sdl2-compat: Deal with SDL_*F functions that were renaamed SDL_*Float.

From 0f8bde82a6369040b549f97041ae2cb1dee66085 Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Sat, 31 Dec 2022 00:40:46 -0500
Subject: [PATCH] Deal with SDL_*F functions that were renaamed SDL_*Float.

---
 src/sdl3_syms.h | 30 +++++++++++++++---------------
 1 file changed, 15 insertions(+), 15 deletions(-)

diff --git a/src/sdl3_syms.h b/src/sdl3_syms.h
index a2f2559..400e7ee 100644
--- a/src/sdl3_syms.h
+++ b/src/sdl3_syms.h
@@ -702,16 +702,16 @@ SDL3_SYM_PASSTHROUGH(SDL_Thread*,CreateThreadWithStackSize,(SDL_ThreadFunction a
 SDL3_SYM_RENAMED(int,JoystickGetPlayerIndex,GetJoystickPlayerIndex,(SDL_Joystick *a),(a),return)
 SDL3_SYM_RENAMED(int,GameControllerGetPlayerIndex,GetGamepadPlayerIndex,(SDL_GameController *a),(a),return)
 SDL3_SYM_PASSTHROUGH(int,RenderFlush,(SDL_Renderer *a),(a),return)
-SDL3_SYM_RENAMED(int,RenderDrawPointF,RenderPointF,(SDL_Renderer *a, float b, float c),(a,b,c),return)
-SDL3_SYM_RENAMED(int,RenderDrawPointsF,RenderPointsF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
-SDL3_SYM_RENAMED(int,RenderDrawLineF,RenderLineF,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
-SDL3_SYM_RENAMED(int,RenderDrawLinesF,RenderLinesF,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
-SDL3_SYM_RENAMED(int,RenderDrawRectF,RenderRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
-SDL3_SYM_RENAMED(int,RenderDrawRectsF,RenderRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
-SDL3_SYM_PASSTHROUGH(int,RenderFillRectF,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
-SDL3_SYM_PASSTHROUGH(int,RenderFillRectsF,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
-SDL3_SYM_RENAMED(int,RenderCopyF,RenderTextureF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
-SDL3_SYM_RENAMED(int,RenderCopyExF,RenderTextureRotatedF,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
+SDL3_SYM_RENAMED(int,RenderDrawPointF,RenderPointFloat,(SDL_Renderer *a, float b, float c),(a,b,c),return)
+SDL3_SYM_RENAMED(int,RenderDrawPointsF,RenderPointsFloat,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
+SDL3_SYM_RENAMED(int,RenderDrawLineF,RenderLineFloat,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
+SDL3_SYM_RENAMED(int,RenderDrawLinesF,RenderLinesFloat,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
+SDL3_SYM_RENAMED(int,RenderDrawRectF,RenderRectFloat,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
+SDL3_SYM_RENAMED(int,RenderDrawRectsF,RenderRectsFloat,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
+SDL3_SYM_RENAMED(int,RenderFillRectF,RenderFillRectFloat,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
+SDL3_SYM_RENAMED(int,RenderFillRectsF,RenderFillRectsFloat,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
+SDL3_SYM_RENAMED(int,RenderCopyF,RenderTextureFloat,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d),(a,b,c,d),return)
+SDL3_SYM_RENAMED(int,RenderCopyExF,RenderTextureRotatedFloat,(SDL_Renderer *a, SDL_Texture *b, const SDL_Rect *c, const SDL_FRect *d, const double e, const SDL_FPoint *f, const SDL_RendererFlip g),(a,b,c,d,e,f,g),return)
 SDL3_SYM_PASSTHROUGH(SDL_TouchDeviceType,GetTouchDeviceType,(SDL_TouchID a),(a),return)
 #ifdef __IOS__
 SDL3_SYM_PASSTHROUGH(int,UIKitRunApp,(int a, char *b, SDL_main_func c),(a,b,c),return)
@@ -871,11 +871,11 @@ SDL3_SYM_PASSTHROUGH(int,AndroidSendMessage,(Uint32 a, int b),(a,b),return)
 SDL3_SYM_PASSTHROUGH(const char*,GetTouchName,(int a),(a),return)
 SDL3_SYM_PASSTHROUGH(void,ClearComposition,(void),(),)
 SDL3_SYM_RENAMED(SDL_bool,IsTextInputShown,TextInputShown,(void),(),return)
-SDL3_SYM_RENAMED(SDL_bool,HasIntersectionF,HasRectIntersectionF,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
-SDL3_SYM_RENAMED(SDL_bool,IntersectFRect,GetRectIntersectionF,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
-SDL3_SYM_RENAMED(void,UnionFRect,GetRectUnionF,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
-SDL3_SYM_RENAMED(SDL_bool,EncloseFPoints,GetRectEnclosingPointsF,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
-SDL3_SYM_RENAMED(SDL_bool,IntersectFRectAndLine,GetRectAndLineIntersectionF,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
+SDL3_SYM_RENAMED(SDL_bool,HasIntersectionF,HasRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b),(a,b),return)
+SDL3_SYM_RENAMED(SDL_bool,IntersectFRect,GetRectIntersectionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),return)
+SDL3_SYM_RENAMED(void,UnionFRect,GetRectUnionFloat,(const SDL_FRect *a, const SDL_FRect *b, SDL_FRect *c),(a,b,c),)
+SDL3_SYM_RENAMED(SDL_bool,EncloseFPoints,GetRectEnclosingPointsFloat,(const SDL_FPoint *a, int b, const SDL_FRect *c, SDL_FRect *d),(a,b,c,d),return)
+SDL3_SYM_RENAMED(SDL_bool,IntersectFRectAndLine,GetRectAndLineIntersectionFloat,(const SDL_FRect *a, float *b, float *c, float *d, float *e),(a,b,c,d,e),return)
 SDL3_SYM_RENAMED(SDL_Window*,RenderGetWindow,GetRenderWindow,(SDL_Renderer *a),(a),return)
 SDL3_SYM_PASSTHROUGH(void*,bsearch,(const void *a, const void *b, size_t c, size_t d, int (SDLCALL *e)(const void *, const void *)),(a,b,c,d,e),return)
 SDL3_SYM_RENAMED(const char*,GameControllerPath,GetGamepadPath,(SDL_GameController *a),(a),return)