mirror of
https://github.com/Ryujinx/SDL2-CS.git
synced 2025-01-08 22:45:29 +00:00
Give the heap-allocated Utf8Encode a unique function name
This commit is contained in:
parent
a234470e39
commit
e316ae5cfd
20
src/SDL2.cs
20
src/SDL2.cs
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@ -66,7 +66,7 @@ namespace SDL2
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/* Used for heap allocated string marshaling.
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* Returned byte* must be free'd with FreeHGlobal.
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*/
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internal static unsafe byte* Utf8Encode(string str)
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internal static unsafe byte* Utf8EncodeHeap(string str)
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{
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Debug.Assert(str != null);
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int bufferSize = Utf8Size(str);
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@ -237,8 +237,8 @@ namespace SDL2
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string file,
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string mode
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) {
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byte* utf8File = Utf8Encode(file);
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byte* utf8Mode = Utf8Encode(mode);
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byte* utf8File = Utf8EncodeHeap(file);
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byte* utf8Mode = Utf8EncodeHeap(mode);
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IntPtr rwOps = INTERNAL_SDL_RWFromFile(
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utf8File,
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utf8Mode
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@ -372,7 +372,7 @@ namespace SDL2
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private static extern unsafe IntPtr INTERNAL_SDL_LoadFile(byte* file, out IntPtr datasize);
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public static unsafe IntPtr SDL_LoadFile(string file, out IntPtr datasize)
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{
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byte* utf8File = Utf8Encode(file);
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byte* utf8File = Utf8EncodeHeap(file);
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IntPtr result = INTERNAL_SDL_LoadFile(utf8File, out datasize);
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Marshal.FreeHGlobal((IntPtr) utf8File);
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return result;
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@ -1777,7 +1777,7 @@ namespace SDL2
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private static extern unsafe int INTERNAL_SDL_GL_LoadLibrary(byte* path);
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public static unsafe int SDL_GL_LoadLibrary(string path)
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{
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byte* utf8Path = Utf8Encode(path);
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byte* utf8Path = Utf8EncodeHeap(path);
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int result = INTERNAL_SDL_GL_LoadLibrary(
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utf8Path
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);
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@ -2152,7 +2152,7 @@ namespace SDL2
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);
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public static unsafe int SDL_Vulkan_LoadLibrary(string path)
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{
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byte* utf8Path = Utf8Encode(path);
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byte* utf8Path = Utf8EncodeHeap(path);
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int result = INTERNAL_SDL_Vulkan_LoadLibrary(
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utf8Path
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);
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@ -4378,7 +4378,7 @@ namespace SDL2
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public static unsafe int SDL_SetClipboardText(
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string text
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) {
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byte* utf8Text = Utf8Encode(text);
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byte* utf8Text = Utf8EncodeHeap(text);
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int result = INTERNAL_SDL_SetClipboardText(
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utf8Text
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);
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@ -6507,7 +6507,7 @@ namespace SDL2
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public static unsafe int SDL_GameControllerAddMapping(
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string mappingString
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) {
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byte* utf8MappingString = Utf8Encode(mappingString);
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byte* utf8MappingString = Utf8EncodeHeap(mappingString);
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int result = INTERNAL_SDL_GameControllerAddMapping(
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utf8MappingString
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);
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@ -7902,7 +7902,7 @@ namespace SDL2
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public static unsafe SDL_bool SDL_AndroidRequestPermission(
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string permission
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) {
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byte* permissionPtr = Utf8Encode(permission);
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byte* permissionPtr = Utf8EncodeHeap(permission);
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SDL_bool result = INTERNAL_SDL_AndroidRequestPermission(
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permissionPtr
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);
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@ -8225,7 +8225,7 @@ namespace SDL2
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private static unsafe extern int INTERNAL_SDL_OpenURL(byte* url);
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public static unsafe int SDL_OpenURL(string url)
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{
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byte* urlPtr = Utf8Encode(url);
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byte* urlPtr = Utf8EncodeHeap(url);
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int result = INTERNAL_SDL_OpenURL(urlPtr);
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Marshal.FreeHGlobal((IntPtr) urlPtr);
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return result;
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@ -94,7 +94,7 @@ namespace SDL2
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);
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public static unsafe IntPtr IMG_Load(string file)
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{
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byte* utf8File = SDL.Utf8Encode(file);
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byte* utf8File = SDL.Utf8EncodeHeap(file);
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IntPtr handle = INTERNAL_IMG_Load(
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utf8File
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);
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@ -142,7 +142,7 @@ namespace SDL2
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IntPtr renderer,
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string file
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) {
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byte* utf8File = SDL.Utf8Encode(file);
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byte* utf8File = SDL.Utf8EncodeHeap(file);
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IntPtr handle = INTERNAL_IMG_LoadTexture(
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renderer,
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utf8File
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@ -181,7 +181,7 @@ namespace SDL2
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int freesrc,
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string type
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) {
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byte* utf8Type = SDL.Utf8Encode(type);
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byte* utf8Type = SDL.Utf8EncodeHeap(type);
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IntPtr handle = INTERNAL_IMG_LoadTextureTyped_RW(
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renderer,
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src,
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@ -207,7 +207,7 @@ namespace SDL2
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);
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public static unsafe int IMG_SavePNG(IntPtr surface, string file)
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{
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byte* utf8File = SDL.Utf8Encode(file);
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byte* utf8File = SDL.Utf8EncodeHeap(file);
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int result = INTERNAL_IMG_SavePNG(
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surface,
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utf8File
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@ -234,7 +234,7 @@ namespace SDL2
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);
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public static unsafe int IMG_SaveJPG(IntPtr surface, string file, int quality)
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{
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byte* utf8File = SDL.Utf8Encode(file);
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byte* utf8File = SDL.Utf8EncodeHeap(file);
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int result = INTERNAL_IMG_SaveJPG(
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surface,
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utf8File,
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@ -205,7 +205,7 @@ namespace SDL2
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);
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public static unsafe IntPtr Mix_LoadMUS(string file)
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{
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byte* utf8File = SDL.Utf8Encode(file);
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byte* utf8File = SDL.Utf8EncodeHeap(file);
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IntPtr handle = INTERNAL_Mix_LoadMUS(
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utf8File
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);
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@ -579,7 +579,7 @@ namespace SDL2
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);
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public static unsafe int Mix_SetMusicCMD(string command)
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{
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byte* utf8Cmd = SDL.Utf8Encode(command);
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byte* utf8Cmd = SDL.Utf8EncodeHeap(command);
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int result = INTERNAL_Mix_SetMusicCMD(
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utf8Cmd
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);
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@ -599,7 +599,7 @@ namespace SDL2
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);
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public static unsafe int Mix_SetSoundFonts(string paths)
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{
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byte* utf8Paths = SDL.Utf8Encode(paths);
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byte* utf8Paths = SDL.Utf8EncodeHeap(paths);
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int result = INTERNAL_Mix_SetSoundFonts(
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utf8Paths
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);
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@ -101,7 +101,7 @@ namespace SDL2
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);
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public static unsafe IntPtr TTF_OpenFont(string file, int ptsize)
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{
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byte* utf8File = SDL.Utf8Encode(file);
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byte* utf8File = SDL.Utf8EncodeHeap(file);
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IntPtr handle = INTERNAL_TTF_OpenFont(
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utf8File,
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ptsize
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@ -131,7 +131,7 @@ namespace SDL2
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int ptsize,
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long index
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) {
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byte* utf8File = SDL.Utf8Encode(file);
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byte* utf8File = SDL.Utf8EncodeHeap(file);
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IntPtr handle = INTERNAL_TTF_OpenFontIndex(
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utf8File,
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ptsize,
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@ -302,7 +302,7 @@ namespace SDL2
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out int w,
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out int h
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) {
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byte* utf8Text = SDL.Utf8Encode(text);
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byte* utf8Text = SDL.Utf8EncodeHeap(text);
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int result = INTERNAL_TTF_SizeUTF8(
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font,
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utf8Text,
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@ -354,7 +354,7 @@ namespace SDL2
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out int extent,
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out int count
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) {
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byte* utf8Text = SDL.Utf8Encode(text);
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byte* utf8Text = SDL.Utf8EncodeHeap(text);
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int result = INTERNAL_TTF_MeasureUTF8(
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font,
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utf8Text,
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@ -400,7 +400,7 @@ namespace SDL2
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string text,
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SDL.SDL_Color fg
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) {
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byte* utf8Text = SDL.Utf8Encode(text);
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byte* utf8Text = SDL.Utf8EncodeHeap(text);
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IntPtr result = INTERNAL_TTF_RenderUTF8_Solid(
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font,
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utf8Text,
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@ -447,7 +447,7 @@ namespace SDL2
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SDL.SDL_Color fg,
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uint wrapLength
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) {
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byte* utf8Text = SDL.Utf8Encode(text);
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byte* utf8Text = SDL.Utf8EncodeHeap(text);
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IntPtr result = INTERNAL_TTF_RenderUTF8_Solid_Wrapped(
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font,
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utf8Text,
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@ -512,7 +512,7 @@ namespace SDL2
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SDL.SDL_Color fg,
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SDL.SDL_Color bg
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) {
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byte* utf8Text = SDL.Utf8Encode(text);
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byte* utf8Text = SDL.Utf8EncodeHeap(text);
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IntPtr result = INTERNAL_TTF_RenderUTF8_Shaded(
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font,
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utf8Text,
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SDL.SDL_Color bg,
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uint wrapLength
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) {
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byte* utf8Text = SDL.Utf8Encode(text);
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byte* utf8Text = SDL.Utf8EncodeHeap(text);
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IntPtr result = INTERNAL_TTF_RenderUTF8_Shaded_Wrapped(
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font,
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utf8Text,
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string text,
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SDL.SDL_Color fg
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) {
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byte* utf8Text = SDL.Utf8Encode(text);
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byte* utf8Text = SDL.Utf8EncodeHeap(text);
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IntPtr result = INTERNAL_TTF_RenderUTF8_Blended(
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font,
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utf8Text,
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@ -669,7 +669,7 @@ namespace SDL2
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SDL.SDL_Color fg,
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uint wrapped
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) {
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byte* utf8Text = SDL.Utf8Encode(text);
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byte* utf8Text = SDL.Utf8EncodeHeap(text);
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IntPtr result = INTERNAL_TTF_RenderUTF8_Blended_Wrapped(
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font,
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utf8Text,
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