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https://github.com/Ryujinx/SDL.git
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Renamed SDL_iPhoneGetViewFramebuffer/Renderbuffer to SDL_iOSGetViewFramebuffer/Renderbuffer. Added #defines for SDL_iOSSetAnimationCallback and SDL_iOSSetEventPump, which point to SDL_iPhoneSetAnimationCallback and SDL_iPhoneSetEventPump.
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@ -73,7 +73,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *a
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/* Platform specific functions for iOS */
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#if defined(__IPHONEOS__) && __IPHONEOS__
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#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam)
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extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
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#define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled)
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extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
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/**
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@ -81,14 +84,14 @@ extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
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The Renderbuffer must be bound when calling SDL_GL_SwapWindow.
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_iPhoneGetViewRenderbuffer(SDL_Window * window);
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extern DECLSPEC Uint32 SDLCALL SDL_iOSGetViewRenderbuffer(SDL_Window * window);
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/**
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\brief Returns the OpenGL Framebuffer Object associated with the window's main view.
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The Framebuffer must be bound when rendering to the screen.
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_iPhoneGetViewFramebuffer(SDL_Window * window);
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extern DECLSPEC Uint32 SDLCALL SDL_iOSGetViewFramebuffer(SDL_Window * window);
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#endif /* __IPHONEOS__ */
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@ -592,5 +592,5 @@
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#define SDL_GetQueuedAudioSize SDL_GetQueuedAudioSize_REAL
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#define SDL_ClearQueuedAudio SDL_ClearQueuedAudio_REAL
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#define SDL_GetGrabbedWindow SDL_GetGrabbedWindow_REAL
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#define SDL_iPhoneGetViewRenderbuffer SDL_iPhoneGetViewRenderbuffer_REAL
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#define SDL_iPhoneGetViewFramebuffer SDL_iPhoneGetViewFramebuffer_REAL
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#define SDL_iOSGetViewRenderbuffer SDL_iOSGetViewRenderbuffer_REAL
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#define SDL_iOSGetViewFramebuffer SDL_iOSGetViewFramebuffer_REAL
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@ -624,5 +624,7 @@ SDL_DYNAPI_PROC(int,SDL_QueueAudio,(SDL_AudioDeviceID a, const void *b, Uint32 c
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SDL_DYNAPI_PROC(Uint32,SDL_GetQueuedAudioSize,(SDL_AudioDeviceID a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_ClearQueuedAudio,(SDL_AudioDeviceID a),(a),)
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SDL_DYNAPI_PROC(SDL_Window*,SDL_GetGrabbedWindow,(void),(),return)
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SDL_DYNAPI_PROC(Uint32,SDL_iPhoneGetViewRenderbuffer,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_iPhoneGetViewFramebuffer,(SDL_Window *a),(a),return)
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#if defined(__IPHONEOS__) && __IPHONEOS__
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SDL_DYNAPI_PROC(Uint32,SDL_iOSGetViewRenderbuffer,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_iOSGetViewFramebuffer,(SDL_Window *a),(a),return)
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#endif
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@ -184,7 +184,7 @@ UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
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}
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Uint32
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SDL_iPhoneGetViewRenderbuffer(SDL_Window * window)
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SDL_iOSGetViewRenderbuffer(SDL_Window * window)
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{
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if (!window) {
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SDL_SetError("Invalid window");
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@ -205,7 +205,7 @@ SDL_iPhoneGetViewRenderbuffer(SDL_Window * window)
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}
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Uint32
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SDL_iPhoneGetViewFramebuffer(SDL_Window * window)
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SDL_iOSGetViewFramebuffer(SDL_Window * window)
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{
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if (!window) {
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SDL_SetError("Invalid window");
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