compilation problems about yuv_rgb_lsx.c
81ac656b7c9 SDL_CalculateRGBSize, SDL_CalculateYUVSize: set the error indicator
e9a0edc8476 testautomation_surface: Really make width * bpp overflow
eb059538f87 testautomation_surface: Really make pitch + alignment overflow
4fdc291f5d6 Add spaces around SDL_PRI??? to avoid potential compiler warnings.
949b4fc3492 x11: XI_Motion should mark the global mouse position as changed.
87f559e0214 Updated Xcode projects after dbdc65fc95
49adb23ad90 Build yuv_rgb_lsx.c with -mlsx
dbdc65fc955 video: move standard c, sse and lsx implementations of yuv2rgb to its own source
a31dc6dfcb8 Switched SDL_TouchID and SDL_FingerID to be Uint64 with 0 being an invalid value
b19d43a74d8 Add SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to migration readme
b3849739364 Remove no longer needed hint
42d6cf9ce75 Update thread naming on windows
cda2bffeeea Re-add SDL_HAPTIC_SQUARE for SDL 3.0
df4b855af5d Updated SDL_TLSID to use the same type as other IDs in SDL
fc0c7749764 Renamed SDL_ThreadID() to SDL_GetCurrentThreadID()
d6a41f8f311 Updated SDL_TimerID to use the same type as other IDs in SDL
bc3a71d400c Sync SDL3 wiki -> header
464f4d19fe8 Removed obsolete XInput mapping hint
f8dfee01bb4 Made SDL_ReadSurfacePixel a public function
f7ba340999c remove several instances of unnecessary emptry str "" after SDL_PRI???
c540c77756e Removed SDL_INIT_EVERYTHING
26996e2c024 We've decided to keep separate functions for creating a thread with and without stack size specified.
a2665f54c86 Updated the atomic API for SDL 3.0 naming conventions
4e60fc9b2b1 Sync SDL3 wiki -> header
fb898d6df0b Clarify that desktop mode is the non-exclusive borderless fullscreen mode
b5bcf45a65f Sync SDL3 wiki -> header
4fee6cb274f Added documentation for custom event cleanup in SDL_FlushEvent()
fd34bc56f97 cocoa: Fix SDL_CocoaWindowData keyboard_focus being left pointing to a destroyed SDL window if input focus not previously reset for that window
0a99ad7a686 cocoa: Fix Cocoa_RaiseWindow not making child window key if SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED is true
20e8411b127 Sync SDL3 wiki -> header
f4a0bc02d54 Re-added prototypes for stub API functions
f224af5ac50 Updated Haptic API for SDL 3.0 conventions
8ca9134115d Removed unnecessary NULL assignment
75dd7e1658f Note that we only allow disabling major subsystems
130b361904e Removed SDL_MISC_DISABLED
20fa5e6ad0e Removed SDL_LOCALE_DISABLED
6efadfdb776 Removed SDL_FILESYSTEM_DISABLED
3d951134a3c Removed SDL_FILE_DISABLED
ac367be171b Updated CMakeLists.txt now that timers and threads can't be disabled
e2080f74fdf Fixed building with the joystick subsystem disabled
a0967c017ff Fixed building with the video subsystem disabled
31f34e95042 Removed SDL_ATOMIC_DISABLED
6e1b11368d7 Removed SDL_CPUINFO_DISABLED
52d65870844 Removed SDL_EVENTS_DISABLED
ba027227559 Removed SDL_LOADSO_DISABLED

git-subtree-dir: external/sdl/SDL
git-subtree-split: fb5307c1b3f46e70217ce43c0dbab4d3795bd91b
2024-03-28 16:26:21 +01:00

1043 lines
62 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_oldnames.h
*
* Definitions to ease transition from SDL2 code
*/
#ifndef SDL_oldnames_h_
#define SDL_oldnames_h_
#include <SDL3/SDL_platform_defines.h>
/* The new function names are recommended, but if you want to have the
* old names available while you are in the process of migrating code
* to SDL3, you can define `SDL_ENABLE_OLD_NAMES` in your project.
*
* You can use https://github.com/libsdl-org/SDL/blob/main/build-scripts/rename_symbols.py to mass rename the symbols defined here in your codebase:
* rename_symbols.py --all-symbols source_code_path
*/
#ifdef SDL_ENABLE_OLD_NAMES
/* ##SDL_atomic.h */
#define SDL_AtomicCAS SDL_AtomicCompareAndSwap
#define SDL_AtomicCASPtr SDL_AtomicCompareAndSwapPointer
#define SDL_AtomicLock SDL_LockSpinlock
#define SDL_AtomicTryLock SDL_TryLockSpinlock
#define SDL_AtomicUnlock SDL_UnlockSpinlock
#define SDL_atomic_t SDL_AtomicInt
/* ##SDL_audio.h */
#define AUDIO_F32 SDL_AUDIO_F32LE
#define AUDIO_F32LSB SDL_AUDIO_F32LE
#define AUDIO_F32MSB SDL_AUDIO_F32BE
#define AUDIO_F32SYS SDL_AUDIO_F32
#define AUDIO_S16 SDL_AUDIO_S16LE
#define AUDIO_S16LSB SDL_AUDIO_S16LE
#define AUDIO_S16MSB SDL_AUDIO_S16BE
#define AUDIO_S16SYS SDL_AUDIO_S16
#define AUDIO_S32 SDL_AUDIO_S32LE
#define AUDIO_S32LSB SDL_AUDIO_S32LE
#define AUDIO_S32MSB SDL_AUDIO_S32BE
#define AUDIO_S32SYS SDL_AUDIO_S32
#define AUDIO_S8 SDL_AUDIO_S8
#define AUDIO_U8 SDL_AUDIO_U8
#define SDL_AudioStreamAvailable SDL_GetAudioStreamAvailable
#define SDL_AudioStreamClear SDL_ClearAudioStream
#define SDL_AudioStreamFlush SDL_FlushAudioStream
#define SDL_AudioStreamGet SDL_GetAudioStreamData
#define SDL_AudioStreamPut SDL_PutAudioStreamData
#define SDL_FreeAudioStream SDL_DestroyAudioStream
#define SDL_FreeWAV SDL_free
#define SDL_LoadWAV_RW SDL_LoadWAV_IO
#define SDL_NewAudioStream SDL_CreateAudioStream
/* ##SDL_events.h */
#define SDL_APP_DIDENTERBACKGROUND SDL_EVENT_DID_ENTER_BACKGROUND
#define SDL_APP_DIDENTERFOREGROUND SDL_EVENT_DID_ENTER_FOREGROUND
#define SDL_APP_LOWMEMORY SDL_EVENT_LOW_MEMORY
#define SDL_APP_TERMINATING SDL_EVENT_TERMINATING
#define SDL_APP_WILLENTERBACKGROUND SDL_EVENT_WILL_ENTER_BACKGROUND
#define SDL_APP_WILLENTERFOREGROUND SDL_EVENT_WILL_ENTER_FOREGROUND
#define SDL_AUDIODEVICEADDED SDL_EVENT_AUDIO_DEVICE_ADDED
#define SDL_AUDIODEVICEREMOVED SDL_EVENT_AUDIO_DEVICE_REMOVED
#define SDL_CLIPBOARDUPDATE SDL_EVENT_CLIPBOARD_UPDATE
#define SDL_CONTROLLERAXISMOTION SDL_EVENT_GAMEPAD_AXIS_MOTION
#define SDL_CONTROLLERBUTTONDOWN SDL_EVENT_GAMEPAD_BUTTON_DOWN
#define SDL_CONTROLLERBUTTONUP SDL_EVENT_GAMEPAD_BUTTON_UP
#define SDL_CONTROLLERDEVICEADDED SDL_EVENT_GAMEPAD_ADDED
#define SDL_CONTROLLERDEVICEREMAPPED SDL_EVENT_GAMEPAD_REMAPPED
#define SDL_CONTROLLERDEVICEREMOVED SDL_EVENT_GAMEPAD_REMOVED
#define SDL_CONTROLLERSENSORUPDATE SDL_EVENT_GAMEPAD_SENSOR_UPDATE
#define SDL_CONTROLLERSTEAMHANDLEUPDATED SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED
#define SDL_CONTROLLERTOUCHPADDOWN SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN
#define SDL_CONTROLLERTOUCHPADMOTION SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION
#define SDL_CONTROLLERTOUCHPADUP SDL_EVENT_GAMEPAD_TOUCHPAD_UP
#define SDL_ControllerAxisEvent SDL_GamepadAxisEvent
#define SDL_ControllerButtonEvent SDL_GamepadButtonEvent
#define SDL_ControllerDeviceEvent SDL_GamepadDeviceEvent
#define SDL_ControllerSensorEvent SDL_GamepadSensorEvent
#define SDL_ControllerTouchpadEvent SDL_GamepadTouchpadEvent
#define SDL_DISPLAYEVENT_CONNECTED SDL_EVENT_DISPLAY_ADDED
#define SDL_DISPLAYEVENT_DISCONNECTED SDL_EVENT_DISPLAY_REMOVED
#define SDL_DISPLAYEVENT_MOVED SDL_EVENT_DISPLAY_MOVED
#define SDL_DISPLAYEVENT_ORIENTATION SDL_EVENT_DISPLAY_ORIENTATION
#define SDL_DROPBEGIN SDL_EVENT_DROP_BEGIN
#define SDL_DROPCOMPLETE SDL_EVENT_DROP_COMPLETE
#define SDL_DROPFILE SDL_EVENT_DROP_FILE
#define SDL_DROPTEXT SDL_EVENT_DROP_TEXT
#define SDL_FINGERDOWN SDL_EVENT_FINGER_DOWN
#define SDL_FINGERMOTION SDL_EVENT_FINGER_MOTION
#define SDL_FINGERUP SDL_EVENT_FINGER_UP
#define SDL_FIRSTEVENT SDL_EVENT_FIRST
#define SDL_JOYAXISMOTION SDL_EVENT_JOYSTICK_AXIS_MOTION
#define SDL_JOYBATTERYUPDATED SDL_EVENT_JOYSTICK_BATTERY_UPDATED
#define SDL_JOYBUTTONDOWN SDL_EVENT_JOYSTICK_BUTTON_DOWN
#define SDL_JOYBUTTONUP SDL_EVENT_JOYSTICK_BUTTON_UP
#define SDL_JOYDEVICEADDED SDL_EVENT_JOYSTICK_ADDED
#define SDL_JOYDEVICEREMOVED SDL_EVENT_JOYSTICK_REMOVED
#define SDL_JOYBALLMOTION SDL_EVENT_JOYSTICK_BALL_MOTION
#define SDL_JOYHATMOTION SDL_EVENT_JOYSTICK_HAT_MOTION
#define SDL_KEYDOWN SDL_EVENT_KEY_DOWN
#define SDL_KEYMAPCHANGED SDL_EVENT_KEYMAP_CHANGED
#define SDL_KEYUP SDL_EVENT_KEY_UP
#define SDL_LASTEVENT SDL_EVENT_LAST
#define SDL_LOCALECHANGED SDL_EVENT_LOCALE_CHANGED
#define SDL_MOUSEBUTTONDOWN SDL_EVENT_MOUSE_BUTTON_DOWN
#define SDL_MOUSEBUTTONUP SDL_EVENT_MOUSE_BUTTON_UP
#define SDL_MOUSEMOTION SDL_EVENT_MOUSE_MOTION
#define SDL_MOUSEWHEEL SDL_EVENT_MOUSE_WHEEL
#define SDL_POLLSENTINEL SDL_EVENT_POLL_SENTINEL
#define SDL_QUIT SDL_EVENT_QUIT
#define SDL_RENDER_DEVICE_RESET SDL_EVENT_RENDER_DEVICE_RESET
#define SDL_RENDER_TARGETS_RESET SDL_EVENT_RENDER_TARGETS_RESET
#define SDL_SENSORUPDATE SDL_EVENT_SENSOR_UPDATE
#define SDL_TEXTEDITING SDL_EVENT_TEXT_EDITING
#define SDL_TEXTEDITING_EXT SDL_EVENT_TEXT_EDITING_EXT
#define SDL_TEXTINPUT SDL_EVENT_TEXT_INPUT
#define SDL_USEREVENT SDL_EVENT_USER
#define SDL_WINDOWEVENT_CLOSE SDL_EVENT_WINDOW_CLOSE_REQUESTED
#define SDL_WINDOWEVENT_DISPLAY_CHANGED SDL_EVENT_WINDOW_DISPLAY_CHANGED
#define SDL_WINDOWEVENT_ENTER SDL_EVENT_WINDOW_MOUSE_ENTER
#define SDL_WINDOWEVENT_EXPOSED SDL_EVENT_WINDOW_EXPOSED
#define SDL_WINDOWEVENT_FOCUS_GAINED SDL_EVENT_WINDOW_FOCUS_GAINED
#define SDL_WINDOWEVENT_FOCUS_LOST SDL_EVENT_WINDOW_FOCUS_LOST
#define SDL_WINDOWEVENT_HIDDEN SDL_EVENT_WINDOW_HIDDEN
#define SDL_WINDOWEVENT_HIT_TEST SDL_EVENT_WINDOW_HIT_TEST
#define SDL_WINDOWEVENT_ICCPROF_CHANGED SDL_EVENT_WINDOW_ICCPROF_CHANGED
#define SDL_WINDOWEVENT_LEAVE SDL_EVENT_WINDOW_MOUSE_LEAVE
#define SDL_WINDOWEVENT_MAXIMIZED SDL_EVENT_WINDOW_MAXIMIZED
#define SDL_WINDOWEVENT_MINIMIZED SDL_EVENT_WINDOW_MINIMIZED
#define SDL_WINDOWEVENT_MOVED SDL_EVENT_WINDOW_MOVED
#define SDL_WINDOWEVENT_RESIZED SDL_EVENT_WINDOW_RESIZED
#define SDL_WINDOWEVENT_RESTORED SDL_EVENT_WINDOW_RESTORED
#define SDL_WINDOWEVENT_SHOWN SDL_EVENT_WINDOW_SHOWN
#define SDL_WINDOWEVENT_SIZE_CHANGED SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED
#define SDL_WINDOWEVENT_TAKE_FOCUS SDL_EVENT_WINDOW_TAKE_FOCUS
/* ##SDL_gamecontroller.h */
#define SDL_CONTROLLER_AXIS_INVALID SDL_GAMEPAD_AXIS_INVALID
#define SDL_CONTROLLER_AXIS_LEFTX SDL_GAMEPAD_AXIS_LEFTX
#define SDL_CONTROLLER_AXIS_LEFTY SDL_GAMEPAD_AXIS_LEFTY
#define SDL_CONTROLLER_AXIS_MAX SDL_GAMEPAD_AXIS_MAX
#define SDL_CONTROLLER_AXIS_RIGHTX SDL_GAMEPAD_AXIS_RIGHTX
#define SDL_CONTROLLER_AXIS_RIGHTY SDL_GAMEPAD_AXIS_RIGHTY
#define SDL_CONTROLLER_AXIS_TRIGGERLEFT SDL_GAMEPAD_AXIS_LEFT_TRIGGER
#define SDL_CONTROLLER_AXIS_TRIGGERRIGHT SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
#define SDL_CONTROLLER_BINDTYPE_AXIS SDL_GAMEPAD_BINDTYPE_AXIS
#define SDL_CONTROLLER_BINDTYPE_BUTTON SDL_GAMEPAD_BINDTYPE_BUTTON
#define SDL_CONTROLLER_BINDTYPE_HAT SDL_GAMEPAD_BINDTYPE_HAT
#define SDL_CONTROLLER_BINDTYPE_NONE SDL_GAMEPAD_BINDTYPE_NONE
#define SDL_CONTROLLER_BUTTON_A SDL_GAMEPAD_BUTTON_SOUTH
#define SDL_CONTROLLER_BUTTON_B SDL_GAMEPAD_BUTTON_EAST
#define SDL_CONTROLLER_BUTTON_BACK SDL_GAMEPAD_BUTTON_BACK
#define SDL_CONTROLLER_BUTTON_DPAD_DOWN SDL_GAMEPAD_BUTTON_DPAD_DOWN
#define SDL_CONTROLLER_BUTTON_DPAD_LEFT SDL_GAMEPAD_BUTTON_DPAD_LEFT
#define SDL_CONTROLLER_BUTTON_DPAD_RIGHT SDL_GAMEPAD_BUTTON_DPAD_RIGHT
#define SDL_CONTROLLER_BUTTON_DPAD_UP SDL_GAMEPAD_BUTTON_DPAD_UP
#define SDL_CONTROLLER_BUTTON_GUIDE SDL_GAMEPAD_BUTTON_GUIDE
#define SDL_CONTROLLER_BUTTON_INVALID SDL_GAMEPAD_BUTTON_INVALID
#define SDL_CONTROLLER_BUTTON_LEFTSHOULDER SDL_GAMEPAD_BUTTON_LEFT_SHOULDER
#define SDL_CONTROLLER_BUTTON_LEFTSTICK SDL_GAMEPAD_BUTTON_LEFT_STICK
#define SDL_CONTROLLER_BUTTON_MAX SDL_GAMEPAD_BUTTON_MAX
#define SDL_CONTROLLER_BUTTON_MISC1 SDL_GAMEPAD_BUTTON_MISC1
#define SDL_CONTROLLER_BUTTON_PADDLE1 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1
#define SDL_CONTROLLER_BUTTON_PADDLE2 SDL_GAMEPAD_BUTTON_LEFT_PADDLE1
#define SDL_CONTROLLER_BUTTON_PADDLE3 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2
#define SDL_CONTROLLER_BUTTON_PADDLE4 SDL_GAMEPAD_BUTTON_LEFT_PADDLE2
#define SDL_CONTROLLER_BUTTON_RIGHTSHOULDER SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
#define SDL_CONTROLLER_BUTTON_RIGHTSTICK SDL_GAMEPAD_BUTTON_RIGHT_STICK
#define SDL_CONTROLLER_BUTTON_START SDL_GAMEPAD_BUTTON_START
#define SDL_CONTROLLER_BUTTON_TOUCHPAD SDL_GAMEPAD_BUTTON_TOUCHPAD
#define SDL_CONTROLLER_BUTTON_X SDL_GAMEPAD_BUTTON_WEST
#define SDL_CONTROLLER_BUTTON_Y SDL_GAMEPAD_BUTTON_NORTH
#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT
#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT
#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO
#define SDL_CONTROLLER_TYPE_PS3 SDL_GAMEPAD_TYPE_PS3
#define SDL_CONTROLLER_TYPE_PS4 SDL_GAMEPAD_TYPE_PS4
#define SDL_CONTROLLER_TYPE_PS5 SDL_GAMEPAD_TYPE_PS5
#define SDL_CONTROLLER_TYPE_UNKNOWN SDL_GAMEPAD_TYPE_STANDARD
#define SDL_CONTROLLER_TYPE_VIRTUAL SDL_GAMEPAD_TYPE_VIRTUAL
#define SDL_CONTROLLER_TYPE_XBOX360 SDL_GAMEPAD_TYPE_XBOX360
#define SDL_CONTROLLER_TYPE_XBOXONE SDL_GAMEPAD_TYPE_XBOXONE
#define SDL_GameController SDL_Gamepad
#define SDL_GameControllerAddMapping SDL_AddGamepadMapping
#define SDL_GameControllerAddMappingsFromFile SDL_AddGamepadMappingsFromFile
#define SDL_GameControllerAddMappingsFromRW SDL_AddGamepadMappingsFromIO
#define SDL_GameControllerAxis SDL_GamepadAxis
#define SDL_GameControllerBindType SDL_GamepadBindingType
#define SDL_GameControllerButton SDL_GamepadButton
#define SDL_GameControllerClose SDL_CloseGamepad
#define SDL_GameControllerFromInstanceID SDL_GetGamepadFromInstanceID
#define SDL_GameControllerFromPlayerIndex SDL_GetGamepadFromPlayerIndex
#define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GetGamepadAppleSFSymbolsNameForAxis
#define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton
#define SDL_GameControllerGetAttached SDL_GamepadConnected
#define SDL_GameControllerGetAxis SDL_GetGamepadAxis
#define SDL_GameControllerGetAxisFromString SDL_GetGamepadAxisFromString
#define SDL_GameControllerGetButton SDL_GetGamepadButton
#define SDL_GameControllerGetButtonFromString SDL_GetGamepadButtonFromString
#define SDL_GameControllerGetFirmwareVersion SDL_GetGamepadFirmwareVersion
#define SDL_GameControllerGetJoystick SDL_GetGamepadJoystick
#define SDL_GameControllerGetNumTouchpadFingers SDL_GetNumGamepadTouchpadFingers
#define SDL_GameControllerGetNumTouchpads SDL_GetNumGamepadTouchpads
#define SDL_GameControllerGetPlayerIndex SDL_GetGamepadPlayerIndex
#define SDL_GameControllerGetProduct SDL_GetGamepadProduct
#define SDL_GameControllerGetProductVersion SDL_GetGamepadProductVersion
#define SDL_GameControllerGetSensorData SDL_GetGamepadSensorData
#define SDL_GameControllerGetSensorDataRate SDL_GetGamepadSensorDataRate
#define SDL_GameControllerGetSerial SDL_GetGamepadSerial
#define SDL_GameControllerGetSteamHandle SDL_GetGamepadSteamHandle
#define SDL_GameControllerGetStringForAxis SDL_GetGamepadStringForAxis
#define SDL_GameControllerGetStringForButton SDL_GetGamepadStringForButton
#define SDL_GameControllerGetTouchpadFinger SDL_GetGamepadTouchpadFinger
#define SDL_GameControllerGetType SDL_GetGamepadType
#define SDL_GameControllerGetVendor SDL_GetGamepadVendor
#define SDL_GameControllerHasAxis SDL_GamepadHasAxis
#define SDL_GameControllerHasButton SDL_GamepadHasButton
#define SDL_GameControllerHasSensor SDL_GamepadHasSensor
#define SDL_GameControllerIsSensorEnabled SDL_GamepadSensorEnabled
#define SDL_GameControllerMapping SDL_GetGamepadMapping
#define SDL_GameControllerMappingForGUID SDL_GetGamepadMappingForGUID
#define SDL_GameControllerName SDL_GetGamepadName
#define SDL_GameControllerOpen SDL_OpenGamepad
#define SDL_GameControllerPath SDL_GetGamepadPath
#define SDL_GameControllerRumble SDL_RumbleGamepad
#define SDL_GameControllerRumbleTriggers SDL_RumbleGamepadTriggers
#define SDL_GameControllerSendEffect SDL_SendGamepadEffect
#define SDL_GameControllerSetLED SDL_SetGamepadLED
#define SDL_GameControllerSetPlayerIndex SDL_SetGamepadPlayerIndex
#define SDL_GameControllerSetSensorEnabled SDL_SetGamepadSensorEnabled
#define SDL_GameControllerType SDL_GamepadType
#define SDL_GameControllerUpdate SDL_UpdateGamepads
#define SDL_INIT_GAMECONTROLLER SDL_INIT_GAMEPAD
#define SDL_IsGameController SDL_IsGamepad
/* ##SDL_haptic.h */
#define SDL_HapticClose SDL_CloseHaptic
#define SDL_HapticDestroyEffect SDL_DestroyHapticEffect
#define SDL_HapticGetEffectStatus SDL_GetHapticEffectStatus
#define SDL_HapticNewEffect SDL_CreateHapticEffect
#define SDL_HapticNumAxes SDL_GetNumHapticAxes
#define SDL_HapticNumEffects SDL_GetMaxHapticEffects
#define SDL_HapticNumEffectsPlaying SDL_GetMaxHapticEffectsPlaying
#define SDL_HapticOpen SDL_OpenHaptic
#define SDL_HapticOpenFromJoystick SDL_OpenHapticFromJoystick
#define SDL_HapticOpenFromMouse SDL_OpenHapticFromMouse
#define SDL_HapticPause SDL_PauseHaptic
#define SDL_HapticQuery SDL_GetHapticFeatures
#define SDL_HapticRumbleInit SDL_InitHapticRumble
#define SDL_HapticRumblePlay SDL_PlayHapticRumble
#define SDL_HapticRumbleStop SDL_StopHapticRumble
#define SDL_HapticRunEffect SDL_RunHapticEffect
#define SDL_HapticSetAutocenter SDL_SetHapticAutocenter
#define SDL_HapticSetGain SDL_SetHapticGain
#define SDL_HapticStopAll SDL_StopHapticEffects
#define SDL_HapticStopEffect SDL_StopHapticEffect
#define SDL_HapticUnpause SDL_ResumeHaptic
#define SDL_HapticUpdateEffect SDL_UpdateHapticEffect
#define SDL_JoystickIsHaptic SDL_IsJoystickHaptic
#define SDL_MouseIsHaptic SDL_IsMouseHaptic
/* ##SDL_hints.h */
#define SDL_HINT_ALLOW_TOPMOST SDL_HINT_WINDOW_ALLOW_TOPMOST
#define SDL_HINT_DIRECTINPUT_ENABLED SDL_HINT_JOYSTICK_DIRECTINPUT
#define SDL_HINT_GDK_TEXTINPUT_DEFAULT SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT
#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE
#define SDL_HINT_LINUX_DIGITAL_HATS SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS
#define SDL_HINT_LINUX_HAT_DEADZONES SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES
#define SDL_HINT_LINUX_JOYSTICK_CLASSIC SDL_HINT_JOYSTICK_LINUX_CLASSIC
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES SDL_HINT_JOYSTICK_LINUX_DEADZONES
#define SDL_HINT_PS2_DYNAMIC_VSYNC SDL_HINT_RENDER_PS2_DYNAMIC_VSYNC
/* ##SDL_joystick.h */
#define SDL_JOYSTICK_TYPE_GAMECONTROLLER SDL_JOYSTICK_TYPE_GAMEPAD
#define SDL_JoystickAttachVirtual SDL_AttachVirtualJoystick
#define SDL_JoystickAttachVirtualEx SDL_AttachVirtualJoystickEx
#define SDL_JoystickClose SDL_CloseJoystick
#define SDL_JoystickCurrentPowerLevel SDL_GetJoystickPowerLevel
#define SDL_JoystickDetachVirtual SDL_DetachVirtualJoystick
#define SDL_JoystickFromInstanceID SDL_GetJoystickFromInstanceID
#define SDL_JoystickFromPlayerIndex SDL_GetJoystickFromPlayerIndex
#define SDL_JoystickGetAttached SDL_JoystickConnected
#define SDL_JoystickGetAxis SDL_GetJoystickAxis
#define SDL_JoystickGetAxisInitialState SDL_GetJoystickAxisInitialState
#define SDL_JoystickGetBall SDL_GetJoystickBall
#define SDL_JoystickGetButton SDL_GetJoystickButton
#define SDL_JoystickGetFirmwareVersion SDL_GetJoystickFirmwareVersion
#define SDL_JoystickGetGUID SDL_GetJoystickGUID
#define SDL_JoystickGetGUIDFromString SDL_GetJoystickGUIDFromString
#define SDL_JoystickGetGUIDString SDL_GetJoystickGUIDString
#define SDL_JoystickGetHat SDL_GetJoystickHat
#define SDL_JoystickGetPlayerIndex SDL_GetJoystickPlayerIndex
#define SDL_JoystickGetProduct SDL_GetJoystickProduct
#define SDL_JoystickGetProductVersion SDL_GetJoystickProductVersion
#define SDL_JoystickGetSerial SDL_GetJoystickSerial
#define SDL_JoystickGetType SDL_GetJoystickType
#define SDL_JoystickGetVendor SDL_GetJoystickVendor
#define SDL_JoystickInstanceID SDL_GetJoystickInstanceID
#define SDL_JoystickIsVirtual SDL_IsJoystickVirtual
#define SDL_JoystickName SDL_GetJoystickName
#define SDL_JoystickNumAxes SDL_GetNumJoystickAxes
#define SDL_JoystickNumBalls SDL_GetNumJoystickBalls
#define SDL_JoystickNumButtons SDL_GetNumJoystickButtons
#define SDL_JoystickNumHats SDL_GetNumJoystickHats
#define SDL_JoystickOpen SDL_OpenJoystick
#define SDL_JoystickPath SDL_GetJoystickPath
#define SDL_JoystickRumble SDL_RumbleJoystick
#define SDL_JoystickRumbleTriggers SDL_RumbleJoystickTriggers
#define SDL_JoystickSendEffect SDL_SendJoystickEffect
#define SDL_JoystickSetLED SDL_SetJoystickLED
#define SDL_JoystickSetPlayerIndex SDL_SetJoystickPlayerIndex
#define SDL_JoystickSetVirtualAxis SDL_SetJoystickVirtualAxis
#define SDL_JoystickSetVirtualButton SDL_SetJoystickVirtualButton
#define SDL_JoystickSetVirtualHat SDL_SetJoystickVirtualHat
#define SDL_JoystickUpdate SDL_UpdateJoysticks
/* ##SDL_keyboard.h */
#define SDL_IsScreenKeyboardShown SDL_ScreenKeyboardShown
#define SDL_IsTextInputActive SDL_TextInputActive
/* ##SDL_keycode.h */
#define KMOD_ALT SDL_KMOD_ALT
#define KMOD_CAPS SDL_KMOD_CAPS
#define KMOD_CTRL SDL_KMOD_CTRL
#define KMOD_GUI SDL_KMOD_GUI
#define KMOD_LALT SDL_KMOD_LALT
#define KMOD_LCTRL SDL_KMOD_LCTRL
#define KMOD_LGUI SDL_KMOD_LGUI
#define KMOD_LSHIFT SDL_KMOD_LSHIFT
#define KMOD_MODE SDL_KMOD_MODE
#define KMOD_NONE SDL_KMOD_NONE
#define KMOD_NUM SDL_KMOD_NUM
#define KMOD_RALT SDL_KMOD_RALT
#define KMOD_RCTRL SDL_KMOD_RCTRL
#define KMOD_RESERVED SDL_KMOD_RESERVED
#define KMOD_RGUI SDL_KMOD_RGUI
#define KMOD_RSHIFT SDL_KMOD_RSHIFT
#define KMOD_SCROLL SDL_KMOD_SCROLL
#define KMOD_SHIFT SDL_KMOD_SHIFT
/* ##SDL_log.h */
#define SDL_LogGetOutputFunction SDL_GetLogOutputFunction
#define SDL_LogSetOutputFunction SDL_SetLogOutputFunction
/* ##SDL_mouse.h */
#define SDL_FreeCursor SDL_DestroyCursor
/* ##SDL_mutex.h */
#define SDL_CondBroadcast SDL_BroadcastCondition
#define SDL_CondSignal SDL_SignalCondition
#define SDL_CondWait SDL_WaitCondition
#define SDL_CondWaitTimeout SDL_WaitConditionTimeout
#define SDL_CreateCond SDL_CreateCondition
#define SDL_DestroyCond SDL_DestroyCondition
#define SDL_SemPost SDL_PostSemaphore
#define SDL_SemTryWait SDL_TryWaitSemaphore
#define SDL_SemValue SDL_GetSemaphoreValue
#define SDL_SemWait SDL_WaitSemaphore
#define SDL_SemWaitTimeout SDL_WaitSemaphoreTimeout
/* ##SDL_mutex.h */
#define SDL_cond SDL_Condition
#define SDL_mutex SDL_Mutex
#define SDL_sem SDL_Semaphore
/* ##SDL_pixels.h */
#define SDL_AllocFormat SDL_CreatePixelFormat
#define SDL_AllocPalette SDL_CreatePalette
#define SDL_FreeFormat SDL_DestroyPixelFormat
#define SDL_FreePalette SDL_DestroyPalette
#define SDL_MasksToPixelFormatEnum SDL_GetPixelFormatEnumForMasks
#define SDL_PIXELFORMAT_BGR888 SDL_PIXELFORMAT_XBGR8888
#define SDL_PIXELFORMAT_RGB888 SDL_PIXELFORMAT_XRGB8888
#define SDL_PixelFormatEnumToMasks SDL_GetMasksForPixelFormatEnum
/* ##SDL_rect.h */
#define SDL_EncloseFPoints SDL_GetRectEnclosingPointsFloat
#define SDL_EnclosePoints SDL_GetRectEnclosingPoints
#define SDL_FRectEmpty SDL_RectEmptyFloat
#define SDL_FRectEquals SDL_RectsEqualFloat
#define SDL_FRectEqualsEpsilon SDL_RectsEqualEpsilon
#define SDL_HasIntersection SDL_HasRectIntersection
#define SDL_HasIntersectionF SDL_HasRectIntersectionFloat
#define SDL_IntersectFRect SDL_GetRectIntersectionFloat
#define SDL_IntersectFRectAndLine SDL_GetRectAndLineIntersectionFloat
#define SDL_IntersectRect SDL_GetRectIntersection
#define SDL_IntersectRectAndLine SDL_GetRectAndLineIntersection
#define SDL_PointInFRect SDL_PointInRectFloat
#define SDL_RectEquals SDL_RectsEqual
#define SDL_UnionFRect SDL_GetRectUnionFloat
#define SDL_UnionRect SDL_GetRectUnion
/* ##SDL_render.h */
#define SDL_GetRendererOutputSize SDL_GetCurrentRenderOutputSize
#define SDL_RenderCopy SDL_RenderTexture
#define SDL_RenderCopyEx SDL_RenderTextureRotated
#define SDL_RenderCopyExF SDL_RenderTextureRotated
#define SDL_RenderCopyF SDL_RenderTexture
#define SDL_RenderDrawLine SDL_RenderLine
#define SDL_RenderDrawLineF SDL_RenderLine
#define SDL_RenderDrawLines SDL_RenderLines
#define SDL_RenderDrawLinesF SDL_RenderLines
#define SDL_RenderDrawPoint SDL_RenderPoint
#define SDL_RenderDrawPointF SDL_RenderPoint
#define SDL_RenderDrawPoints SDL_RenderPoints
#define SDL_RenderDrawPointsF SDL_RenderPoints
#define SDL_RenderDrawRect SDL_RenderRect
#define SDL_RenderDrawRectF SDL_RenderRect
#define SDL_RenderDrawRects SDL_RenderRects
#define SDL_RenderDrawRectsF SDL_RenderRects
#define SDL_RenderFillRectF SDL_RenderFillRect
#define SDL_RenderFillRectsF SDL_RenderFillRects
#define SDL_RenderFlush SDL_FlushRenderer
#define SDL_RenderGetClipRect SDL_GetRenderClipRect
#define SDL_RenderGetLogicalSize SDL_GetRenderLogicalPresentation
#define SDL_RenderGetMetalCommandEncoder SDL_GetRenderMetalCommandEncoder
#define SDL_RenderGetMetalLayer SDL_GetRenderMetalLayer
#define SDL_RenderGetScale SDL_GetRenderScale
#define SDL_RenderGetViewport SDL_GetRenderViewport
#define SDL_RenderGetWindow SDL_GetRenderWindow
#define SDL_RenderIsClipEnabled SDL_RenderClipEnabled
#define SDL_RenderLogicalToWindow SDL_RenderCoordinatesToWindow
#define SDL_RenderSetClipRect SDL_SetRenderClipRect
#define SDL_RenderSetLogicalSize SDL_SetRenderLogicalPresentation
#define SDL_RenderSetScale SDL_SetRenderScale
#define SDL_RenderSetVSync SDL_SetRenderVSync
#define SDL_RenderSetViewport SDL_SetRenderViewport
#define SDL_RenderWindowToLogical SDL_RenderCoordinatesFromWindow
#define SDL_ScaleModeBest SDL_SCALEMODE_BEST
#define SDL_ScaleModeLinear SDL_SCALEMODE_LINEAR
#define SDL_ScaleModeNearest SDL_SCALEMODE_NEAREST
/* ##SDL_rwops.h */
#define RW_SEEK_CUR SDL_IO_SEEK_CUR
#define RW_SEEK_END SDL_IO_SEEK_END
#define RW_SEEK_SET SDL_IO_SEEK_SET
#define SDL_RWFromConstMem SDL_IOFromConstMem
#define SDL_RWFromFile SDL_IOFromFile
#define SDL_RWFromMem SDL_IOFromMem
#define SDL_RWclose SDL_CloseIO
#define SDL_RWops SDL_IOStream
#define SDL_RWread SDL_ReadIO
#define SDL_RWseek SDL_SeekIO
#define SDL_RWsize SDL_GetIOSize
#define SDL_RWtell SDL_TellIO
#define SDL_RWwrite SDL_WriteIO
#define SDL_ReadBE16 SDL_ReadU16BE
#define SDL_ReadBE32 SDL_ReadU32BE
#define SDL_ReadBE64 SDL_ReadU64BE
#define SDL_ReadLE16 SDL_ReadU16LE
#define SDL_ReadLE32 SDL_ReadU32LE
#define SDL_ReadLE64 SDL_ReadU64LE
#define SDL_WriteBE16 SDL_WriteU16BE
#define SDL_WriteBE32 SDL_WriteU32BE
#define SDL_WriteBE64 SDL_WriteU64BE
#define SDL_WriteLE16 SDL_WriteU16LE
#define SDL_WriteLE32 SDL_WriteU32LE
#define SDL_WriteLE64 SDL_WriteU64LE
/* ##SDL_sensor.h */
#define SDL_SensorClose SDL_CloseSensor
#define SDL_SensorFromInstanceID SDL_GetSensorFromInstanceID
#define SDL_SensorGetData SDL_GetSensorData
#define SDL_SensorGetInstanceID SDL_GetSensorInstanceID
#define SDL_SensorGetName SDL_GetSensorName
#define SDL_SensorGetNonPortableType SDL_GetSensorNonPortableType
#define SDL_SensorGetType SDL_GetSensorType
#define SDL_SensorOpen SDL_OpenSensor
#define SDL_SensorUpdate SDL_UpdateSensors
/* ##SDL_stdinc.h */
#define SDL_strtokr SDL_strtok_r
/* ##SDL_surface.h */
#define SDL_FillRect SDL_FillSurfaceRect
#define SDL_FillRects SDL_FillSurfaceRects
#define SDL_FreeSurface SDL_DestroySurface
#define SDL_GetClipRect SDL_GetSurfaceClipRect
#define SDL_GetColorKey SDL_GetSurfaceColorKey
#define SDL_HasColorKey SDL_SurfaceHasColorKey
#define SDL_HasSurfaceRLE SDL_SurfaceHasRLE
#define SDL_LoadBMP_RW SDL_LoadBMP_IO
#define SDL_LowerBlit SDL_BlitSurfaceUnchecked
#define SDL_LowerBlitScaled SDL_BlitSurfaceUncheckedScaled
#define SDL_SaveBMP_RW SDL_SaveBMP_IO
#define SDL_SetClipRect SDL_SetSurfaceClipRect
#define SDL_SetColorKey SDL_SetSurfaceColorKey
#define SDL_UpperBlit SDL_BlitSurface
#define SDL_UpperBlitScaled SDL_BlitSurfaceScaled
/* ##SDL_thread.h */
#define SDL_TLSCleanup SDL_CleanupTLS
#define SDL_TLSCreate SDL_CreateTLS
#define SDL_TLSGet SDL_GetTLS
#define SDL_TLSSet SDL_SetTLS
#define SDL_threadID SDL_ThreadID
/* ##SDL_timer.h */
#define SDL_GetTicks64 SDL_GetTicks
/* ##SDL_version.h */
#define SDL_version SDL_Version
/* ##SDL_video.h */
#define SDL_GetClosestDisplayMode SDL_GetClosestFullscreenDisplayMode
#define SDL_GetDisplayOrientation SDL_GetCurrentDisplayOrientation
#define SDL_GetPointDisplayIndex SDL_GetDisplayForPoint
#define SDL_GetRectDisplayIndex SDL_GetDisplayForRect
#define SDL_GetWindowDisplayIndex SDL_GetDisplayForWindow
#define SDL_GetWindowDisplayMode SDL_GetWindowFullscreenMode
#define SDL_HasWindowSurface SDL_WindowHasSurface
#define SDL_IsScreenSaverEnabled SDL_ScreenSaverEnabled
#define SDL_SetWindowDisplayMode SDL_SetWindowFullscreenMode
#define SDL_WINDOW_ALLOW_HIGHDPI SDL_WINDOW_HIGH_PIXEL_DENSITY
#define SDL_WINDOW_INPUT_GRABBED SDL_WINDOW_MOUSE_GRABBED
#define SDL_WINDOW_SKIP_TASKBAR SDL_WINDOW_UTILITY
#elif !defined(SDL_DISABLE_OLD_NAMES)
/* ##SDL_atomic.h */
#define SDL_AtomicCAS SDL_AtomicCAS_renamed_SDL_AtomicCompareAndSwap
#define SDL_AtomicCASPtr SDL_AtomicCASPtr_renamed_SDL_AtomicCompareAndSwapPointer
#define SDL_AtomicLock SDL_AtomicLock_renamed_SDL_LockSpinlock
#define SDL_AtomicTryLock SDL_AtomicTryLock_renamed_SDL_TryLockSpinlock
#define SDL_AtomicUnlock SDL_AtomicUnlock_renamed_SDL_UnlockSpinlock
/* ##SDL_audio.h */
#define AUDIO_F32 AUDIO_F32_renamed_SDL_AUDIO_F32LE
#define AUDIO_F32LSB AUDIO_F32LSB_renamed_SDL_AUDIO_F32LE
#define AUDIO_F32MSB AUDIO_F32MSB_renamed_SDL_AUDIO_F32BE
#define AUDIO_F32SYS AUDIO_F32SYS_renamed_SDL_AUDIO_F32
#define AUDIO_S16 AUDIO_S16_renamed_SDL_AUDIO_S16LE
#define AUDIO_S16LSB AUDIO_S16LSB_renamed_SDL_AUDIO_S16LE
#define AUDIO_S16MSB AUDIO_S16MSB_renamed_SDL_AUDIO_S16BE
#define AUDIO_S16SYS AUDIO_S16SYS_renamed_SDL_AUDIO_S16
#define AUDIO_S32 AUDIO_S32_renamed_SDL_AUDIO_S32LE
#define AUDIO_S32LSB AUDIO_S32LSB_renamed_SDL_AUDIO_S32LE
#define AUDIO_S32MSB AUDIO_S32MSB_renamed_SDL_AUDIO_S32BE
#define AUDIO_S32SYS AUDIO_S32SYS_renamed_SDL_AUDIO_S32
#define AUDIO_S8 AUDIO_S8_renamed_SDL_AUDIO_S8
#define AUDIO_U8 AUDIO_U8_renamed_SDL_AUDIO_U8
#define SDL_AudioStreamAvailable SDL_AudioStreamAvailable_renamed_SDL_GetAudioStreamAvailable
#define SDL_AudioStreamClear SDL_AudioStreamClear_renamed_SDL_ClearAudioStream
#define SDL_AudioStreamFlush SDL_AudioStreamFlush_renamed_SDL_FlushAudioStream
#define SDL_AudioStreamGet SDL_AudioStreamGet_renamed_SDL_GetAudioStreamData
#define SDL_AudioStreamPut SDL_AudioStreamPut_renamed_SDL_PutAudioStreamData
#define SDL_FreeAudioStream SDL_FreeAudioStream_renamed_SDL_DestroyAudioStream
#define SDL_FreeWAV SDL_FreeWAV_renamed_SDL_free
#define SDL_LoadWAV_RW SDL_LoadWAV_RW_renamed_SDL_LoadWAV_IO
#define SDL_NewAudioStream SDL_NewAudioStream_renamed_SDL_CreateAudioStream
/* ##SDL_events.h */
#define SDL_APP_DIDENTERBACKGROUND SDL_APP_DIDENTERBACKGROUND_renamed_SDL_EVENT_DID_ENTER_BACKGROUND
#define SDL_APP_DIDENTERFOREGROUND SDL_APP_DIDENTERFOREGROUND_renamed_SDL_EVENT_DID_ENTER_FOREGROUND
#define SDL_APP_LOWMEMORY SDL_APP_LOWMEMORY_renamed_SDL_EVENT_LOW_MEMORY
#define SDL_APP_TERMINATING SDL_APP_TERMINATING_renamed_SDL_EVENT_TERMINATING
#define SDL_APP_WILLENTERBACKGROUND SDL_APP_WILLENTERBACKGROUND_renamed_SDL_EVENT_WILL_ENTER_BACKGROUND
#define SDL_APP_WILLENTERFOREGROUND SDL_APP_WILLENTERFOREGROUND_renamed_SDL_EVENT_WILL_ENTER_FOREGROUND
#define SDL_AUDIODEVICEADDED SDL_AUDIODEVICEADDED_renamed_SDL_EVENT_AUDIO_DEVICE_ADDED
#define SDL_AUDIODEVICEREMOVED SDL_AUDIODEVICEREMOVED_renamed_SDL_EVENT_AUDIO_DEVICE_REMOVED
#define SDL_CLIPBOARDUPDATE SDL_CLIPBOARDUPDATE_renamed_SDL_EVENT_CLIPBOARD_UPDATE
#define SDL_CONTROLLERAXISMOTION SDL_CONTROLLERAXISMOTION_renamed_SDL_EVENT_GAMEPAD_AXIS_MOTION
#define SDL_CONTROLLERBUTTONDOWN SDL_CONTROLLERBUTTONDOWN_renamed_SDL_EVENT_GAMEPAD_BUTTON_DOWN
#define SDL_CONTROLLERBUTTONUP SDL_CONTROLLERBUTTONUP_renamed_SDL_EVENT_GAMEPAD_BUTTON_UP
#define SDL_CONTROLLERDEVICEADDED SDL_CONTROLLERDEVICEADDED_renamed_SDL_EVENT_GAMEPAD_ADDED
#define SDL_CONTROLLERDEVICEREMAPPED SDL_CONTROLLERDEVICEREMAPPED_renamed_SDL_EVENT_GAMEPAD_REMAPPED
#define SDL_CONTROLLERDEVICEREMOVED SDL_CONTROLLERDEVICEREMOVED_renamed_SDL_EVENT_GAMEPAD_REMOVED
#define SDL_CONTROLLERSENSORUPDATE SDL_CONTROLLERSENSORUPDATE_renamed_SDL_EVENT_GAMEPAD_SENSOR_UPDATE
#define SDL_CONTROLLERSTEAMHANDLEUPDATED SDL_CONTROLLERSTEAMHANDLEUPDATED_renamed_SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED
#define SDL_CONTROLLERTOUCHPADDOWN SDL_CONTROLLERTOUCHPADDOWN_renamed_SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN
#define SDL_CONTROLLERTOUCHPADMOTION SDL_CONTROLLERTOUCHPADMOTION_renamed_SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION
#define SDL_CONTROLLERTOUCHPADUP SDL_CONTROLLERTOUCHPADUP_renamed_SDL_EVENT_GAMEPAD_TOUCHPAD_UP
#define SDL_ControllerAxisEvent SDL_ControllerAxisEvent_renamed_SDL_GamepadAxisEvent
#define SDL_ControllerButtonEvent SDL_ControllerButtonEvent_renamed_SDL_GamepadButtonEvent
#define SDL_ControllerDeviceEvent SDL_ControllerDeviceEvent_renamed_SDL_GamepadDeviceEvent
#define SDL_ControllerSensorEvent SDL_ControllerSensorEvent_renamed_SDL_GamepadSensorEvent
#define SDL_ControllerTouchpadEvent SDL_ControllerTouchpadEvent_renamed_SDL_GamepadTouchpadEvent
#define SDL_DISPLAYEVENT_CONNECTED SDL_DISPLAYEVENT_CONNECTED_renamed_SDL_EVENT_DISPLAY_ADDED
#define SDL_DISPLAYEVENT_DISCONNECTED SDL_DISPLAYEVENT_DISCONNECTED_renamed_SDL_EVENT_DISPLAY_REMOVED
#define SDL_DISPLAYEVENT_MOVED SDL_DISPLAYEVENT_MOVED_renamed_SDL_EVENT_DISPLAY_MOVED
#define SDL_DISPLAYEVENT_ORIENTATION SDL_DISPLAYEVENT_ORIENTATION_renamed_SDL_EVENT_DISPLAY_ORIENTATION
#define SDL_DROPBEGIN SDL_DROPBEGIN_renamed_SDL_EVENT_DROP_BEGIN
#define SDL_DROPCOMPLETE SDL_DROPCOMPLETE_renamed_SDL_EVENT_DROP_COMPLETE
#define SDL_DROPFILE SDL_DROPFILE_renamed_SDL_EVENT_DROP_FILE
#define SDL_DROPTEXT SDL_DROPTEXT_renamed_SDL_EVENT_DROP_TEXT
#define SDL_FINGERDOWN SDL_FINGERDOWN_renamed_SDL_EVENT_FINGER_DOWN
#define SDL_FINGERMOTION SDL_FINGERMOTION_renamed_SDL_EVENT_FINGER_MOTION
#define SDL_FINGERUP SDL_FINGERUP_renamed_SDL_EVENT_FINGER_UP
#define SDL_FIRSTEVENT SDL_FIRSTEVENT_renamed_SDL_EVENT_FIRST
#define SDL_JOYAXISMOTION SDL_JOYAXISMOTION_renamed_SDL_EVENT_JOYSTICK_AXIS_MOTION
#define SDL_JOYBATTERYUPDATED SDL_JOYBATTERYUPDATED_renamed_SDL_EVENT_JOYSTICK_BATTERY_UPDATED
#define SDL_JOYBUTTONDOWN SDL_JOYBUTTONDOWN_renamed_SDL_EVENT_JOYSTICK_BUTTON_DOWN
#define SDL_JOYBUTTONUP SDL_JOYBUTTONUP_renamed_SDL_EVENT_JOYSTICK_BUTTON_UP
#define SDL_JOYDEVICEADDED SDL_JOYDEVICEADDED_renamed_SDL_EVENT_JOYSTICK_ADDED
#define SDL_JOYDEVICEREMOVED SDL_JOYDEVICEREMOVED_renamed_SDL_EVENT_JOYSTICK_REMOVED
#define SDL_JOYBALLMOTION SDL_JOYBALLMOTION_renamed_SDL_EVENT_JOYSTICK_BALL_MOTION
#define SDL_JOYHATMOTION SDL_JOYHATMOTION_renamed_SDL_EVENT_JOYSTICK_HAT_MOTION
#define SDL_KEYDOWN SDL_KEYDOWN_renamed_SDL_EVENT_KEY_DOWN
#define SDL_KEYMAPCHANGED SDL_KEYMAPCHANGED_renamed_SDL_EVENT_KEYMAP_CHANGED
#define SDL_KEYUP SDL_KEYUP_renamed_SDL_EVENT_KEY_UP
#define SDL_LASTEVENT SDL_LASTEVENT_renamed_SDL_EVENT_LAST
#define SDL_LOCALECHANGED SDL_LOCALECHANGED_renamed_SDL_EVENT_LOCALE_CHANGED
#define SDL_MOUSEBUTTONDOWN SDL_MOUSEBUTTONDOWN_renamed_SDL_EVENT_MOUSE_BUTTON_DOWN
#define SDL_MOUSEBUTTONUP SDL_MOUSEBUTTONUP_renamed_SDL_EVENT_MOUSE_BUTTON_UP
#define SDL_MOUSEMOTION SDL_MOUSEMOTION_renamed_SDL_EVENT_MOUSE_MOTION
#define SDL_MOUSEWHEEL SDL_MOUSEWHEEL_renamed_SDL_EVENT_MOUSE_WHEEL
#define SDL_POLLSENTINEL SDL_POLLSENTINEL_renamed_SDL_EVENT_POLL_SENTINEL
#define SDL_QUIT SDL_QUIT_renamed_SDL_EVENT_QUIT
#define SDL_RENDER_DEVICE_RESET SDL_RENDER_DEVICE_RESET_renamed_SDL_EVENT_RENDER_DEVICE_RESET
#define SDL_RENDER_TARGETS_RESET SDL_RENDER_TARGETS_RESET_renamed_SDL_EVENT_RENDER_TARGETS_RESET
#define SDL_SENSORUPDATE SDL_SENSORUPDATE_renamed_SDL_EVENT_SENSOR_UPDATE
#define SDL_TEXTEDITING SDL_TEXTEDITING_renamed_SDL_EVENT_TEXT_EDITING
#define SDL_TEXTEDITING_EXT SDL_TEXTEDITING_EXT_renamed_SDL_EVENT_TEXT_EDITING_EXT
#define SDL_TEXTINPUT SDL_TEXTINPUT_renamed_SDL_EVENT_TEXT_INPUT
#define SDL_USEREVENT SDL_USEREVENT_renamed_SDL_EVENT_USER
#define SDL_WINDOWEVENT_CLOSE SDL_WINDOWEVENT_CLOSE_renamed_SDL_EVENT_WINDOW_CLOSE_REQUESTED
#define SDL_WINDOWEVENT_DISPLAY_CHANGED SDL_WINDOWEVENT_DISPLAY_CHANGED_renamed_SDL_EVENT_WINDOW_DISPLAY_CHANGED
#define SDL_WINDOWEVENT_ENTER SDL_WINDOWEVENT_ENTER_renamed_SDL_EVENT_WINDOW_MOUSE_ENTER
#define SDL_WINDOWEVENT_EXPOSED SDL_WINDOWEVENT_EXPOSED_renamed_SDL_EVENT_WINDOW_EXPOSED
#define SDL_WINDOWEVENT_FOCUS_GAINED SDL_WINDOWEVENT_FOCUS_GAINED_renamed_SDL_EVENT_WINDOW_FOCUS_GAINED
#define SDL_WINDOWEVENT_FOCUS_LOST SDL_WINDOWEVENT_FOCUS_LOST_renamed_SDL_EVENT_WINDOW_FOCUS_LOST
#define SDL_WINDOWEVENT_HIDDEN SDL_WINDOWEVENT_HIDDEN_renamed_SDL_EVENT_WINDOW_HIDDEN
#define SDL_WINDOWEVENT_HIT_TEST SDL_WINDOWEVENT_HIT_TEST_renamed_SDL_EVENT_WINDOW_HIT_TEST
#define SDL_WINDOWEVENT_ICCPROF_CHANGED SDL_WINDOWEVENT_ICCPROF_CHANGED_renamed_SDL_EVENT_WINDOW_ICCPROF_CHANGED
#define SDL_WINDOWEVENT_LEAVE SDL_WINDOWEVENT_LEAVE_renamed_SDL_EVENT_WINDOW_MOUSE_LEAVE
#define SDL_WINDOWEVENT_MAXIMIZED SDL_WINDOWEVENT_MAXIMIZED_renamed_SDL_EVENT_WINDOW_MAXIMIZED
#define SDL_WINDOWEVENT_MINIMIZED SDL_WINDOWEVENT_MINIMIZED_renamed_SDL_EVENT_WINDOW_MINIMIZED
#define SDL_WINDOWEVENT_MOVED SDL_WINDOWEVENT_MOVED_renamed_SDL_EVENT_WINDOW_MOVED
#define SDL_WINDOWEVENT_RESIZED SDL_WINDOWEVENT_RESIZED_renamed_SDL_EVENT_WINDOW_RESIZED
#define SDL_WINDOWEVENT_RESTORED SDL_WINDOWEVENT_RESTORED_renamed_SDL_EVENT_WINDOW_RESTORED
#define SDL_WINDOWEVENT_SHOWN SDL_WINDOWEVENT_SHOWN_renamed_SDL_EVENT_WINDOW_SHOWN
#define SDL_WINDOWEVENT_SIZE_CHANGED SDL_WINDOWEVENT_SIZE_CHANGED_renamed_SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED
#define SDL_WINDOWEVENT_TAKE_FOCUS SDL_WINDOWEVENT_TAKE_FOCUS_renamed_SDL_EVENT_WINDOW_TAKE_FOCUS
/* ##SDL_gamecontroller.h */
#define SDL_CONTROLLER_AXIS_INVALID SDL_CONTROLLER_AXIS_INVALID_renamed_SDL_GAMEPAD_AXIS_INVALID
#define SDL_CONTROLLER_AXIS_LEFTX SDL_CONTROLLER_AXIS_LEFTX_renamed_SDL_GAMEPAD_AXIS_LEFTX
#define SDL_CONTROLLER_AXIS_LEFTY SDL_CONTROLLER_AXIS_LEFTY_renamed_SDL_GAMEPAD_AXIS_LEFTY
#define SDL_CONTROLLER_AXIS_MAX SDL_CONTROLLER_AXIS_MAX_renamed_SDL_GAMEPAD_AXIS_MAX
#define SDL_CONTROLLER_AXIS_RIGHTX SDL_CONTROLLER_AXIS_RIGHTX_renamed_SDL_GAMEPAD_AXIS_RIGHTX
#define SDL_CONTROLLER_AXIS_RIGHTY SDL_CONTROLLER_AXIS_RIGHTY_renamed_SDL_GAMEPAD_AXIS_RIGHTY
#define SDL_CONTROLLER_AXIS_TRIGGERLEFT SDL_CONTROLLER_AXIS_TRIGGERLEFT_renamed_SDL_GAMEPAD_AXIS_LEFT_TRIGGER
#define SDL_CONTROLLER_AXIS_TRIGGERRIGHT SDL_CONTROLLER_AXIS_TRIGGERRIGHT_renamed_SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
#define SDL_CONTROLLER_BINDTYPE_AXIS SDL_CONTROLLER_BINDTYPE_AXIS_renamed_SDL_GAMEPAD_BINDTYPE_AXIS
#define SDL_CONTROLLER_BINDTYPE_BUTTON SDL_CONTROLLER_BINDTYPE_BUTTON_renamed_SDL_GAMEPAD_BINDTYPE_BUTTON
#define SDL_CONTROLLER_BINDTYPE_HAT SDL_CONTROLLER_BINDTYPE_HAT_renamed_SDL_GAMEPAD_BINDTYPE_HAT
#define SDL_CONTROLLER_BINDTYPE_NONE SDL_CONTROLLER_BINDTYPE_NONE_renamed_SDL_GAMEPAD_BINDTYPE_NONE
#define SDL_CONTROLLER_BUTTON_A SDL_CONTROLLER_BUTTON_A_renamed_SDL_GAMEPAD_BUTTON_SOUTH
#define SDL_CONTROLLER_BUTTON_B SDL_CONTROLLER_BUTTON_B_renamed_SDL_GAMEPAD_BUTTON_EAST
#define SDL_CONTROLLER_BUTTON_BACK SDL_CONTROLLER_BUTTON_BACK_renamed_SDL_GAMEPAD_BUTTON_BACK
#define SDL_CONTROLLER_BUTTON_DPAD_DOWN SDL_CONTROLLER_BUTTON_DPAD_DOWN_renamed_SDL_GAMEPAD_BUTTON_DPAD_DOWN
#define SDL_CONTROLLER_BUTTON_DPAD_LEFT SDL_CONTROLLER_BUTTON_DPAD_LEFT_renamed_SDL_GAMEPAD_BUTTON_DPAD_LEFT
#define SDL_CONTROLLER_BUTTON_DPAD_RIGHT SDL_CONTROLLER_BUTTON_DPAD_RIGHT_renamed_SDL_GAMEPAD_BUTTON_DPAD_RIGHT
#define SDL_CONTROLLER_BUTTON_DPAD_UP SDL_CONTROLLER_BUTTON_DPAD_UP_renamed_SDL_GAMEPAD_BUTTON_DPAD_UP
#define SDL_CONTROLLER_BUTTON_GUIDE SDL_CONTROLLER_BUTTON_GUIDE_renamed_SDL_GAMEPAD_BUTTON_GUIDE
#define SDL_CONTROLLER_BUTTON_INVALID SDL_CONTROLLER_BUTTON_INVALID_renamed_SDL_GAMEPAD_BUTTON_INVALID
#define SDL_CONTROLLER_BUTTON_LEFTSHOULDER SDL_CONTROLLER_BUTTON_LEFTSHOULDER_renamed_SDL_GAMEPAD_BUTTON_LEFT_SHOULDER
#define SDL_CONTROLLER_BUTTON_LEFTSTICK SDL_CONTROLLER_BUTTON_LEFTSTICK_renamed_SDL_GAMEPAD_BUTTON_LEFT_STICK
#define SDL_CONTROLLER_BUTTON_MAX SDL_CONTROLLER_BUTTON_MAX_renamed_SDL_GAMEPAD_BUTTON_MAX
#define SDL_CONTROLLER_BUTTON_MISC1 SDL_CONTROLLER_BUTTON_MISC1_renamed_SDL_GAMEPAD_BUTTON_MISC1
#define SDL_CONTROLLER_BUTTON_PADDLE1 SDL_CONTROLLER_BUTTON_PADDLE1_renamed_SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1
#define SDL_CONTROLLER_BUTTON_PADDLE2 SDL_CONTROLLER_BUTTON_PADDLE2_renamed_SDL_GAMEPAD_BUTTON_LEFT_PADDLE1
#define SDL_CONTROLLER_BUTTON_PADDLE3 SDL_CONTROLLER_BUTTON_PADDLE3_renamed_SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2
#define SDL_CONTROLLER_BUTTON_PADDLE4 SDL_CONTROLLER_BUTTON_PADDLE4_renamed_SDL_GAMEPAD_BUTTON_LEFT_PADDLE2
#define SDL_CONTROLLER_BUTTON_RIGHTSHOULDER SDL_CONTROLLER_BUTTON_RIGHTSHOULDER_renamed_SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
#define SDL_CONTROLLER_BUTTON_RIGHTSTICK SDL_CONTROLLER_BUTTON_RIGHTSTICK_renamed_SDL_GAMEPAD_BUTTON_RIGHT_STICK
#define SDL_CONTROLLER_BUTTON_START SDL_CONTROLLER_BUTTON_START_renamed_SDL_GAMEPAD_BUTTON_START
#define SDL_CONTROLLER_BUTTON_TOUCHPAD SDL_CONTROLLER_BUTTON_TOUCHPAD_renamed_SDL_GAMEPAD_BUTTON_TOUCHPAD
#define SDL_CONTROLLER_BUTTON_X SDL_CONTROLLER_BUTTON_X_renamed_SDL_GAMEPAD_BUTTON_WEST
#define SDL_CONTROLLER_BUTTON_Y SDL_CONTROLLER_BUTTON_Y_renamed_SDL_GAMEPAD_BUTTON_NORTH
#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT
#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT
#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO
#define SDL_CONTROLLER_TYPE_PS3 SDL_CONTROLLER_TYPE_PS3_renamed_SDL_GAMEPAD_TYPE_PS3
#define SDL_CONTROLLER_TYPE_PS4 SDL_CONTROLLER_TYPE_PS4_renamed_SDL_GAMEPAD_TYPE_PS4
#define SDL_CONTROLLER_TYPE_PS5 SDL_CONTROLLER_TYPE_PS5_renamed_SDL_GAMEPAD_TYPE_PS5
#define SDL_CONTROLLER_TYPE_UNKNOWN SDL_CONTROLLER_TYPE_UNKNOWN_renamed_SDL_GAMEPAD_TYPE_STANDARD
#define SDL_CONTROLLER_TYPE_VIRTUAL SDL_CONTROLLER_TYPE_VIRTUAL_renamed_SDL_GAMEPAD_TYPE_VIRTUAL
#define SDL_CONTROLLER_TYPE_XBOX360 SDL_CONTROLLER_TYPE_XBOX360_renamed_SDL_GAMEPAD_TYPE_XBOX360
#define SDL_CONTROLLER_TYPE_XBOXONE SDL_CONTROLLER_TYPE_XBOXONE_renamed_SDL_GAMEPAD_TYPE_XBOXONE
#define SDL_GameController SDL_GameController_renamed_SDL_Gamepad
#define SDL_GameControllerAddMapping SDL_GameControllerAddMapping_renamed_SDL_AddGamepadMapping
#define SDL_GameControllerAddMappingsFromFile SDL_GameControllerAddMappingsFromFile_renamed_SDL_AddGamepadMappingsFromFile
#define SDL_GameControllerAddMappingsFromRW SDL_GameControllerAddMappingsFromRW_renamed_SDL_AddGamepadMappingsFromIO
#define SDL_GameControllerAxis SDL_GameControllerAxis_renamed_SDL_GamepadAxis
#define SDL_GameControllerBindType SDL_GameControllerBindType_renamed_SDL_GamepadBindingType
#define SDL_GameControllerButton SDL_GameControllerButton_renamed_SDL_GamepadButton
#define SDL_GameControllerClose SDL_GameControllerClose_renamed_SDL_CloseGamepad
#define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_renamed_SDL_GetGamepadFromInstanceID
#define SDL_GameControllerFromPlayerIndex SDL_GameControllerFromPlayerIndex_renamed_SDL_GetGamepadFromPlayerIndex
#define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GameControllerGetAppleSFSymbolsNameForAxis_renamed_SDL_GetGamepadAppleSFSymbolsNameForAxis
#define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GameControllerGetAppleSFSymbolsNameForButton_renamed_SDL_GetGamepadAppleSFSymbolsNameForButton
#define SDL_GameControllerGetAttached SDL_GameControllerGetAttached_renamed_SDL_GamepadConnected
#define SDL_GameControllerGetAxis SDL_GameControllerGetAxis_renamed_SDL_GetGamepadAxis
#define SDL_GameControllerGetAxisFromString SDL_GameControllerGetAxisFromString_renamed_SDL_GetGamepadAxisFromString
#define SDL_GameControllerGetButton SDL_GameControllerGetButton_renamed_SDL_GetGamepadButton
#define SDL_GameControllerGetButtonFromString SDL_GameControllerGetButtonFromString_renamed_SDL_GetGamepadButtonFromString
#define SDL_GameControllerGetFirmwareVersion SDL_GameControllerGetFirmwareVersion_renamed_SDL_GetGamepadFirmwareVersion
#define SDL_GameControllerGetJoystick SDL_GameControllerGetJoystick_renamed_SDL_GetGamepadJoystick
#define SDL_GameControllerGetNumTouchpadFingers SDL_GameControllerGetNumTouchpadFingers_renamed_SDL_GetNumGamepadTouchpadFingers
#define SDL_GameControllerGetNumTouchpads SDL_GameControllerGetNumTouchpads_renamed_SDL_GetNumGamepadTouchpads
#define SDL_GameControllerGetPlayerIndex SDL_GameControllerGetPlayerIndex_renamed_SDL_GetGamepadPlayerIndex
#define SDL_GameControllerGetProduct SDL_GameControllerGetProduct_renamed_SDL_GetGamepadProduct
#define SDL_GameControllerGetProductVersion SDL_GameControllerGetProductVersion_renamed_SDL_GetGamepadProductVersion
#define SDL_GameControllerGetSensorData SDL_GameControllerGetSensorData_renamed_SDL_GetGamepadSensorData
#define SDL_GameControllerGetSensorDataRate SDL_GameControllerGetSensorDataRate_renamed_SDL_GetGamepadSensorDataRate
#define SDL_GameControllerGetSerial SDL_GameControllerGetSerial_renamed_SDL_GetGamepadSerial
#define SDL_GameControllerGetSteamHandle SDL_GameControllerGetSteamHandle_renamed_SDL_GetGamepadSteamHandle
#define SDL_GameControllerGetStringForAxis SDL_GameControllerGetStringForAxis_renamed_SDL_GetGamepadStringForAxis
#define SDL_GameControllerGetStringForButton SDL_GameControllerGetStringForButton_renamed_SDL_GetGamepadStringForButton
#define SDL_GameControllerGetTouchpadFinger SDL_GameControllerGetTouchpadFinger_renamed_SDL_GetGamepadTouchpadFinger
#define SDL_GameControllerGetType SDL_GameControllerGetType_renamed_SDL_GetGamepadType
#define SDL_GameControllerGetVendor SDL_GameControllerGetVendor_renamed_SDL_GetGamepadVendor
#define SDL_GameControllerHasAxis SDL_GameControllerHasAxis_renamed_SDL_GamepadHasAxis
#define SDL_GameControllerHasButton SDL_GameControllerHasButton_renamed_SDL_GamepadHasButton
#define SDL_GameControllerHasSensor SDL_GameControllerHasSensor_renamed_SDL_GamepadHasSensor
#define SDL_GameControllerIsSensorEnabled SDL_GameControllerIsSensorEnabled_renamed_SDL_GamepadSensorEnabled
#define SDL_GameControllerMapping SDL_GameControllerMapping_renamed_SDL_GetGamepadMapping
#define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_renamed_SDL_GetGamepadMappingForDeviceIndex
#define SDL_GameControllerMappingForGUID SDL_GameControllerMappingForGUID_renamed_SDL_GetGamepadMappingForGUID
#define SDL_GameControllerName SDL_GameControllerName_renamed_SDL_GetGamepadName
#define SDL_GameControllerOpen SDL_GameControllerOpen_renamed_SDL_OpenGamepad
#define SDL_GameControllerPath SDL_GameControllerPath_renamed_SDL_GetGamepadPath
#define SDL_GameControllerRumble SDL_GameControllerRumble_renamed_SDL_RumbleGamepad
#define SDL_GameControllerRumbleTriggers SDL_GameControllerRumbleTriggers_renamed_SDL_RumbleGamepadTriggers
#define SDL_GameControllerSendEffect SDL_GameControllerSendEffect_renamed_SDL_SendGamepadEffect
#define SDL_GameControllerSetLED SDL_GameControllerSetLED_renamed_SDL_SetGamepadLED
#define SDL_GameControllerSetPlayerIndex SDL_GameControllerSetPlayerIndex_renamed_SDL_SetGamepadPlayerIndex
#define SDL_GameControllerSetSensorEnabled SDL_GameControllerSetSensorEnabled_renamed_SDL_SetGamepadSensorEnabled
#define SDL_GameControllerType SDL_GameControllerType_renamed_SDL_GamepadType
#define SDL_GameControllerUpdate SDL_GameControllerUpdate_renamed_SDL_UpdateGamepads
#define SDL_INIT_GAMECONTROLLER SDL_INIT_GAMECONTROLLER_renamed_SDL_INIT_GAMEPAD
#define SDL_IsGameController SDL_IsGameController_renamed_SDL_IsGamepad
/* ##SDL_haptic.h */
#define SDL_HapticClose SDL_HapticClose_renamed_SDL_CloseHaptic
#define SDL_HapticDestroyEffect SDL_HapticDestroyEffect_renamed_SDL_DestroyHapticEffect
#define SDL_HapticGetEffectStatus SDL_HapticGetEffectStatus_renamed_SDL_GetHapticEffectStatus
#define SDL_HapticNewEffect SDL_HapticNewEffect_renamed_SDL_CreateHapticEffect
#define SDL_HapticNumAxes SDL_HapticNumAxes_renamed_SDL_GetNumHapticAxes
#define SDL_HapticNumEffects SDL_HapticNumEffects_renamed_SDL_GetMaxHapticEffects
#define SDL_HapticNumEffectsPlaying SDL_HapticNumEffectsPlaying_renamed_SDL_GetMaxHapticEffectsPlaying
#define SDL_HapticOpen SDL_HapticOpen_renamed_SDL_OpenHaptic
#define SDL_HapticOpenFromJoystick SDL_HapticOpenFromJoystick_renamed_SDL_OpenHapticFromJoystick
#define SDL_HapticOpenFromMouse SDL_HapticOpenFromMouse_renamed_SDL_OpenHapticFromMouse
#define SDL_HapticPause SDL_HapticPause_renamed_SDL_PauseHaptic
#define SDL_HapticQuery SDL_HapticQuery_renamed_SDL_GetHapticFeatures
#define SDL_HapticRumbleInit SDL_HapticRumbleInit_renamed_SDL_InitHapticRumble
#define SDL_HapticRumblePlay SDL_HapticRumblePlay_renamed_SDL_PlayHapticRumble
#define SDL_HapticRumbleStop SDL_HapticRumbleStop_renamed_SDL_StopHapticRumble
#define SDL_HapticRunEffect SDL_HapticRunEffect_renamed_SDL_RunHapticEffect
#define SDL_HapticSetAutocenter SDL_HapticSetAutocenter_renamed_SDL_SetHapticAutocenter
#define SDL_HapticSetGain SDL_HapticSetGain_renamed_SDL_SetHapticGain
#define SDL_HapticStopAll SDL_HapticStopAll_renamed_SDL_StopHapticEffects
#define SDL_HapticStopEffect SDL_HapticStopEffect_renamed_SDL_StopHapticEffect
#define SDL_HapticUnpause SDL_HapticUnpause_renamed_SDL_ResumeHaptic
#define SDL_HapticUpdateEffect SDL_HapticUpdateEffect_renamed_SDL_UpdateHapticEffect
#define SDL_JoystickIsHaptic SDL_JoystickIsHaptic_renamed_SDL_IsJoystickHaptic
#define SDL_MouseIsHaptic SDL_MouseIsHaptic_renamed_SDL_IsMouseHaptic
/* ##SDL_hints.h */
#define SDL_HINT_ALLOW_TOPMOST SDL_HINT_ALLOW_TOPMOST_renamed_SDL_HINT_WINDOW_ALLOW_TOPMOST
#define SDL_HINT_DIRECTINPUT_ENABLED SDL_HINT_DIRECTINPUT_ENABLED_renamed_SDL_HINT_JOYSTICK_DIRECTINPUT
#define SDL_HINT_GDK_TEXTINPUT_DEFAULT SDL_HINT_GDK_TEXTINPUT_DEFAULT_renamed_SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT
#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE_renamed_SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE
#define SDL_HINT_LINUX_DIGITAL_HATS SDL_HINT_LINUX_DIGITAL_HATS_renamed_SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS
#define SDL_HINT_LINUX_HAT_DEADZONES SDL_HINT_LINUX_HAT_DEADZONES_renamed_SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES
#define SDL_HINT_LINUX_JOYSTICK_CLASSIC SDL_HINT_LINUX_JOYSTICK_CLASSIC_renamed_SDL_HINT_JOYSTICK_LINUX_CLASSIC
#define SDL_HINT_LINUX_JOYSTICK_DEADZONES SDL_HINT_LINUX_JOYSTICK_DEADZONES_renamed_SDL_HINT_JOYSTICK_LINUX_DEADZONES
#define SDL_HINT_PS2_DYNAMIC_VSYNC SDL_HINT_PS2_DYNAMIC_VSYNC_renamed_SDL_HINT_RENDER_PS2_DYNAMIC_VSYNC
/* ##SDL_joystick.h */
#define SDL_JOYSTICK_TYPE_GAMECONTROLLER SDL_JOYSTICK_TYPE_GAMECONTROLLER_renamed_SDL_JOYSTICK_TYPE_GAMEPAD
#define SDL_JoystickAttachVirtual SDL_JoystickAttachVirtual_renamed_SDL_AttachVirtualJoystick
#define SDL_JoystickAttachVirtualEx SDL_JoystickAttachVirtualEx_renamed_SDL_AttachVirtualJoystickEx
#define SDL_JoystickClose SDL_JoystickClose_renamed_SDL_CloseJoystick
#define SDL_JoystickCurrentPowerLevel SDL_JoystickCurrentPowerLevel_renamed_SDL_GetJoystickPowerLevel
#define SDL_JoystickDetachVirtual SDL_JoystickDetachVirtual_renamed_SDL_DetachVirtualJoystick
#define SDL_JoystickFromInstanceID SDL_JoystickFromInstanceID_renamed_SDL_GetJoystickFromInstanceID
#define SDL_JoystickFromPlayerIndex SDL_JoystickFromPlayerIndex_renamed_SDL_GetJoystickFromPlayerIndex
#define SDL_JoystickGetAttached SDL_JoystickGetAttached_renamed_SDL_JoystickConnected
#define SDL_JoystickGetAxis SDL_JoystickGetAxis_renamed_SDL_GetJoystickAxis
#define SDL_JoystickGetAxisInitialState SDL_JoystickGetAxisInitialState_renamed_SDL_GetJoystickAxisInitialState
#define SDL_JoystickGetBall SDL_JoystickGetBall_renamed_SDL_GetJoystickBall
#define SDL_JoystickGetButton SDL_JoystickGetButton_renamed_SDL_GetJoystickButton
#define SDL_JoystickGetFirmwareVersion SDL_JoystickGetFirmwareVersion_renamed_SDL_GetJoystickFirmwareVersion
#define SDL_JoystickGetGUID SDL_JoystickGetGUID_renamed_SDL_GetJoystickGUID
#define SDL_JoystickGetGUIDFromString SDL_JoystickGetGUIDFromString_renamed_SDL_GetJoystickGUIDFromString
#define SDL_JoystickGetGUIDString SDL_JoystickGetGUIDString_renamed_SDL_GetJoystickGUIDString
#define SDL_JoystickGetHat SDL_JoystickGetHat_renamed_SDL_GetJoystickHat
#define SDL_JoystickGetPlayerIndex SDL_JoystickGetPlayerIndex_renamed_SDL_GetJoystickPlayerIndex
#define SDL_JoystickGetProduct SDL_JoystickGetProduct_renamed_SDL_GetJoystickProduct
#define SDL_JoystickGetProductVersion SDL_JoystickGetProductVersion_renamed_SDL_GetJoystickProductVersion
#define SDL_JoystickGetSerial SDL_JoystickGetSerial_renamed_SDL_GetJoystickSerial
#define SDL_JoystickGetType SDL_JoystickGetType_renamed_SDL_GetJoystickType
#define SDL_JoystickGetVendor SDL_JoystickGetVendor_renamed_SDL_GetJoystickVendor
#define SDL_JoystickInstanceID SDL_JoystickInstanceID_renamed_SDL_GetJoystickInstanceID
#define SDL_JoystickIsVirtual SDL_JoystickIsVirtual_renamed_SDL_IsJoystickVirtual
#define SDL_JoystickName SDL_JoystickName_renamed_SDL_GetJoystickName
#define SDL_JoystickNumAxes SDL_JoystickNumAxes_renamed_SDL_GetNumJoystickAxes
#define SDL_JoystickNumBalls SDL_JoystickNumBalls_renamed_SDL_GetNumJoystickBalls
#define SDL_JoystickNumButtons SDL_JoystickNumButtons_renamed_SDL_GetNumJoystickButtons
#define SDL_JoystickNumHats SDL_JoystickNumHats_renamed_SDL_GetNumJoystickHats
#define SDL_JoystickOpen SDL_JoystickOpen_renamed_SDL_OpenJoystick
#define SDL_JoystickPath SDL_JoystickPath_renamed_SDL_GetJoystickPath
#define SDL_JoystickRumble SDL_JoystickRumble_renamed_SDL_RumbleJoystick
#define SDL_JoystickRumbleTriggers SDL_JoystickRumbleTriggers_renamed_SDL_RumbleJoystickTriggers
#define SDL_JoystickSendEffect SDL_JoystickSendEffect_renamed_SDL_SendJoystickEffect
#define SDL_JoystickSetLED SDL_JoystickSetLED_renamed_SDL_SetJoystickLED
#define SDL_JoystickSetPlayerIndex SDL_JoystickSetPlayerIndex_renamed_SDL_SetJoystickPlayerIndex
#define SDL_JoystickSetVirtualAxis SDL_JoystickSetVirtualAxis_renamed_SDL_SetJoystickVirtualAxis
#define SDL_JoystickSetVirtualButton SDL_JoystickSetVirtualButton_renamed_SDL_SetJoystickVirtualButton
#define SDL_JoystickSetVirtualHat SDL_JoystickSetVirtualHat_renamed_SDL_SetJoystickVirtualHat
#define SDL_JoystickUpdate SDL_JoystickUpdate_renamed_SDL_UpdateJoysticks
/* ##SDL_keyboard.h */
#define SDL_IsScreenKeyboardShown SDL_IsScreenKeyboardShown_renamed_SDL_ScreenKeyboardShown
#define SDL_IsTextInputActive SDL_IsTextInputActive_renamed_SDL_TextInputActive
/* ##SDL_keycode.h */
#define KMOD_ALT KMOD_ALT_renamed_SDL_KMOD_ALT
#define KMOD_CAPS KMOD_CAPS_renamed_SDL_KMOD_CAPS
#define KMOD_CTRL KMOD_CTRL_renamed_SDL_KMOD_CTRL
#define KMOD_GUI KMOD_GUI_renamed_SDL_KMOD_GUI
#define KMOD_LALT KMOD_LALT_renamed_SDL_KMOD_LALT
#define KMOD_LCTRL KMOD_LCTRL_renamed_SDL_KMOD_LCTRL
#define KMOD_LGUI KMOD_LGUI_renamed_SDL_KMOD_LGUI
#define KMOD_LSHIFT KMOD_LSHIFT_renamed_SDL_KMOD_LSHIFT
#define KMOD_MODE KMOD_MODE_renamed_SDL_KMOD_MODE
#define KMOD_NONE KMOD_NONE_renamed_SDL_KMOD_NONE
#define KMOD_NUM KMOD_NUM_renamed_SDL_KMOD_NUM
#define KMOD_RALT KMOD_RALT_renamed_SDL_KMOD_RALT
#define KMOD_RCTRL KMOD_RCTRL_renamed_SDL_KMOD_RCTRL
#define KMOD_RESERVED KMOD_RESERVED_renamed_SDL_KMOD_RESERVED
#define KMOD_RGUI KMOD_RGUI_renamed_SDL_KMOD_RGUI
#define KMOD_RSHIFT KMOD_RSHIFT_renamed_SDL_KMOD_RSHIFT
#define KMOD_SCROLL KMOD_SCROLL_renamed_SDL_KMOD_SCROLL
#define KMOD_SHIFT KMOD_SHIFT_renamed_SDL_KMOD_SHIFT
/* ##SDL_log.h */
#define SDL_LogGetOutputFunction SDL_LogGetOutputFunction_renamed_SDL_GetLogOutputFunction
#define SDL_LogSetOutputFunction SDL_LogSetOutputFunction_renamed_SDL_SetLogOutputFunction
/* ##SDL_mouse.h */
#define SDL_FreeCursor SDL_FreeCursor_renamed_SDL_DestroyCursor
/* ##SDL_mutex.h */
#define SDL_CondBroadcast SDL_CondBroadcast_renamed_SDL_BroadcastCondition
#define SDL_CondSignal SDL_CondSignal_renamed_SDL_SignalCondition
#define SDL_CondWait SDL_CondWait_renamed_SDL_WaitCondition
#define SDL_CondWaitTimeout SDL_CondWaitTimeout_renamed_SDL_WaitConditionTimeout
#define SDL_CreateCond SDL_CreateCond_renamed_SDL_CreateCondition
#define SDL_DestroyCond SDL_DestroyCond_renamed_SDL_DestroyCondition
#define SDL_SemPost SDL_SemPost_renamed_SDL_PostSemaphore
#define SDL_SemTryWait SDL_SemTryWait_renamed_SDL_TryWaitSemaphore
#define SDL_SemValue SDL_SemValue_renamed_SDL_GetSemaphoreValue
#define SDL_SemWait SDL_SemWait_renamed_SDL_WaitSemaphore
#define SDL_SemWaitTimeout SDL_SemWaitTimeout_renamed_SDL_WaitSemaphoreTimeout
/* ##SDL_mutex.h */
#define SDL_cond SDL_cond_renamed_SDL_Condition
#define SDL_mutex SDL_mutex_renamed_SDL_Mutex
#define SDL_sem SDL_sem_renamed_SDL_Semaphore
/* ##SDL_pixels.h */
#define SDL_AllocFormat SDL_AllocFormat_renamed_SDL_CreatePixelFormat
#define SDL_AllocPalette SDL_AllocPalette_renamed_SDL_CreatePalette
#define SDL_FreeFormat SDL_FreeFormat_renamed_SDL_DestroyPixelFormat
#define SDL_FreePalette SDL_FreePalette_renamed_SDL_DestroyPalette
#define SDL_MasksToPixelFormatEnum SDL_MasksToPixelFormatEnum_renamed_SDL_GetPixelFormatEnumForMasks
#define SDL_PIXELFORMAT_BGR888 SDL_PIXELFORMAT_BGR888_renamed_SDL_PIXELFORMAT_XBGR8888
#define SDL_PIXELFORMAT_RGB888 SDL_PIXELFORMAT_RGB888_renamed_SDL_PIXELFORMAT_XRGB8888
#define SDL_PixelFormatEnumToMasks SDL_PixelFormatEnumToMasks_renamed_SDL_GetMasksForPixelFormatEnum
/* ##SDL_rect.h */
#define SDL_EncloseFPoints SDL_EncloseFPoints_renamed_SDL_GetRectEnclosingPointsFloat
#define SDL_EnclosePoints SDL_EnclosePoints_renamed_SDL_GetRectEnclosingPoints
#define SDL_FRectEmpty SDL_FRectEmpty_renamed_SDL_RectEmptyFloat
#define SDL_FRectEquals SDL_FRectEquals_renamed_SDL_RectsEqualFloat
#define SDL_FRectEqualsEpsilon SDL_FRectEqualsEpsilon_renamed_SDL_RectsEqualEpsilon
#define SDL_HasIntersection SDL_HasIntersection_renamed_SDL_HasRectIntersection
#define SDL_HasIntersectionF SDL_HasIntersectionF_renamed_SDL_HasRectIntersectionFloat
#define SDL_IntersectFRect SDL_IntersectFRect_renamed_SDL_GetRectIntersectionFloat
#define SDL_IntersectFRectAndLine SDL_IntersectFRectAndLine_renamed_SDL_GetRectAndLineIntersectionFloat
#define SDL_IntersectRect SDL_IntersectRect_renamed_SDL_GetRectIntersection
#define SDL_IntersectRectAndLine SDL_IntersectRectAndLine_renamed_SDL_GetRectAndLineIntersection
#define SDL_PointInFRect SDL_PointInFRect_renamed_SDL_PointInRectFloat
#define SDL_RectEquals SDL_RectEquals_renamed_SDL_RectsEqual
#define SDL_UnionFRect SDL_UnionFRect_renamed_SDL_GetRectUnionFloat
#define SDL_UnionRect SDL_UnionRect_renamed_SDL_GetRectUnion
/* ##SDL_render.h */
#define SDL_GetRendererOutputSize SDL_GetRendererOutputSize_renamed_SDL_GetCurrentRenderOutputSize
#define SDL_RenderCopy SDL_RenderCopy_renamed_SDL_RenderTexture
#define SDL_RenderCopyEx SDL_RenderCopyEx_renamed_SDL_RenderTextureRotated
#define SDL_RenderCopyExF SDL_RenderCopyExF_renamed_SDL_RenderTextureRotated
#define SDL_RenderCopyF SDL_RenderCopyF_renamed_SDL_RenderTexture
#define SDL_RenderDrawLine SDL_RenderDrawLine_renamed_SDL_RenderLine
#define SDL_RenderDrawLineF SDL_RenderDrawLineF_renamed_SDL_RenderLine
#define SDL_RenderDrawLines SDL_RenderDrawLines_renamed_SDL_RenderLines
#define SDL_RenderDrawLinesF SDL_RenderDrawLinesF_renamed_SDL_RenderLines
#define SDL_RenderDrawPoint SDL_RenderDrawPoint_renamed_SDL_RenderPoint
#define SDL_RenderDrawPointF SDL_RenderDrawPointF_renamed_SDL_RenderPoint
#define SDL_RenderDrawPoints SDL_RenderDrawPoints_renamed_SDL_RenderPoints
#define SDL_RenderDrawPointsF SDL_RenderDrawPointsF_renamed_SDL_RenderPoints
#define SDL_RenderDrawRect SDL_RenderDrawRect_renamed_SDL_RenderRect
#define SDL_RenderDrawRectF SDL_RenderDrawRectF_renamed_SDL_RenderRect
#define SDL_RenderDrawRects SDL_RenderDrawRects_renamed_SDL_RenderRects
#define SDL_RenderDrawRectsF SDL_RenderDrawRectsF_renamed_SDL_RenderRects
#define SDL_RenderFillRectF SDL_RenderFillRectF_renamed_SDL_RenderFillRect
#define SDL_RenderFillRectsF SDL_RenderFillRectsF_renamed_SDL_RenderFillRects
#define SDL_RenderFlush SDL_RenderFlush_renamed_SDL_FlushRenderer
#define SDL_RenderGetClipRect SDL_RenderGetClipRect_renamed_SDL_GetRenderClipRect
#define SDL_RenderGetLogicalSize SDL_RenderGetLogicalSize_renamed_SDL_GetRenderLogicalPresentation
#define SDL_RenderGetMetalCommandEncoder SDL_RenderGetMetalCommandEncoder_renamed_SDL_GetRenderMetalCommandEncoder
#define SDL_RenderGetMetalLayer SDL_RenderGetMetalLayer_renamed_SDL_GetRenderMetalLayer
#define SDL_RenderGetScale SDL_RenderGetScale_renamed_SDL_GetRenderScale
#define SDL_RenderGetViewport SDL_RenderGetViewport_renamed_SDL_GetRenderViewport
#define SDL_RenderGetWindow SDL_RenderGetWindow_renamed_SDL_GetRenderWindow
#define SDL_RenderIsClipEnabled SDL_RenderIsClipEnabled_renamed_SDL_RenderClipEnabled
#define SDL_RenderLogicalToWindow SDL_RenderLogicalToWindow_renamed_SDL_RenderCoordinatesToWindow
#define SDL_RenderSetClipRect SDL_RenderSetClipRect_renamed_SDL_SetRenderClipRect
#define SDL_RenderSetLogicalSize SDL_RenderSetLogicalSize_renamed_SDL_SetRenderLogicalPresentation
#define SDL_RenderSetScale SDL_RenderSetScale_renamed_SDL_SetRenderScale
#define SDL_RenderSetVSync SDL_RenderSetVSync_renamed_SDL_SetRenderVSync
#define SDL_RenderSetViewport SDL_RenderSetViewport_renamed_SDL_SetRenderViewport
#define SDL_RenderWindowToLogical SDL_RenderWindowToLogical_renamed_SDL_RenderCoordinatesFromWindow
#define SDL_ScaleModeBest SDL_ScaleModeBest_renamed_SDL_SCALEMODE_BEST
#define SDL_ScaleModeLinear SDL_ScaleModeLinear_renamed_SDL_SCALEMODE_LINEAR
#define SDL_ScaleModeNearest SDL_ScaleModeNearest_renamed_SDL_SCALEMODE_NEAREST
/* ##SDL_rwops.h */
#define RW_SEEK_CUR RW_SEEK_CUR_renamed_SDL_IO_SEEK_CUR
#define RW_SEEK_END RW_SEEK_END_renamed_SDL_IO_SEEK_END
#define RW_SEEK_SET RW_SEEK_SET_renamed_SDL_IO_SEEK_SET
#define SDL_RWFromConstMem SDL_RWFromConstMem_renamed_SDL_IOFromConstMem
#define SDL_RWFromFile SDL_RWFromFile_renamed_SDL_IOFromFile
#define SDL_RWFromMem SDL_RWFromMem_renamed_SDL_IOFromMem
#define SDL_RWclose SDL_RWclose_renamed_SDL_CloseIO
#define SDL_RWops SDL_RWops_renamed_SDL_IOStream
#define SDL_RWread SDL_RWread_renamed_SDL_ReadIO
#define SDL_RWseek SDL_RWseek_renamed_SDL_SeekIO
#define SDL_RWsize SDL_RWsize_renamed_SDL_GetIOSize
#define SDL_RWtell SDL_RWtell_renamed_SDL_TellIO
#define SDL_RWwrite SDL_RWwrite_renamed_SDL_WriteIO
#define SDL_ReadBE16 SDL_ReadBE16_renamed_SDL_ReadU16BE
#define SDL_ReadBE32 SDL_ReadBE32_renamed_SDL_ReadU32BE
#define SDL_ReadBE64 SDL_ReadBE64_renamed_SDL_ReadU64BE
#define SDL_ReadLE16 SDL_ReadLE16_renamed_SDL_ReadU16LE
#define SDL_ReadLE32 SDL_ReadLE32_renamed_SDL_ReadU32LE
#define SDL_ReadLE64 SDL_ReadLE64_renamed_SDL_ReadU64LE
#define SDL_WriteBE16 SDL_WriteBE16_renamed_SDL_WriteU16BE
#define SDL_WriteBE32 SDL_WriteBE32_renamed_SDL_WriteU32BE
#define SDL_WriteBE64 SDL_WriteBE64_renamed_SDL_WriteU64BE
#define SDL_WriteLE16 SDL_WriteLE16_renamed_SDL_WriteU16LE
#define SDL_WriteLE32 SDL_WriteLE32_renamed_SDL_WriteU32LE
#define SDL_WriteLE64 SDL_WriteLE64_renamed_SDL_WriteU64LE
/* ##SDL_sensor.h */
#define SDL_SensorClose SDL_SensorClose_renamed_SDL_CloseSensor
#define SDL_SensorFromInstanceID SDL_SensorFromInstanceID_renamed_SDL_GetSensorFromInstanceID
#define SDL_SensorGetData SDL_SensorGetData_renamed_SDL_GetSensorData
#define SDL_SensorGetInstanceID SDL_SensorGetInstanceID_renamed_SDL_GetSensorInstanceID
#define SDL_SensorGetName SDL_SensorGetName_renamed_SDL_GetSensorName
#define SDL_SensorGetNonPortableType SDL_SensorGetNonPortableType_renamed_SDL_GetSensorNonPortableType
#define SDL_SensorGetType SDL_SensorGetType_renamed_SDL_GetSensorType
#define SDL_SensorOpen SDL_SensorOpen_renamed_SDL_OpenSensor
#define SDL_SensorUpdate SDL_SensorUpdate_renamed_SDL_UpdateSensors
/* ##SDL_stdinc.h */
#define SDL_strtokr SDL_strtokr_renamed_SDL_strtok_r
/* ##SDL_surface.h */
#define SDL_FillRect SDL_FillRect_renamed_SDL_FillSurfaceRect
#define SDL_FillRects SDL_FillRects_renamed_SDL_FillSurfaceRects
#define SDL_FreeSurface SDL_FreeSurface_renamed_SDL_DestroySurface
#define SDL_GetClipRect SDL_GetClipRect_renamed_SDL_GetSurfaceClipRect
#define SDL_GetColorKey SDL_GetColorKey_renamed_SDL_GetSurfaceColorKey
#define SDL_HasColorKey SDL_HasColorKey_renamed_SDL_SurfaceHasColorKey
#define SDL_HasSurfaceRLE SDL_HasSurfaceRLE_renamed_SDL_SurfaceHasRLE
#define SDL_LoadBMP_RW SDL_LoadBMP_RW_renamed_SDL_LoadBMP_IO
#define SDL_LowerBlit SDL_LowerBlit_renamed_SDL_BlitSurfaceUnchecked
#define SDL_LowerBlitScaled SDL_LowerBlitScaled_renamed_SDL_BlitSurfaceUncheckedScaled
#define SDL_SaveBMP_RW SDL_SaveBMP_RW_renamed_SDL_SaveBMP_IO
#define SDL_SetClipRect SDL_SetClipRect_renamed_SDL_SetSurfaceClipRect
#define SDL_SetColorKey SDL_SetColorKey_renamed_SDL_SetSurfaceColorKey
#define SDL_UpperBlit SDL_UpperBlit_renamed_SDL_BlitSurface
#define SDL_UpperBlitScaled SDL_UpperBlitScaled_renamed_SDL_BlitSurfaceScaled
/* ##SDL_thread.h */
#define SDL_TLSCleanup SDL_TLSCleanup_renamed_SDL_CleanupTLS
#define SDL_TLSCreate SDL_TLSCreate_renamed_SDL_CreateTLS
#define SDL_TLSGet SDL_TLSGet_renamed_SDL_GetTLS
#define SDL_TLSSet SDL_TLSSet_renamed_SDL_SetTLS
#define SDL_threadID SDL_threadID_renamed_SDL_ThreadID
/* ##SDL_timer.h */
#define SDL_GetTicks64 SDL_GetTicks64_renamed_SDL_GetTicks
/* ##SDL_version.h */
#define SDL_version SDL_version_renamed_SDL_Version
/* ##SDL_video.h */
#define SDL_GetClosestDisplayMode SDL_GetClosestDisplayMode_renamed_SDL_GetClosestFullscreenDisplayMode
#define SDL_GetDisplayOrientation SDL_GetDisplayOrientation_renamed_SDL_GetCurrentDisplayOrientation
#define SDL_GetPointDisplayIndex SDL_GetPointDisplayIndex_renamed_SDL_GetDisplayForPoint
#define SDL_GetRectDisplayIndex SDL_GetRectDisplayIndex_renamed_SDL_GetDisplayForRect
#define SDL_GetWindowDisplayIndex SDL_GetWindowDisplayIndex_renamed_SDL_GetDisplayForWindow
#define SDL_GetWindowDisplayMode SDL_GetWindowDisplayMode_renamed_SDL_GetWindowFullscreenMode
#define SDL_HasWindowSurface SDL_HasWindowSurface_renamed_SDL_WindowHasSurface
#define SDL_IsScreenSaverEnabled SDL_IsScreenSaverEnabled_renamed_SDL_ScreenSaverEnabled
#define SDL_SetWindowDisplayMode SDL_SetWindowDisplayMode_renamed_SDL_SetWindowFullscreenMode
#define SDL_WINDOW_ALLOW_HIGHDPI SDL_WINDOW_ALLOW_HIGHDPI_renamed_SDL_WINDOW_HIGH_PIXEL_DENSITY
#define SDL_WINDOW_INPUT_GRABBED SDL_WINDOW_INPUT_GRABBED_renamed_SDL_WINDOW_MOUSE_GRABBED
#define SDL_WINDOW_SKIP_TASKBAR SDL_WINDOW_SKIP_TASKBAR_renamed_SDL_WINDOW_UTILITY
#endif /* SDL_ENABLE_OLD_NAMES */
#endif /* SDL_oldnames_h_ */