Renaming SDL_eventaction to SDL_EventAction

This commit is contained in:
Petar Popovic 2024-04-08 18:01:31 +02:00 committed by Ryan C. Gordon
parent 1efadcc5d4
commit c8a066019b
6 changed files with 15 additions and 5 deletions

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@ -3119,3 +3119,8 @@ typedef SDL_RWops, SDL_IOStream;
- SDL_LogSetOutputFunction
+ SDL_SetLogOutputFunction
(...)
@@
typedef SDL_eventaction, SDL_EventAction;
@@
- SDL_eventaction
+ SDL_EventAction

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@ -411,6 +411,9 @@ The following functions have been removed:
* SDL_EventState() - replaced with SDL_SetEventEnabled()
* SDL_GetEventState() - replaced with SDL_EventEnabled()
The following enums have been renamed:
* SDL_eventaction => SDL_EventAction
## SDL_gamecontroller.h
SDL_gamecontroller.h has been renamed SDL_gamepad.h, and all APIs have been renamed to match.

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@ -828,7 +828,7 @@ typedef enum
SDL_ADDEVENT,
SDL_PEEKEVENT,
SDL_GETEVENT
} SDL_eventaction;
} SDL_EventAction;
/**
* Check the event queue for messages and optionally return them.
@ -868,7 +868,7 @@ typedef enum
* \sa SDL_PumpEvents
* \sa SDL_PushEvent
*/
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType);
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents, SDL_EventAction action, Uint32 minType, Uint32 maxType);
/* @} */
/**

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@ -154,6 +154,7 @@
#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
#define SDL_eventaction SDL_EventAction
/* ##SDL_gamecontroller.h */
#define SDL_CONTROLLER_AXIS_INVALID SDL_GAMEPAD_AXIS_INVALID
@ -652,6 +653,7 @@
#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
#define SDL_eventaction SDL_eventaction_renamed_SDL_EventAction
/* ##SDL_gamecontroller.h */
#define SDL_CONTROLLER_AXIS_INVALID SDL_CONTROLLER_AXIS_INVALID_renamed_SDL_GAMEPAD_AXIS_INVALID

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@ -647,7 +647,7 @@ SDL_DYNAPI_PROC(int,SDL_OpenURL,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_Storage*,SDL_OpenUserStorage,(const char *a, const char *b, SDL_PropertiesID c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_PauseAudioDevice,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PauseHaptic,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL_Event *a, int b, SDL_eventaction c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL_Event *a, int b, SDL_EventAction c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PenConnected,(SDL_PenID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_PlayHapticRumble,(SDL_Haptic *a, float b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_PollEvent,(SDL_Event *a),(a),return)

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@ -839,7 +839,7 @@ static int SDL_SendWakeupEvent(void)
}
/* Lock the event queue, take a peep at it, and unlock it */
static int SDL_PeepEventsInternal(SDL_Event *events, int numevents, SDL_eventaction action,
static int SDL_PeepEventsInternal(SDL_Event *events, int numevents, SDL_EventAction action,
Uint32 minType, Uint32 maxType, SDL_bool include_sentinel)
{
int i, used, sentinels_expected = 0;
@ -904,7 +904,7 @@ static int SDL_PeepEventsInternal(SDL_Event *events, int numevents, SDL_eventact
return used;
}
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action,
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_EventAction action,
Uint32 minType, Uint32 maxType)
{
return SDL_PeepEventsInternal(events, numevents, action, minType, maxType, SDL_FALSE);