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https://github.com/Relintai/sdl2_frt.git
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Fixed ABI, don't change the return type of SDL_GL_SwapWindow()
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@ -1195,7 +1195,7 @@ extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void);
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* \brief Swap the OpenGL buffers for a window, if double-buffering is
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* supported.
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*/
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extern DECLSPEC int SDLCALL SDL_GL_SwapWindow(SDL_Window * window);
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extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window * window);
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/**
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* \brief Delete an OpenGL context.
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@ -595,7 +595,7 @@ SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_GetCurrentContext,(void),(),return)
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SDL_DYNAPI_PROC(void,SDL_GL_GetDrawableSize,(SDL_Window *a, int *b, int *c),(a,b,c),)
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SDL_DYNAPI_PROC(int,SDL_GL_SetSwapInterval,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_GetSwapInterval,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GL_SwapWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GL_SwapWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GL_DeleteContext,(SDL_GLContext a),(a),)
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SDL_DYNAPI_PROC(int,SDL_vsscanf,(const char *a, const char *b, va_list c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerAddMappingsFromRW,(SDL_RWops *a, int b),(a,b),return)
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@ -3390,20 +3390,22 @@ SDL_GL_GetSwapInterval(void)
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}
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}
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int
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void
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SDL_GL_SwapWindow(SDL_Window * window)
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{
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CHECK_WINDOW_MAGIC(window,-1);
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CHECK_WINDOW_MAGIC(window,);
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if (!(window->flags & SDL_WINDOW_OPENGL)) {
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return SDL_SetError("The specified window isn't an OpenGL window");
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SDL_SetError("The specified window isn't an OpenGL window");
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return;
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}
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if (SDL_GL_GetCurrentWindow() != window) {
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return SDL_SetError("The specified window has not been made current");
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SDL_SetError("The specified window has not been made current");
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return;
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}
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return _this->GL_SwapWindow(_this, window);
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_this->GL_SwapWindow(_this, window);
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}
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void
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