Don't add symbol renaming to WhatsNew.txt

main
Sam Lantinga 2022-12-27 10:00:10 -08:00
parent 84725c00d8
commit 5baed331f1
3 changed files with 16 additions and 325 deletions

View File

@ -7,8 +7,23 @@ This is a list of major changes in SDL's version history.
General: General:
* SDL headers should now be included as `#include <SDL3/SDL.h>` * SDL headers should now be included as `#include <SDL3/SDL.h>`
* Many functions and symbols have been renamed, see docs/README-migration.md for details
* The preprocessor symbol __MACOSX__ has been renamed __MACOS__
* The preprocessor symbol __IPHONEOS__ has been renamed __IOS__
* M_PI is no longer defined in SDL_stdinc.h, now the symbols SDL_PI_D (double) and SDL_PI_F (float) are available * M_PI is no longer defined in SDL_stdinc.h, now the symbols SDL_PI_D (double) and SDL_PI_F (float) are available
* SDL_GetWindowWMInfo() returns a standard int result code instead of SDL_bool, and takes SDL_SYSWM_CURRENT_VERSION as a new third parameter * SDL_GetWindowWMInfo() returns a standard int result code instead of SDL_bool, and takes SDL_SYSWM_CURRENT_VERSION as a new third parameter
* Renamed hints 'SDL_HINT_VIDEODRIVER' and 'SDL_HINT_AUDIODRIVER' to 'SDL_HINT_VIDEO_DRIVER' and 'SDL_HINT_AUDIO_DRIVER'
* Renamed environment variables 'SDL_VIDEODRIVER' and 'SDL_AUDIODRIVER' to 'SDL_VIDEO_DRIVER' and 'SDL_AUDIO_DRIVER'
* SDL_stdinc.h no longer includes stdio.h, stdlib.h, etc., it only provides the SDL C runtime functionality
* Added SDL_CreateSurface() and SDL_CreateSurfaceFrom() which replace the SDL_CreateRGBSurface*(), and can also be used to create YUV surfaces
* Removed unused 'flags' parameter from SDL_ConvertSurface and SDL_ConvertSurfaceFormat
* Removed 'SDL_GL_CONTEXT_EGL' from OpenGL configuration attributes
* SDL_GetTicks() now returns a 64-bit value and the tick values should be directly compared instead of using the SDL_TICKS_PASSED macro
* Added SDL_GetTicksNS() to return the number of nanoseconds since the SDL library initialized
* Added SDL_DelayNS() to specify a delay in nanoseconds, to the highest precision the system will support
* The timestamp member of the SDL_Event structure is now in nanoseconds, filled in with the time the event was generated, or the time it was queued if that's not available
* The `SDL_DISPLAYEVENT_*` and `SDL_WINDOWEVENT_*` events have been moved to top level events
* Intrinsic headers are no longer included in the public SDL headers
* The following functions have been removed, see docs/README-migration.md for details: * The following functions have been removed, see docs/README-migration.md for details:
* SDL_AudioInit() * SDL_AudioInit()
* SDL_AudioQuit() * SDL_AudioQuit()
@ -32,295 +47,3 @@ General:
* SDL_HINT_VIDEO_X11_FORCE_EGL * SDL_HINT_VIDEO_X11_FORCE_EGL
* SDL_HINT_VIDEO_X11_XINERAMA * SDL_HINT_VIDEO_X11_XINERAMA
* SDL_HINT_VIDEO_X11_XVIDMODE * SDL_HINT_VIDEO_X11_XVIDMODE
* SDL_FreeWAV has been removed and calls can be replaced with SDL_free
* Renamed hints 'SDL_HINT_VIDEODRIVER' and 'SDL_HINT_AUDIODRIVER' to 'SDL_HINT_VIDEO_DRIVER' and 'SDL_HINT_AUDIO_DRIVER'
* Renamed environment variables 'SDL_VIDEODRIVER' and 'SDL_AUDIODRIVER' to 'SDL_VIDEO_DRIVER' and 'SDL_AUDIO_DRIVER'
* SDL_stdinc.h no longer includes stdio.h, stdlib.h, etc., it only provides the SDL C runtime functionality
* Added SDL_CreateSurface() and SDL_CreateSurfaceFrom() which replace the SDL_CreateRGBSurface*(), and can also be used to create YUV surfaces
* Removed unused 'flags' parameter from SDL_ConvertSurface and SDL_ConvertSurfaceFormat
* Removed 'SDL_GL_CONTEXT_EGL' from OpenGL configuration attributes
* SDL_GetTicks() now returns a 64-bit value and the tick values should be directly compared instead of using the SDL_TICKS_PASSED macro
* Added SDL_GetTicksNS() to return the number of nanoseconds since the SDL library initialized
* Added SDL_DelayNS() to specify a delay in nanoseconds, to the highest precision the system will support
* The timestamp member of the SDL_Event structure is now in nanoseconds, filled in with the time the event was generated, or the time it was queued if that's not available
* The `SDL_DISPLAYEVENT_*` and `SDL_WINDOWEVENT_*` events have been moved to top level events
* Intrinsic headers are no longer included in the public SDL headers
* The preprocessor symbol __MACOSX__ has been renamed __MACOS__
* The preprocessor symbol __IPHONEOS__ has been renamed __IOS__
* The following functions have been renamed:
* SDL_AllocFormat => SDL_CreatePixelFormat
* SDL_AllocPalette => SDL_CreatePalette
* SDL_AudioStreamAvailable => SDL_GetAudioStreamAvailable
* SDL_AudioStreamClear => SDL_ClearAudioStream
* SDL_AudioStreamFlush => SDL_FlushAudioStream
* SDL_AudioStreamGet => SDL_GetAudioStreamData
* SDL_AudioStreamPut => SDL_PutAudioStreamData
* SDL_FillRect => SDL_FillSurfaceRect
* SDL_FillRects => SDL_FillSurfaceRects
* SDL_FreeAudioStream => SDL_DestroyAudioStream
* SDL_FreeFormat => SDL_DestroyPixelFormat
* SDL_FreePalette => SDL_DestroyPalette
* SDL_FreeSurface => SDL_DestroySurface
* SDL_GameControllerAddMapping => SDL_AddGamepadMapping
* SDL_GameControllerAddMappingsFromFile => SDL_AddGamepadMappingsFromFile
* SDL_GameControllerAddMappingsFromRW => SDL_AddGamepadMappingsFromRW
* SDL_GameControllerClose => SDL_CloseGamepad
* SDL_GameControllerEventState => SDL_GetGamepadEventState
* SDL_GameControllerFromInstanceID => SDL_GetGamepadFromInstanceID
* SDL_GameControllerFromPlayerIndex => SDL_GetGamepadFromPlayerIndex
* SDL_GameControllerGetAppleSFSymbolsNameForAxis => SDL_GetGamepadAppleSFSymbolsNameForAxis
* SDL_GameControllerGetAppleSFSymbolsNameForButton => SDL_GetGamepadAppleSFSymbolsNameForButton
* SDL_GameControllerGetAttached => SDL_IsGamepadConnected
* SDL_GameControllerGetAxis => SDL_GetGamepadAxis
* SDL_GameControllerGetAxisFromString => SDL_GetGamepadAxisFromString
* SDL_GameControllerGetBindForAxis => SDL_GetGamepadBindForAxis
* SDL_GameControllerGetBindForButton => SDL_GetGamepadBindForButton
* SDL_GameControllerGetButton => SDL_GetGamepadButton
* SDL_GameControllerGetButtonFromString => SDL_GetGamepadButtonFromString
* SDL_GameControllerGetFirmwareVersion => SDL_GetGamepadFirmwareVersion
* SDL_GameControllerGetJoystick => SDL_GetGamepadJoystick
* SDL_GameControllerGetNumTouchpadFingers => SDL_GetGamepadNumTouchpadFingers
* SDL_GameControllerGetNumTouchpads => SDL_GetGamepadNumTouchpads
* SDL_GameControllerGetPlayerIndex => SDL_GetGamepadPlayerIndex
* SDL_GameControllerGetProduct => SDL_GetGamepadProduct
* SDL_GameControllerGetProductVersion => SDL_GetGamepadProductVersion
* SDL_GameControllerGetSensorData => SDL_GetGamepadSensorData
* SDL_GameControllerGetSensorDataRate => SDL_GetGamepadSensorDataRate
* SDL_GameControllerGetSerial => SDL_GetGamepadSerial
* SDL_GameControllerGetStringForAxis => SDL_GetGamepadStringForAxis
* SDL_GameControllerGetStringForButton => SDL_GetGamepadStringForButton
* SDL_GameControllerGetTouchpadFinger => SDL_GetGamepadTouchpadFinger
* SDL_GameControllerGetType => SDL_GetGamepadType
* SDL_GameControllerGetVendor => SDL_GetGamepadVendor
* SDL_GameControllerHasAxis => SDL_GamepadHasAxis
* SDL_GameControllerHasButton => SDL_GamepadHasButton
* SDL_GameControllerHasLED => SDL_GamepadHasLED
* SDL_GameControllerHasRumble => SDL_GamepadHasRumble
* SDL_GameControllerHasRumbleTriggers => SDL_GamepadHasRumbleTriggers
* SDL_GameControllerHasSensor => SDL_GamepadHasSensor
* SDL_GameControllerIsSensorEnabled => SDL_IsGamepadSensorEnabled
* SDL_GameControllerMapping => SDL_GetGamepadMapping
* SDL_GameControllerMappingForDeviceIndex => SDL_GetGamepadMappingForDeviceIndex
* SDL_GameControllerMappingForGUID => SDL_GetGamepadMappingForGUID
* SDL_GameControllerMappingForIndex => SDL_GetGamepadMappingForIndex
* SDL_GameControllerName => SDL_GetGamepadName
* SDL_GameControllerNameForIndex => SDL_GetGamepadNameForIndex
* SDL_GameControllerNumMappings => SDL_GetNumGamepadMappings
* SDL_GameControllerOpen => SDL_OpenGamepad
* SDL_GameControllerPath => SDL_GetGamepadPath
* SDL_GameControllerPathForIndex => SDL_GetGamepadPathForIndex
* SDL_GameControllerRumble => SDL_RumbleGamepad
* SDL_GameControllerRumbleTriggers => SDL_RumbleGamepadTriggers
* SDL_GameControllerSendEffect => SDL_SendGamepadEffect
* SDL_GameControllerSetLED => SDL_SetGamepadLED
* SDL_GameControllerSetPlayerIndex => SDL_SetGamepadPlayerIndex
* SDL_GameControllerSetSensorEnabled => SDL_SetGamepadSensorEnabled
* SDL_GameControllerTypeForIndex => SDL_GetGamepadTypeForIndex
* SDL_GameControllerUpdate => SDL_UpdateGamepads
* SDL_GetClipRect => SDL_GetSurfaceClipRect
* SDL_GetColorKey => SDL_GetSurfaceColorKey
* SDL_GetPointDisplayIndex => SDL_GetDisplayIndexForPoint
* SDL_GetRectDisplayIndex => SDL_GetDisplayIndexForRect
* SDL_HasColorKey => SDL_SurfaceHasColorKey
* SDL_HasSurfaceRLE => SDL_SurfaceHasRLE
* SDL_IsGameController => SDL_IsGamepad
* SDL_JoystickAttachVirtual => SDL_AttachVirtualJoystick
* SDL_JoystickAttachVirtualEx => SDL_AttachVirtualJoystickEx
* SDL_JoystickClose => SDL_CloseJoystick
* SDL_JoystickCurrentPowerLevel => SDL_GetJoystickPowerLevel
* SDL_JoystickDetachVirtual => SDL_DetachVirtualJoystick
* SDL_JoystickEventState => SDL_GetJoystickEventState
* SDL_JoystickFromInstanceID => SDL_GetJoystickFromInstanceID
* SDL_JoystickFromPlayerIndex => SDL_GetJoystickFromPlayerIndex
* SDL_JoystickGetAttached => SDL_IsJoystickConnected
* SDL_JoystickGetAxis => SDL_GetJoystickAxis
* SDL_JoystickGetAxisInitialState => SDL_GetJoystickAxisInitialState
* SDL_JoystickGetButton => SDL_GetJoystickButton
* SDL_JoystickGetDeviceGUID => SDL_GetJoystickDeviceGUID
* SDL_JoystickGetDeviceInstanceID => SDL_GetJoystickDeviceInstanceID
* SDL_JoystickGetDevicePlayerIndex => SDL_GetJoystickDevicePlayerIndex
* SDL_JoystickGetDeviceProduct => SDL_GetJoystickDeviceProduct
* SDL_JoystickGetDeviceProductVersion => SDL_GetJoystickDeviceProductVersion
* SDL_JoystickGetDeviceType => SDL_GetJoystickDeviceType
* SDL_JoystickGetDeviceVendor => SDL_GetJoystickDeviceVendor
* SDL_JoystickGetFirmwareVersion => SDL_GetJoystickFirmwareVersion
* SDL_JoystickGetGUID => SDL_GetJoystickGUID
* SDL_JoystickGetGUIDFromString => SDL_GetJoystickGUIDFromString
* SDL_JoystickGetGUIDString => SDL_GetJoystickGUIDString
* SDL_JoystickGetHat => SDL_GetJoystickHat
* SDL_JoystickGetPlayerIndex => SDL_GetJoystickPlayerIndex
* SDL_JoystickGetProduct => SDL_GetJoystickProduct
* SDL_JoystickGetProductVersion => SDL_GetJoystickProductVersion
* SDL_JoystickGetSerial => SDL_GetJoystickSerial
* SDL_JoystickGetType => SDL_GetJoystickType
* SDL_JoystickGetVendor => SDL_GetJoystickVendor
* SDL_JoystickInstanceID => SDL_GetJoystickInstanceID
* SDL_JoystickIsVirtual => SDL_IsJoystickVirtual
* SDL_JoystickName => SDL_GetJoystickName
* SDL_JoystickNameForIndex => SDL_GetJoystickNameForIndex
* SDL_JoystickNumAxes => SDL_GetNumJoystickAxes
* SDL_JoystickNumButtons => SDL_GetNumJoystickButtons
* SDL_JoystickNumHats => SDL_GetNumJoystickHats
* SDL_JoystickOpen => SDL_OpenJoystick
* SDL_JoystickPath => SDL_GetJoystickPath
* SDL_JoystickPathForIndex => SDL_GetJoystickPathForIndex
* SDL_JoystickRumble => SDL_RumbleJoystick
* SDL_JoystickRumbleTriggers => SDL_RumbleJoystickTriggers
* SDL_JoystickSendEffect => SDL_SendJoystickEffect
* SDL_JoystickSetLED => SDL_SetJoystickLED
* SDL_JoystickSetPlayerIndex => SDL_SetJoystickPlayerIndex
* SDL_JoystickSetVirtualAxis => SDL_SetJoystickVirtualAxis
* SDL_JoystickSetVirtualButton => SDL_SetJoystickVirtualButton
* SDL_JoystickSetVirtualHat => SDL_SetJoystickVirtualHat
* SDL_JoystickUpdate => SDL_UpdateJoysticks
* SDL_LowerBlit => SDL_BlitSurfaceUnchecked
* SDL_LowerBlitScaled => SDL_BlitSurfaceUncheckedScaled
* SDL_MasksToPixelFormatEnum => SDL_GetPixelFormatEnumForMasks
* SDL_NewAudioStream => SDL_CreateAudioStream
* SDL_NumJoysticks => SDL_GetNumJoysticks
* SDL_NumSensors => SDL_GetNumSensors
* SDL_PixelFormatEnumToMasks => SDL_GetMasksForPixelFormatEnum
* SDL_RenderCopy => SDL_RenderTexture
* SDL_RenderCopyEx => SDL_RenderTextureRotated
* SDL_RenderCopyExF => SDL_RenderTextureRotatedF
* SDL_RenderCopyF => SDL_RenderTextureF
* SDL_RenderDrawLine => SDL_RenderLine
* SDL_RenderDrawLineF => SDL_RenderLineF
* SDL_RenderDrawLines => SDL_RenderLines
* SDL_RenderDrawLinesF => SDL_RenderLinesF
* SDL_RenderDrawPoint => SDL_RenderPoint
* SDL_RenderDrawPointF => SDL_RenderPointF
* SDL_RenderDrawPoints => SDL_RenderPoints
* SDL_RenderDrawPointsF => SDL_RenderPointsF
* SDL_RenderDrawRect => SDL_RenderRect
* SDL_RenderDrawRectF => SDL_RenderRectF
* SDL_RenderDrawRects => SDL_RenderRects
* SDL_RenderDrawRectsF => SDL_RenderRectsF
* SDL_RenderGetClipRect => SDL_GetRenderClipRect
* SDL_RenderGetIntegerScale => SDL_GetRenderIntegerScale
* SDL_RenderGetLogicalSize => SDL_GetRenderLogicalSize
* SDL_RenderGetMetalCommandEncoder => SDL_GetRenderMetalCommandEncoder
* SDL_RenderGetMetalLayer => SDL_GetRenderMetalLayer
* SDL_RenderGetScale => SDL_GetRenderScale
* SDL_RenderGetViewport => SDL_GetRenderViewport
* SDL_RenderGetWindow => SDL_GetRenderWindow
* SDL_RenderIsClipEnabled => SDL_IsRenderClipEnabled
* SDL_RenderSetClipRect => SDL_SetRenderClipRect
* SDL_RenderSetIntegerScale => SDL_SetRenderIntegerScale
* SDL_RenderSetLogicalSize => SDL_SetRenderLogicalSize
* SDL_RenderSetScale => SDL_SetRenderScale
* SDL_RenderSetVSync => SDL_SetRenderVSync
* SDL_RenderSetViewport => SDL_SetRenderViewport
* SDL_RenderTargetSupported => SDL_IsRenderTargetSupported
* SDL_SensorClose => SDL_CloseSensor
* SDL_SensorFromInstanceID => SDL_GetSensorFromInstanceID
* SDL_SensorGetData => SDL_GetSensorData
* SDL_SensorGetDeviceInstanceID => SDL_GetSensorDeviceInstanceID
* SDL_SensorGetDeviceName => SDL_GetSensorDeviceName
* SDL_SensorGetDeviceNonPortableType => SDL_GetSensorDeviceNonPortableType
* SDL_SensorGetDeviceType => SDL_GetSensorDeviceType
* SDL_SensorGetInstanceID => SDL_GetSensorInstanceID
* SDL_SensorGetName => SDL_GetSensorName
* SDL_SensorGetNonPortableType => SDL_GetSensorNonPortableType
* SDL_SensorGetType => SDL_GetSensorType
* SDL_SensorOpen => SDL_OpenSensor
* SDL_SensorUpdate => SDL_UpdateSensors
* SDL_SetClipRect => SDL_SetSurfaceClipRect
* SDL_SetColorKey => SDL_SetSurfaceColorKey
* SDL_UpperBlit => SDL_BlitSurface
* SDL_UpperBlitScaled => SDL_BlitSurfaceScaled
* The following enums have been renamed:
* SDL_GameControllerAxis => SDL_GamepadAxis
* SDL_GameControllerBindType => SDL_GamepadBindingType
* SDL_GameControllerButton => SDL_GamepadButton
* SDL_GameControllerType => SDL_GamepadType
* The following structures have been renamed:
* SDL_ControllerAxisEvent => SDL_GamepadAxisEvent
* SDL_ControllerButtonEvent => SDL_GamepadButtonEvent
* SDL_ControllerDeviceEvent => SDL_GamepadDeviceEvent
* SDL_ControllerSensorEvent => SDL_GamepadSensorEvent
* SDL_ControllerTouchpadEvent => SDL_GamepadTouchpadEvent
* SDL_GameController => SDL_Gamepad
* SDL_GameControllerButtonBind => SDL_GamepadBinding
* The following symbols have been renamed:
* KMOD_ALT => SDL_KMOD_ALT
* KMOD_CAPS => SDL_KMOD_CAPS
* KMOD_CTRL => SDL_KMOD_CTRL
* KMOD_GUI => SDL_KMOD_GUI
* KMOD_LALT => SDL_KMOD_LALT
* KMOD_LCTRL => SDL_KMOD_LCTRL
* KMOD_LGUI => SDL_KMOD_LGUI
* KMOD_LSHIFT => SDL_KMOD_LSHIFT
* KMOD_MODE => SDL_KMOD_MODE
* KMOD_NONE => SDL_KMOD_NONE
* KMOD_NUM => SDL_KMOD_NUM
* KMOD_RALT => SDL_KMOD_RALT
* KMOD_RCTRL => SDL_KMOD_RCTRL
* KMOD_RESERVED => SDL_KMOD_RESERVED
* KMOD_RGUI => SDL_KMOD_RGUI
* KMOD_RSHIFT => SDL_KMOD_RSHIFT
* KMOD_SCROLL => SDL_KMOD_SCROLL
* KMOD_SHIFT => SDL_KMOD_SHIFT
* RW_SEEK_CUR => SDL_RW_SEEK_CUR
* RW_SEEK_END => SDL_RW_SEEK_END
* RW_SEEK_SET => SDL_RW_SEEK_SET
* SDL_CONTROLLERAXISMOTION => SDL_GAMEPADAXISMOTION
* SDL_CONTROLLERBUTTONDOWN => SDL_GAMEPADBUTTONDOWN
* SDL_CONTROLLERBUTTONUP => SDL_GAMEPADBUTTONUP
* SDL_CONTROLLERDEVICEADDED => SDL_GAMEPADADDED
* SDL_CONTROLLERDEVICEREMAPPED => SDL_GAMEPADDEVICEREMAPPED
* SDL_CONTROLLERDEVICEREMOVED => SDL_GAMEPADREMOVED
* SDL_CONTROLLERSENSORUPDATE => SDL_GAMEPADSENSORUPDATE
* SDL_CONTROLLERTOUCHPADDOWN => SDL_GAMEPADTOUCHPADDOWN
* SDL_CONTROLLERTOUCHPADMOTION => SDL_GAMEPADTOUCHPADMOTION
* SDL_CONTROLLERTOUCHPADUP => SDL_GAMEPADTOUCHPADUP
* SDL_CONTROLLER_AXIS_INVALID => SDL_GAMEPAD_AXIS_INVALID
* SDL_CONTROLLER_AXIS_LEFTX => SDL_GAMEPAD_AXIS_LEFTX
* SDL_CONTROLLER_AXIS_LEFTY => SDL_GAMEPAD_AXIS_LEFTY
* SDL_CONTROLLER_AXIS_MAX => SDL_GAMEPAD_AXIS_MAX
* SDL_CONTROLLER_AXIS_RIGHTX => SDL_GAMEPAD_AXIS_RIGHTX
* SDL_CONTROLLER_AXIS_RIGHTY => SDL_GAMEPAD_AXIS_RIGHTY
* SDL_CONTROLLER_AXIS_TRIGGERLEFT => SDL_GAMEPAD_AXIS_LEFT_TRIGGER
* SDL_CONTROLLER_AXIS_TRIGGERRIGHT => SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
* SDL_CONTROLLER_BINDTYPE_AXIS => SDL_GAMEPAD_BINDTYPE_AXIS
* SDL_CONTROLLER_BINDTYPE_BUTTON => SDL_GAMEPAD_BINDTYPE_BUTTON
* SDL_CONTROLLER_BINDTYPE_HAT => SDL_GAMEPAD_BINDTYPE_HAT
* SDL_CONTROLLER_BINDTYPE_NONE => SDL_GAMEPAD_BINDTYPE_NONE
* SDL_CONTROLLER_BUTTON_A => SDL_GAMEPAD_BUTTON_A
* SDL_CONTROLLER_BUTTON_B => SDL_GAMEPAD_BUTTON_B
* SDL_CONTROLLER_BUTTON_BACK => SDL_GAMEPAD_BUTTON_BACK
* SDL_CONTROLLER_BUTTON_DPAD_DOWN => SDL_GAMEPAD_BUTTON_DPAD_DOWN
* SDL_CONTROLLER_BUTTON_DPAD_LEFT => SDL_GAMEPAD_BUTTON_DPAD_LEFT
* SDL_CONTROLLER_BUTTON_DPAD_RIGHT => SDL_GAMEPAD_BUTTON_DPAD_RIGHT
* SDL_CONTROLLER_BUTTON_DPAD_UP => SDL_GAMEPAD_BUTTON_DPAD_UP
* SDL_CONTROLLER_BUTTON_GUIDE => SDL_GAMEPAD_BUTTON_GUIDE
* SDL_CONTROLLER_BUTTON_INVALID => SDL_GAMEPAD_BUTTON_INVALID
* SDL_CONTROLLER_BUTTON_LEFTSHOULDER => SDL_GAMEPAD_BUTTON_LEFT_SHOULDER
* SDL_CONTROLLER_BUTTON_LEFTSTICK => SDL_GAMEPAD_BUTTON_LEFT_STICK
* SDL_CONTROLLER_BUTTON_MAX => SDL_GAMEPAD_BUTTON_MAX
* SDL_INIT_GAMECONTROLLER => SDL_INIT_GAMEPAD
* SDL_CONTROLLER_BUTTON_MISC1 => SDL_GAMEPAD_BUTTON_MISC1
* SDL_CONTROLLER_BUTTON_PADDLE1 => SDL_GAMEPAD_BUTTON_PADDLE1
* SDL_CONTROLLER_BUTTON_PADDLE2 => SDL_GAMEPAD_BUTTON_PADDLE2
* SDL_CONTROLLER_BUTTON_PADDLE3 => SDL_GAMEPAD_BUTTON_PADDLE3
* SDL_CONTROLLER_BUTTON_PADDLE4 => SDL_GAMEPAD_BUTTON_PADDLE4
* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER => SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
* SDL_CONTROLLER_BUTTON_RIGHTSTICK => SDL_GAMEPAD_BUTTON_RIGHT_STICK
* SDL_CONTROLLER_BUTTON_START => SDL_GAMEPAD_BUTTON_START
* SDL_CONTROLLER_BUTTON_TOUCHPAD => SDL_GAMEPAD_BUTTON_TOUCHPAD
* SDL_CONTROLLER_BUTTON_X => SDL_GAMEPAD_BUTTON_X
* SDL_CONTROLLER_BUTTON_Y => SDL_GAMEPAD_BUTTON_Y
* SDL_CONTROLLER_TYPE_AMAZON_LUNA => SDL_GAMEPAD_TYPE_AMAZON_LUNA
* SDL_CONTROLLER_TYPE_GOOGLE_STADIA => SDL_GAMEPAD_TYPE_GOOGLE_STADIA
* SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT => SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT
* SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR => SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR
* SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT => SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT
* SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO => SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO
* SDL_CONTROLLER_TYPE_NVIDIA_SHIELD => SDL_GAMEPAD_TYPE_NVIDIA_SHIELD
* SDL_CONTROLLER_TYPE_PS3 => SDL_GAMEPAD_TYPE_PS3
* SDL_CONTROLLER_TYPE_PS4 => SDL_GAMEPAD_TYPE_PS4
* SDL_CONTROLLER_TYPE_PS5 => SDL_GAMEPAD_TYPE_PS5
* SDL_CONTROLLER_TYPE_UNKNOWN => SDL_GAMEPAD_TYPE_UNKNOWN
* SDL_CONTROLLER_TYPE_VIRTUAL => SDL_GAMEPAD_TYPE_VIRTUAL
* SDL_CONTROLLER_TYPE_XBOX360 => SDL_GAMEPAD_TYPE_XBOX360
* SDL_CONTROLLER_TYPE_XBOXONE => SDL_GAMEPAD_TYPE_XBOXONE

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@ -63,7 +63,6 @@ def main():
add_symbol_to_oldnames(header.name, oldname, newname) add_symbol_to_oldnames(header.name, oldname, newname)
add_symbol_to_migration(header.name, args.type, oldname, newname) add_symbol_to_migration(header.name, args.type, oldname, newname)
add_symbol_to_whatsnew(args.type, oldname, newname)
i += 2 i += 2
@ -193,37 +192,6 @@ def add_symbol_to_migration(header, symbol_type, oldname, newname):
file.write_text("\n".join(lines) + "\n") file.write_text("\n".join(lines) + "\n")
def add_symbol_to_whatsnew(symbol_type, oldname, newname):
file = (SDL_ROOT / "WhatsNew.txt")
lines = file.read_text().splitlines()
note = ("* The following %ss have been renamed:" % symbol_type)
note_added = False
content = (" * %s => %s" % (oldname, newname))
content_added = False
mode = 0
i = 0
while i < len(lines):
line = lines[i]
if not note_added:
if note == line:
note_added = True
elif not content_added:
if content == line:
content_added = True
elif not line.startswith(" *") or content < line:
i = add_line(lines, i, content)
content_added = True
i += 1
if not note_added:
i = add_line(lines, i, note)
if not content_added:
i = add_line(lines, i, content)
file.write_text("\r\n".join(lines) + "\r\n")
if __name__ == "__main__": if __name__ == "__main__":
parser = argparse.ArgumentParser(fromfile_prefix_chars='@') parser = argparse.ArgumentParser(fromfile_prefix_chars='@')

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@ -4,7 +4,7 @@ This guide provides useful information for migrating applications from SDL 2.0 t
Details on API changes are organized by SDL 2.0 header below. Details on API changes are organized by SDL 2.0 header below.
We have provided a handy Python script [rename_symbols.py](https://github.com/libsdl-org/SDL/blob/main/build-scripts/rename_symbols.py) to rename SDL2 functions to their SDL3 counterparts: Many functions and symbols have been renamed. We have provided a handy Python script [rename_symbols.py](https://github.com/libsdl-org/SDL/blob/main/build-scripts/rename_symbols.py) to rename SDL2 functions to their SDL3 counterparts:
```sh ```sh
rename_symbols.py --all-symbols source_code_path rename_symbols.py --all-symbols source_code_path
``` ```