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Updated stub SDL library to version 3.2.6
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slouken committed Mar 2, 2025
1 parent f5eae1c commit ceafbac
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Showing 54 changed files with 688 additions and 234 deletions.
2 changes: 1 addition & 1 deletion Xcode/iOS/SDL3.framework/Headers/SDL.h
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Expand Up @@ -20,7 +20,7 @@
*/

/**
* Main include header for the SDL library, version 3.2.0
* Main include header for the SDL library, version 3.2.6
*
* It is almost always best to include just this one header instead of
* picking out individual headers included here. There are exceptions to
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2 changes: 2 additions & 0 deletions Xcode/iOS/SDL3.framework/Headers/SDL_assert.h
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Expand Up @@ -149,6 +149,8 @@ extern "C" {
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
#elif defined(_WIN32) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__arm64__) || defined(__aarch64__)) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #0xF000\n\t" )
#elif defined(__GNUC__) || defined(__clang__)
#define SDL_TriggerBreakpoint() __builtin_trap() /* older gcc may not support SDL_HAS_BUILTIN(__builtin_trap) above */
#elif defined(__386__) && defined(__WATCOMC__)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
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2 changes: 1 addition & 1 deletion Xcode/iOS/SDL3.framework/Headers/SDL_atomic.h
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Expand Up @@ -498,7 +498,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddAtomicInt(SDL_AtomicInt *a, int v);
*
* ***Note: If you don't know what this macro is for, you shouldn't use it!***
*
* \param a a pointer to an SDL_AtomicInt to increment.
* \param a a pointer to an SDL_AtomicInt to decrement.
* \returns true if the variable reached zero after decrementing, false
* otherwise.
*
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15 changes: 9 additions & 6 deletions Xcode/iOS/SDL3.framework/Headers/SDL_audio.h
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Expand Up @@ -781,7 +781,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePlayback(SDL_AudioDeviceID dev
* Physical devices can not be paused or unpaused, only logical devices
* created through SDL_OpenAudioDevice() can be.
*
* \param dev a device opened by SDL_OpenAudioDevice().
* \param devid a device opened by SDL_OpenAudioDevice().
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
Expand All @@ -792,7 +792,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePlayback(SDL_AudioDeviceID dev
* \sa SDL_ResumeAudioDevice
* \sa SDL_AudioDevicePaused
*/
extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID devid);

/**
* Use this function to unpause audio playback on a specified device.
Expand All @@ -809,7 +809,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
* Physical devices can not be paused or unpaused, only logical devices
* created through SDL_OpenAudioDevice() can be.
*
* \param dev a device opened by SDL_OpenAudioDevice().
* \param devid a device opened by SDL_OpenAudioDevice().
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
Expand All @@ -820,7 +820,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
* \sa SDL_AudioDevicePaused
* \sa SDL_PauseAudioDevice
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev);
extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID devid);

/**
* Use this function to query if an audio device is paused.
Expand All @@ -832,7 +832,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev);
* created through SDL_OpenAudioDevice() can be. Physical and invalid device
* IDs will report themselves as unpaused here.
*
* \param dev a device opened by SDL_OpenAudioDevice().
* \param devid a device opened by SDL_OpenAudioDevice().
* \returns true if device is valid and paused, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
Expand All @@ -842,7 +842,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev);
* \sa SDL_PauseAudioDevice
* \sa SDL_ResumeAudioDevice
*/
extern SDL_DECLSPEC bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID dev);
extern SDL_DECLSPEC bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID devid);

/**
* Get the gain of an audio device.
Expand Down Expand Up @@ -1583,6 +1583,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioStreamDevice(SDL_AudioStream *str
* previously been paused. Once unpaused, any bound audio streams will begin
* to progress again, and audio can be generated.
*
* Remember, SDL_OpenAudioDeviceStream opens device in a paused state, so this
* function call is required for audio playback to begin on such device.
*
* \param stream the audio stream associated with the audio device to resume.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
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4 changes: 2 additions & 2 deletions Xcode/iOS/SDL3.framework/Headers/SDL_camera.h
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Expand Up @@ -239,7 +239,7 @@ extern SDL_DECLSPEC SDL_CameraID * SDLCALL SDL_GetCameras(int *count);
* there _is_ a camera until the user has given you permission to check
* through a scary warning popup.
*
* \param devid the camera device instance ID to query.
* \param instance_id the camera device instance ID.
* \param count a pointer filled in with the number of elements in the list,
* may be NULL.
* \returns a NULL terminated array of pointers to SDL_CameraSpec or NULL on
Expand All @@ -254,7 +254,7 @@ extern SDL_DECLSPEC SDL_CameraID * SDLCALL SDL_GetCameras(int *count);
* \sa SDL_GetCameras
* \sa SDL_OpenCamera
*/
extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID devid, int *count);
extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID instance_id, int *count);

/**
* Get the human-readable device name for a camera.
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4 changes: 2 additions & 2 deletions Xcode/iOS/SDL3.framework/Headers/SDL_dialog.h
Original file line number Diff line number Diff line change
Expand Up @@ -84,8 +84,8 @@ typedef struct SDL_DialogFileFilter
* - A pointer to NULL, the user either didn't choose any file or canceled the
* dialog.
* - A pointer to non-`NULL`, the user chose one or more files. The argument
* is a null-terminated list of pointers to C strings, each containing a
* path.
* is a null-terminated array of pointers to UTF-8 encoded strings, each
* containing a path.
*
* The filelist argument should not be freed; it will automatically be freed
* when the callback returns.
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4 changes: 2 additions & 2 deletions Xcode/iOS/SDL3.framework/Headers/SDL_events.h
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Expand Up @@ -132,7 +132,7 @@ typedef enum SDL_EventType

/* Window events */
/* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
/* 0x201 was SDL_EVENT_SYSWM, reserve the number for sdl2-compat */
/* 0x201 was SDL_SYSWMEVENT, reserve the number for sdl2-compat */
SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */
SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event */
Expand Down Expand Up @@ -1108,7 +1108,7 @@ typedef enum SDL_EventAction
* \param numevents if action is SDL_ADDEVENT, the number of events to add
* back to the event queue; if action is SDL_PEEKEVENT or
* SDL_GETEVENT, the maximum number of events to retrieve.
* \param action action to take; see [[#action|Remarks]] for details.
* \param action action to take; see [Remarks](#remarks) for details.
* \param minType minimum value of the event type to be considered;
* SDL_EVENT_FIRST is a safe choice.
* \param maxType maximum value of the event type to be considered;
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2 changes: 1 addition & 1 deletion Xcode/iOS/SDL3.framework/Headers/SDL_gamepad.h
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Expand Up @@ -29,7 +29,7 @@
* "joysticks" now are actually console-style gamepads. So SDL provides the
* gamepad API on top of the lower-level joystick functionality.
*
* The difference betweena joystick and a gamepad is that a gamepad tells you
* The difference between a joystick and a gamepad is that a gamepad tells you
* _where_ a button or axis is on the device. You don't speak to gamepads in
* terms of arbitrary numbers like "button 3" or "axis 2" but in standard
* locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or
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