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https://github.com/libsdl-org/SDL.git
synced 2025-12-14 02:34:32 +08:00
Moved function pointer params to typedefs, etc, for latest wikiheaders.
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@@ -257,7 +257,7 @@ Game Center
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Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
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int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
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int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam);
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This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
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@@ -232,7 +232,7 @@ extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id,
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*
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* \since This function is available since SDL 2.0.18.
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*/
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extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive /* = false */);
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extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive);
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/**
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* Write an Output report to a HID device.
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@@ -500,8 +500,9 @@ extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void);
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extern DECLSPEC char *SDLCALL SDL_getenv(const char *name);
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extern DECLSPEC int SDLCALL SDL_setenv(const char *name, const char *value, int overwrite);
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extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, int (SDLCALL *compare) (const void *, const void *));
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extern DECLSPEC void * SDLCALL SDL_bsearch(const void *key, const void *base, size_t nmemb, size_t size, int (SDLCALL *compare) (const void *, const void *));
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typedef int (SDLCALL *SDL_CompareCallback)(const void *, const void *);
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extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, SDL_CompareCallback compare);
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extern DECLSPEC void * SDLCALL SDL_bsearch(const void *key, const void *base, size_t nmemb, size_t size, SDL_CompareCallback compare);
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extern DECLSPEC int SDLCALL SDL_abs(int x);
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@@ -188,6 +188,8 @@ extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID,
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/* Platform specific functions for iOS */
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#ifdef __IPHONEOS__
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typedef void (SDLCALL *SDL_iOSAnimationCallback)(void*);
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/**
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* Use this function to set the animation callback on Apple iOS.
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*
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@@ -220,7 +222,7 @@ extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID,
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*
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* \sa SDL_iPhoneSetEventPump
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*/
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extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (SDLCALL *callback)(void*), void *callbackParam);
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extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam);
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#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam)
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@@ -423,6 +423,8 @@ extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void);
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*/
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extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id);
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typedef void (SDLCALL *SDL_TLSDestructorCallback)(void*);
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/**
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* Set the current thread's value associated with a thread local storage ID.
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*
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@@ -446,7 +448,7 @@ extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id);
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* \sa SDL_TLSCreate
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* \sa SDL_TLSGet
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*/
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extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (SDLCALL *destructor)(void*));
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extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, SDL_TLSDestructorCallback destructor);
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/**
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* Cleanup all TLS data for this thread.
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@@ -73,7 +73,7 @@ SDL_DYNAPI_PROC(IDirect3DDevice9*,SDL_RenderGetD3D9Device,(SDL_Renderer *a),(a),
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#endif
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#ifdef __IPHONEOS__
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SDL_DYNAPI_PROC(int,SDL_iPhoneSetAnimationCallback,(SDL_Window *a, int b, void (SDLCALL *c)(void *), void *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_iPhoneSetAnimationCallback,(SDL_Window *a, int b, SDL_iOSAnimationCallback c, void *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_iPhoneSetEventPump,(SDL_bool a),(a),)
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#endif
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@@ -411,7 +411,7 @@ SDL_DYNAPI_PROC(void*,SDL_realloc,(void *a, size_t b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_free,(void *a),(a),)
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SDL_DYNAPI_PROC(char*,SDL_getenv,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_setenv,(const char *a, const char *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_qsort,(void *a, size_t b, size_t c, int (SDLCALL *d)(const void *, const void *)),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_qsort,(void *a, size_t b, size_t c, SDL_CompareCallback d),(a,b,c,d),)
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SDL_DYNAPI_PROC(int,SDL_abs,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isdigit,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_isspace,(int a),(a),return)
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@@ -511,7 +511,7 @@ SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_DetachThread,(SDL_Thread *a),(a),)
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SDL_DYNAPI_PROC(SDL_TLSID,SDL_TLSCreate,(void),(),return)
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SDL_DYNAPI_PROC(void*,SDL_TLSGet,(SDL_TLSID a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_TLSSet,(SDL_TLSID a, const void *b, void (SDLCALL *c)(void*)),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_TLSSet,(SDL_TLSID a, const void *b, SDL_TLSDestructorCallback c),(a,b,c),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GetTicks,(void),(),return)
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SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceCounter,(void),(),return)
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SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceFrequency,(void),(),return)
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@@ -939,7 +939,7 @@ SDL_DYNAPI_PROC(void,SDL_UnionFRect,(const SDL_FRect *a, const SDL_FRect *b, SDL
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SDL_DYNAPI_PROC(SDL_bool,SDL_EncloseFPoints,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectFRectAndLine,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_RenderGetWindow,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(void*,SDL_bsearch,(const void *a, const void *b, size_t c, size_t d, int (SDLCALL *e)(const void *, const void *)),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(void*,SDL_bsearch,(const void *a, const void *b, size_t c, size_t d, SDL_CompareCallback e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerPathForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerPath,(SDL_GameController *a),(a),return)
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SDL_DYNAPI_PROC(const char*,SDL_JoystickPathForIndex,(int a),(a),return)
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@@ -28,7 +28,7 @@
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#include "SDL_stdinc.h"
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#if defined(HAVE_QSORT)
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void SDL_qsort(void *base, size_t nmemb, size_t size, int (*compare) (const void *, const void *))
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void SDL_qsort(void *base, size_t nmemb, size_t size, SDL_CompareCallback compare)
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{
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if (!base) {
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return;
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@@ -522,8 +522,7 @@ fprintf(stderr, "after partitioning first=#%lu last=#%lu\n", (first-(char*)base)
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/* ---------------------------------------------------------------------- */
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extern void qsortG(void *base, size_t nmemb, size_t size,
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int (*compare)(const void *, const void *)) {
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extern void qsortG(void *base, size_t nmemb, size_t size, SDL_CompareCallback compare) {
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if (nmemb<=1) return;
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if (((size_t)base|size)&(WORD_BYTES-1))
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@@ -536,7 +535,7 @@ extern void qsortG(void *base, size_t nmemb, size_t size,
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#endif /* HAVE_QSORT */
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void *SDL_bsearch(const void *key, const void *base, size_t nmemb, size_t size, int (*compare)(const void *, const void *))
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void *SDL_bsearch(const void *key, const void *base, size_t nmemb, size_t size, SDL_CompareCallback compare)
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{
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#if defined(HAVE_BSEARCH)
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return bsearch(key, base, nmemb, size, compare);
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@@ -45,7 +45,7 @@ void *SDL_TLSGet(SDL_TLSID id)
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return storage->array[id - 1].data;
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}
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int SDL_TLSSet(SDL_TLSID id, const void *value, void(SDLCALL *destructor)(void *))
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int SDL_TLSSet(SDL_TLSID id, const void *value, SDL_TLSDestructorCallback destructor)
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{
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SDL_TLSData *storage;
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@@ -476,7 +476,7 @@ NSUInteger UIKit_GetSupportedOrientations(SDL_Window * window)
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}
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#endif /* !TARGET_OS_TV */
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int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
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int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam)
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{
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if (!window || !window->driverdata) {
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return SDL_SetError("Invalid window");
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