From c58706e945a903d835e7e4a3d46b9e5764c9b4b0 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Mon, 26 Aug 2024 21:31:25 -0700
Subject: [PATCH] Convert SDL_bool between SDL2 and SDL3
---
src/dynapi/SDL_dynapi_procs.h | 188 +++++++++++------------
src/sdl2_compat.c | 280 ++++++++++++++++++----------------
src/sdl2_compat.h | 21 ++-
src/sdl2_protos.h | 188 +++++++++++------------
src/sdl3_syms.h | 112 +++++++-------
5 files changed, 413 insertions(+), 376 deletions(-)
diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h
index c17c1f9..9c4c3c0 100644
--- a/src/dynapi/SDL_dynapi_procs.h
+++ b/src/dynapi/SDL_dynapi_procs.h
@@ -54,9 +54,9 @@ SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThread,(SDL_ThreadFunction a, const char *
#endif
#ifdef HAVE_STDIO_H
-SDL_DYNAPI_PROC(SDL2_RWops*,SDL_RWFromFP,(FILE *a, SDL_bool b),(a,b),return)
+SDL_DYNAPI_PROC(SDL2_RWops*,SDL_RWFromFP,(FILE *a, SDL2_bool b),(a,b),return)
#else
-SDL_DYNAPI_PROC(SDL2_RWops*,SDL_RWFromFP,(void *a, SDL_bool b),(a,b),return)
+SDL_DYNAPI_PROC(SDL2_RWops*,SDL_RWFromFP,(void *a, SDL2_bool b),(a,b),return)
#endif
#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK)
@@ -71,7 +71,7 @@ SDL_DYNAPI_PROC(IDirect3DDevice9*,SDL_RenderGetD3D9Device,(SDL_Renderer *a),(a),
#ifdef SDL_PLATFORM_IOS
SDL_DYNAPI_PROC(int,SDL_iPhoneSetAnimationCallback,(SDL_Window *a, int b, void (SDLCALL *c)(void *), void *d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(void,SDL_iPhoneSetEventPump,(SDL_bool a),(a),)
+SDL_DYNAPI_PROC(void,SDL_iPhoneSetEventPump,(SDL2_bool a),(a),)
#endif
#ifdef SDL_PLATFORM_ANDROID
@@ -91,14 +91,14 @@ SDL_DYNAPI_PROC(SDL_AssertState,SDL_ReportAssertion,(SDL_AssertData *a, const ch
SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),)
SDL_DYNAPI_PROC(const SDL_AssertData*,SDL_GetAssertionReport,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_ResetAssertionReport,(void),(),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicTryLock,(SDL_SpinLock *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_AtomicTryLock,(SDL_SpinLock *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_AtomicLock,(SDL_SpinLock *a),(a),)
SDL_DYNAPI_PROC(void,SDL_AtomicUnlock,(SDL_SpinLock *a),(a),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCAS,(SDL_atomic_t *a, int b, int c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_AtomicCAS,(SDL_atomic_t *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_AtomicSet,(SDL_atomic_t *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_AtomicGet,(SDL_atomic_t *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_AtomicAdd,(SDL_atomic_t *a, int b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_AtomicCASPtr,(void **a, void *b, void *c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_AtomicCASPtr,(void **a, void *b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(void*,SDL_AtomicSetPtr,(void **a, void *b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_AtomicGetPtr,(void **a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetNumAudioDrivers,(void),(),return)
@@ -128,26 +128,26 @@ SDL_DYNAPI_PROC(void,SDL_CloseAudio,(void),(),)
SDL_DYNAPI_PROC(void,SDL_CloseAudioDevice,(SDL_AudioDeviceID a),(a),)
SDL_DYNAPI_PROC(int,SDL_SetClipboardText,(const char *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetClipboardText,(void),(),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasClipboardText,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasClipboardText,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetCPUCount,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetCPUCacheLineSize,(void),(),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasRDTSC,(void),(),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasAltiVec,(void),(),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasMMX,(void),(),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_Has3DNow,(void),(),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE,(void),(),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE2,(void),(),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE3,(void),(),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE41,(void),(),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasSSE42,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasRDTSC,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasAltiVec,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasMMX,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_Has3DNow,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasSSE,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasSSE2,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasSSE3,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasSSE41,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasSSE42,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetSystemRAM,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetError,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_ClearError,(void),(),)
SDL_DYNAPI_PROC(int,SDL_Error,(SDL_errorcode a),(a),return)
SDL_DYNAPI_PROC(void,SDL_PumpEvents,(void),(),)
SDL_DYNAPI_PROC(int,SDL_PeepEvents,(SDL2_Event *a, int b, SDL_eventaction c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasEvent,(Uint32 a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasEvents,(Uint32 a, Uint32 b),(a,b),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasEvent,(Uint32 a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasEvents,(Uint32 a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_PollEvent,(SDL2_Event *a),(a),return)
@@ -155,7 +155,7 @@ SDL_DYNAPI_PROC(int,SDL_WaitEvent,(SDL2_Event *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_WaitEventTimeout,(SDL2_Event *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_PushEvent,(SDL2_Event *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL2_EventFilter a, void *b),(a,b),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_GetEventFilter,(SDL2_EventFilter *a, void **b),(a,b),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_GetEventFilter,(SDL2_EventFilter *a, void **b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_AddEventWatch,(SDL2_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_DelEventWatch,(SDL2_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_FilterEvents,(SDL2_EventFilter a, void *b),(a,b),)
@@ -166,11 +166,11 @@ SDL_DYNAPI_PROC(char*,SDL_GetPrefPath,(const char *a, const char *b),(a,b),retur
SDL_DYNAPI_PROC(int,SDL_GameControllerAddMapping,(const char *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForGUID,(SDL_GUID a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GameControllerMapping,(SDL_GameController *a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_IsGameController,(int a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_IsGameController,(int a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GameControllerNameForIndex,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerOpen,(int a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GameControllerName,(SDL_GameController *a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerGetAttached,(SDL_GameController *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_GameControllerGetAttached,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GameControllerGetJoystick,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerEventState,(int a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GameControllerUpdate,(void),(),)
@@ -217,8 +217,8 @@ SDL_DYNAPI_PROC(int,SDL_HapticRumbleSupported,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_HapticRumbleInit,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_HapticRumblePlay,(SDL_Haptic *a, float b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_HapticRumbleStop,(SDL_Haptic *a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SetHintWithPriority,(const char *a, const char *b, SDL_HintPriority c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SetHint,(const char *a, const char *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_SetHintWithPriority,(const char *a, const char *b, SDL_HintPriority c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_SetHint,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetHint,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_AddHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_DelHintCallback,(const char *a, SDL_HintCallback b, void *c),(a,b,c),)
@@ -231,7 +231,7 @@ SDL_DYNAPI_PROC(SDL_GUID,SDL_JoystickGetDeviceGUID,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_GUID,SDL_JoystickGetGUID,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_JoystickGetGUIDString,(SDL_GUID a, char *b, int c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_GUID,SDL_JoystickGetGUIDFromString,(const char *a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickGetAttached,(SDL_Joystick *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_JoystickGetAttached,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL2_JoystickID,SDL_JoystickInstanceID,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickNumAxes,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickNumBalls,(SDL_Joystick *a),(a),return)
@@ -255,11 +255,11 @@ SDL_DYNAPI_PROC(SDL2_Scancode,SDL_GetScancodeFromName,(const char *a),(a),return
SDL_DYNAPI_PROC(const char*,SDL_GetKeyName,(SDL_Keycode a),(a),return)
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromName,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_StartTextInput,(void),(),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_IsTextInputActive,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_IsTextInputActive,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_StopTextInput,(void),(),)
SDL_DYNAPI_PROC(void,SDL_SetTextInputRect,(const SDL_Rect *a),(a),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasScreenKeyboardSupport,(void),(),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_IsScreenKeyboardShown,(SDL_Window *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasScreenKeyboardSupport,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_IsScreenKeyboardShown,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_LoadObject,(const char *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_LoadFunction,(void *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),)
@@ -277,8 +277,8 @@ SDL_DYNAPI_PROC(SDL_Window*,SDL_GetMouseFocus,(void),(),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetMouseState,(int *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetRelativeMouseState,(int *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_WarpMouseInWindow,(SDL_Window *a, int b, int c),(a,b,c),)
-SDL_DYNAPI_PROC(int,SDL_SetRelativeMouseMode,(SDL_bool a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_GetRelativeMouseMode,(void),(),return)
+SDL_DYNAPI_PROC(int,SDL_SetRelativeMouseMode,(SDL2_bool a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_GetRelativeMouseMode,(void),(),return)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateCursor,(const Uint8 *a, const Uint8 *b, int c, int d, int e, int f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateColorCursor,(SDL2_Surface *a, int b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateSystemCursor,(SDL_SystemCursor a),(a),return)
@@ -306,7 +306,7 @@ SDL_DYNAPI_PROC(int,SDL_CondBroadcast,(SDL_cond *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_CondWait,(SDL_cond *a, SDL_mutex *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_CondWaitTimeout,(SDL_cond *a, SDL_mutex *b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(const char*,SDL_GetPixelFormatName,(Uint32 a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_PixelFormatEnumToMasks,(Uint32 a, int *b, Uint32 *c, Uint32 *d, Uint32 *e, Uint32 *f),(a,b,c,d,e,f),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_PixelFormatEnumToMasks,(Uint32 a, int *b, Uint32 *c, Uint32 *d, Uint32 *e, Uint32 *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(Uint32,SDL_MasksToPixelFormatEnum,(int a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL2_PixelFormat*,SDL_AllocFormat,(Uint32 a),(a),return)
SDL_DYNAPI_PROC(void,SDL_FreeFormat,(SDL2_PixelFormat *a),(a),)
@@ -321,11 +321,11 @@ SDL_DYNAPI_PROC(void,SDL_GetRGBA,(Uint32 a, const SDL2_PixelFormat *b, Uint8 *c,
SDL_DYNAPI_PROC(void,SDL_CalculateGammaRamp,(float a, Uint16 *b),(a,b),)
SDL_DYNAPI_PROC(const char*,SDL_GetPlatform,(void),(),return)
SDL_DYNAPI_PROC(SDL_PowerState,SDL_GetPowerInfo,(int *a, int *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectRect,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasIntersection,(const SDL_Rect *a, const SDL_Rect *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_IntersectRect,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_UnionRect,(const SDL_Rect *a, const SDL_Rect *b, SDL_Rect *c),(a,b,c),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_EnclosePoints,(const SDL_Point *a, int b, const SDL_Rect *c, SDL_Rect *d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_IntersectRectAndLine,(const SDL_Rect *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_EnclosePoints,(const SDL_Point *a, int b, const SDL_Rect *c, SDL_Rect *d),(a,b,c,d),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_IntersectRectAndLine,(const SDL_Rect *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_GetNumRenderDrivers,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetRenderDriverInfo,(int a, SDL2_RendererInfo *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_CreateWindowAndRenderer,(int a, int b, Uint32 c, SDL_Window **d, SDL_Renderer **e),(a,b,c,d,e),return)
@@ -347,7 +347,7 @@ SDL_DYNAPI_PROC(int,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const
SDL_DYNAPI_PROC(int,SDL_UpdateYUVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f, const Uint8 *g, int h),(a,b,c,d,e,f,g,h),return)
SDL_DYNAPI_PROC(int,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Texture*,SDL_GetRenderTarget,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderSetLogicalSize,(SDL_Renderer *a, int b, int c),(a,b,c),return)
@@ -399,7 +399,7 @@ SDL_DYNAPI_PROC(size_t,SDL_WriteBE32,(SDL2_RWops *a, Uint32 b),(a,b),return)
SDL_DYNAPI_PROC(size_t,SDL_WriteLE64,(SDL2_RWops *a, Uint64 b),(a,b),return)
SDL_DYNAPI_PROC(size_t,SDL_WriteBE64,(SDL2_RWops *a, Uint64 b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateShapedWindow,(const char *a, unsigned int b, unsigned int c, unsigned int d, unsigned int e, Uint32 f),(a,b,c,d,e,f),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_IsShapedWindow,(const SDL_Window *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_IsShapedWindow,(const SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowShape,(SDL_Window *a, SDL2_Surface *b, SDL_WindowShapeMode *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetShapedWindowMode,(SDL_Window *a, SDL_WindowShapeMode *b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_malloc,(size_t a),(a),return)
@@ -487,7 +487,7 @@ SDL_DYNAPI_PROC(int,SDL_SetSurfaceAlphaMod,(SDL2_Surface *a, Uint8 b),(a,b),retu
SDL_DYNAPI_PROC(int,SDL_GetSurfaceAlphaMod,(SDL2_Surface *a, Uint8 *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetSurfaceBlendMode,(SDL2_Surface *a, SDL_BlendMode b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetSurfaceBlendMode,(SDL2_Surface *a, SDL_BlendMode *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SetClipRect,(SDL2_Surface *a, const SDL_Rect *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_SetClipRect,(SDL2_Surface *a, const SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GetClipRect,(SDL2_Surface *a, SDL_Rect *b),(a,b),)
SDL_DYNAPI_PROC(SDL2_Surface*,SDL_ConvertSurface,(SDL2_Surface *a, const SDL2_PixelFormat *b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL2_Surface*,SDL_ConvertSurfaceFormat,(SDL2_Surface *a, Uint32 b, Uint32 c),(a,b,c),return)
@@ -499,7 +499,7 @@ SDL_DYNAPI_PROC(int,SDL_LowerBlit,(SDL2_Surface *a, SDL_Rect *b, SDL2_Surface *c
SDL_DYNAPI_PROC(int,SDL_SoftStretch,(SDL2_Surface *a, const SDL_Rect *b, SDL2_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_UpperBlitScaled,(SDL2_Surface *a, const SDL_Rect *b, SDL2_Surface *c, SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_LowerBlitScaled,(SDL2_Surface *a, SDL_Rect *b, SDL2_Surface *c, SDL_Rect *d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowWMInfo,(SDL_Window *a, SDL_SysWMinfo *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_GetWindowWMInfo,(SDL_Window *a, SDL_SysWMinfo *b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetThreadName,(SDL_Thread *a),(a),return)
SDL_DYNAPI_PROC(unsigned long,SDL_ThreadID,(void),(),return)
SDL_DYNAPI_PROC(unsigned long,SDL_GetThreadID,(SDL_Thread *a),(a),return)
@@ -514,7 +514,7 @@ SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceCounter,(void),(),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetPerformanceFrequency,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_Delay,(Uint32 a),(a),)
SDL_DYNAPI_PROC(SDL2_TimerID,SDL_AddTimer,(Uint32 a, SDL2_TimerCallback b, void *c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveTimer,(SDL2_TimerID a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_RemoveTimer,(SDL2_TimerID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetNumTouchDevices,(void),(),return)
SDL_DYNAPI_PROC(SDL_TouchID,SDL_GetTouchDevice,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetNumTouchFingers,(SDL_TouchID a),(a),return)
@@ -557,7 +557,7 @@ SDL_DYNAPI_PROC(void,SDL_SetWindowMinimumSize,(SDL_Window *a, int b, int c),(a,b
SDL_DYNAPI_PROC(void,SDL_GetWindowMinimumSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_SetWindowMaximumSize,(SDL_Window *a, int b, int c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_GetWindowMaximumSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_SetWindowBordered,(SDL_Window *a, SDL_bool b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_SetWindowBordered,(SDL_Window *a, SDL2_bool b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_ShowWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(void,SDL_HideWindow,(SDL_Window *a),(a),)
SDL_DYNAPI_PROC(void,SDL_RaiseWindow,(SDL_Window *a),(a),)
@@ -568,20 +568,20 @@ SDL_DYNAPI_PROC(int,SDL_SetWindowFullscreen,(SDL_Window *a, Uint32 b),(a,b),retu
SDL_DYNAPI_PROC(SDL2_Surface*,SDL_GetWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_UpdateWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_UpdateWindowSurfaceRects,(SDL_Window *a, const SDL_Rect *b, int c),(a,b,c),return)
-SDL_DYNAPI_PROC(void,SDL_SetWindowGrab,(SDL_Window *a, SDL_bool b),(a,b),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowGrab,(SDL_Window *a),(a),return)
+SDL_DYNAPI_PROC(void,SDL_SetWindowGrab,(SDL_Window *a, SDL2_bool b),(a,b),)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_GetWindowGrab,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowBrightness,(SDL_Window *a, float b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_GetWindowBrightness,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowGammaRamp,(SDL_Window *a, const Uint16 *b, const Uint16 *c, const Uint16 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowGammaRamp,(SDL_Window *a, Uint16 *b, Uint16 *c, Uint16 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_DestroyWindow,(SDL_Window *a),(a),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_IsScreenSaverEnabled,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_IsScreenSaverEnabled,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_EnableScreenSaver,(void),(),)
SDL_DYNAPI_PROC(void,SDL_DisableScreenSaver,(void),(),)
SDL_DYNAPI_PROC(int,SDL_GL_LoadLibrary,(const char *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_GL_GetProcAddress,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_GL_ExtensionSupported,(const char *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_GL_ExtensionSupported,(const char *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_SetAttribute,(SDL_GLattr a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GL_GetAttribute,(SDL_GLattr a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
@@ -596,13 +596,13 @@ SDL_DYNAPI_PROC(void,SDL_GL_DeleteContext,(SDL_GLContext a),(a),)
SDL_DYNAPI_PROC(int,SDL_vsscanf,(const char *a, const char *b, va_list c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerAddMappingsFromRW,(SDL2_RWops *a, int b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GL_ResetAttributes,(void),(),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasAVX,(void),(),return)
SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetDefaultAssertionHandler,(void),(),return)
SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return)
#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK)
-SDL_DYNAPI_PROC(SDL_bool,SDL_DXGIGetOutputInfo,(int a,int *b, int *c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_DXGIGetOutputInfo,(int a,int *b, int *c),(a,b,c),return)
#endif
-SDL_DYNAPI_PROC(SDL_bool,SDL_RenderIsClipEnabled,(SDL_Renderer *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_RenderIsClipEnabled,(SDL_Renderer *a),(a),return)
#ifdef SDL_PLATFORM_WINRT
SDL_DYNAPI_PROC(int,SDL_WinRTRunApp,(SDL_main_func a, void *b),(a,b),return)
SDL_DYNAPI_PROC(const wchar_t*,SDL_WinRTGetFSPathUNICODE,(SDL_WinRT_Path a),(a),return)
@@ -612,10 +612,10 @@ SDL_DYNAPI_PROC(int,SDL_WarpMouseGlobal,(int a, int b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_sqrtf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_tan,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_tanf,(float a),(a),return)
-SDL_DYNAPI_PROC(int,SDL_CaptureMouse,(SDL_bool a),(a),return)
+SDL_DYNAPI_PROC(int,SDL_CaptureMouse,(SDL2_bool a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowHitTest,(SDL_Window *a, SDL_HitTest b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetGlobalMouseState,(int *a, int *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX2,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasAVX2,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_QueueAudio,(SDL_AudioDeviceID a, const void *b, Uint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetQueuedAudioSize,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(void,SDL_ClearQueuedAudio,(SDL_AudioDeviceID a),(a),)
@@ -633,13 +633,13 @@ SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowOpacity,(SDL_Window *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
-SDL_DYNAPI_PROC(int,SDL_RenderSetIntegerScale,(SDL_Renderer *a, SDL_bool b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_RenderGetIntegerScale,(SDL_Renderer *a),(a),return)
+SDL_DYNAPI_PROC(int,SDL_RenderSetIntegerScale,(SDL_Renderer *a, SDL2_bool b),(a,b),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_RenderGetIntegerScale,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(Uint32,SDL_DequeueAudio,(SDL_AudioDeviceID a, void *b, Uint32 c),(a,b,c),return)
-SDL_DYNAPI_PROC(void,SDL_SetWindowResizable,(SDL_Window *a, SDL_bool b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_SetWindowResizable,(SDL_Window *a, SDL2_bool b),(a,b),)
SDL_DYNAPI_PROC(SDL2_Surface*,SDL_CreateRGBSurfaceWithFormat,(Uint32 a, int b, int c, int d, Uint32 e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL2_Surface*,SDL_CreateRGBSurfaceWithFormatFrom,(void *a, int b, int c, int d, int e, Uint32 f),(a,b,c,d,e,f),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_GetHintBoolean,(const char *a, SDL_bool b),(a,b),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_GetHintBoolean,(const char *a, SDL2_bool b),(a,b),return)
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetDeviceVendor,(int a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetDeviceProduct,(int a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetDeviceProductVersion,(int a),(a),return)
@@ -649,10 +649,10 @@ SDL_DYNAPI_PROC(Uint16,SDL_JoystickGetProductVersion,(SDL_Joystick *a),(a),retur
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetVendor,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetProduct,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetProductVersion,(SDL_GameController *a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasNEON,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasNEON,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerNumMappings,(void),(),return)
SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForIndex,(int a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickGetAxisInitialState,(SDL_Joystick *a, int b, Sint16 *c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_JoystickGetAxisInitialState,(SDL_Joystick *a, int b, Sint16 *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_JoystickType,SDL_JoystickGetDeviceType,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickType,SDL_JoystickGetType,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_MemoryBarrierReleaseFunction,(void),(),)
@@ -666,8 +666,8 @@ SDL_DYNAPI_PROC(SDL2_Surface*,SDL_DuplicateSurface,(SDL2_Surface *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_Vulkan_LoadLibrary,(const char *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_Vulkan_GetVkGetInstanceProcAddr,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_Vulkan_UnloadLibrary,(void),(),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_Vulkan_GetInstanceExtensions,(SDL_Window *a, unsigned int *b, const char **c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_Vulkan_CreateSurface,(SDL_Window *a, VkInstance b, VkSurfaceKHR *c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_Vulkan_GetInstanceExtensions,(SDL_Window *a, unsigned int *b, const char **c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_Vulkan_CreateSurface,(SDL_Window *a, VkInstance b, VkSurfaceKHR *c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_Vulkan_GetDrawableSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
SDL_DYNAPI_PROC(void,SDL_LockJoysticks,(void),(),)
SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
@@ -703,7 +703,7 @@ SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalCommandEncoder,(SDL_Renderer *a),(a),ret
SDL_DYNAPI_PROC(SDL_WinRT_DeviceFamily,SDL_WinRTGetDeviceFamily,(void),(),return)
#endif
#ifdef SDL_PLATFORM_ANDROID
-SDL_DYNAPI_PROC(SDL_bool,SDL_IsAndroidTV,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_IsAndroidTV,(void),(),return)
#endif
SDL_DYNAPI_PROC(double,SDL_log10,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_log10f,(float a),(a),return)
@@ -711,10 +711,10 @@ SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForDeviceIndex,(int a),(a),return
#ifdef SDL_PLATFORM_LINUX
SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriority,(Sint64 a, int b),(a,b),return)
#endif
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX512F,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasAVX512F,(void),(),return)
#ifdef SDL_PLATFORM_ANDROID
-SDL_DYNAPI_PROC(SDL_bool,SDL_IsChromebook,(void),(),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_IsDeXMode,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_IsChromebook,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_IsDeXMode,(void),(),return)
SDL_DYNAPI_PROC(void,SDL_AndroidBackButton,(void),(),)
#endif
SDL_DYNAPI_PROC(double,SDL_exp,(double a),(a),return)
@@ -736,9 +736,9 @@ SDL_DYNAPI_PROC(SDL2_SensorID,SDL_SensorGetInstanceID,(SDL_Sensor *a),(a),return
SDL_DYNAPI_PROC(int,SDL_SensorGetData,(SDL_Sensor *a, float *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_SensorClose,(SDL_Sensor *a),(a),)
SDL_DYNAPI_PROC(void,SDL_SensorUpdate,(void),(),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_IsTablet,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_IsTablet,(void),(),return)
SDL_DYNAPI_PROC(SDL_DisplayOrientation,SDL_GetDisplayOrientation,(int a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasColorKey,(SDL2_Surface *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasColorKey,(SDL2_Surface *a),(a),return)
#ifdef SDL_CreateThreadWithStackSize
#undef SDL_CreateThreadWithStackSize
@@ -782,7 +782,7 @@ SDL_DYNAPI_PROC(void*,SDL_LoadFile,(const char *a, size_t *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_MetalView,SDL_Metal_CreateView,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_Metal_DestroyView,(SDL_MetalView a),(a),)
SDL_DYNAPI_PROC(int,SDL_LockTextureToSurface,(SDL_Texture *a, const SDL_Rect *b, SDL2_Surface **c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasARMSIMD,(void),(),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasARMSIMD,(void),(),return)
SDL_DYNAPI_PROC(char*,SDL_strtokr,(char *a, const char *b, char **c),(a,b,c),return)
SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_wcsncmp,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
@@ -810,7 +810,7 @@ SDL_DYNAPI_PROC(int,SDL_isupper,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_islower,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickAttachVirtual,(SDL_JoystickType a, int b, int c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_JoystickDetachVirtual,(int a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickIsVirtual,(int a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_JoystickIsVirtual,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickSetVirtualAxis,(SDL_Joystick *a, int b, Sint16 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_JoystickSetVirtualButton,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_JoystickSetVirtualHat,(SDL_Joystick *a, int b, Uint8 c),(a,b,c),return)
@@ -824,27 +824,27 @@ SDL_DYNAPI_PROC(float,SDL_truncf,(float a),(a),return)
SDL_DYNAPI_PROC(SDL_Locale *,SDL_GetPreferredLocales,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_SIMDRealloc,(void *a, const size_t b),(a, b),return)
#ifdef SDL_PLATFORM_ANDROID
-SDL_DYNAPI_PROC(SDL_bool,SDL_AndroidRequestPermission,(const char *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_AndroidRequestPermission,(const char *a),(a),return)
#endif
SDL_DYNAPI_PROC(int,SDL_OpenURL,(const char *a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_HasSurfaceRLE,(SDL2_Surface *a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasLED,(SDL_GameController *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_HasSurfaceRLE,(SDL2_Surface *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_GameControllerHasLED,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerSetLED,(SDL_GameController *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickHasLED,(SDL_Joystick *a),(a),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_JoystickHasLED,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_JoystickSetLED,(SDL_Joystick *a, Uint8 b, Uint8 c, Uint8 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerRumbleTriggers,(SDL_GameController *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_JoystickRumbleTriggers,(SDL_Joystick *a, Uint16 b, Uint16 c, Uint32 d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_GameControllerHasButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_GameControllerHasAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
+SDL_DYNAPI_PROC(SDL2_bool,SDL_GameControllerHasButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerGetNumTouchpads,(SDL_GameController *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerGetNumTouchpadFingers,(SDL_GameController *a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GameControllerGetTouchpadFinger,(SDL_GameController *a, int b, int c, Uint8 *d, float *e, float *f, float *g),(a,b,c,d,e,f,g),re
(Patch may be truncated, please check the link at the top of this post.)