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Merge pull request #6 from pusewicz/pu-sdl-3.2.8
[SDL] Updates to 'release-3.2.8'
2 parents f5d4347 + 402ee4e commit 31d20d4

147 files changed

Lines changed: 1742 additions & 613 deletions

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Dependencies/SDL3.xcframework/Info.plist

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@@ -8,35 +8,36 @@
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<key>BinaryPath</key>
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<string>SDL3.framework/SDL3</string>
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<key>LibraryIdentifier</key>
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<string>ios-arm64</string>
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<string>tvos-arm64</string>
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<key>LibraryPath</key>
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<string>SDL3.framework</string>
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<key>SupportedArchitectures</key>
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<array>
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<string>arm64</string>
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</array>
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<key>SupportedPlatform</key>
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<string>ios</string>
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<string>tvos</string>
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</dict>
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<dict>
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<key>BinaryPath</key>
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<string>SDL3.framework/SDL3</string>
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<string>SDL3.framework/Versions/A/SDL3</string>
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<key>LibraryIdentifier</key>
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<string>tvos-arm64</string>
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<string>macos-arm64_x86_64</string>
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<key>LibraryPath</key>
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<string>SDL3.framework</string>
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<key>SupportedArchitectures</key>
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<array>
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<string>arm64</string>
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<string>x86_64</string>
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</array>
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<key>SupportedPlatform</key>
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<string>tvos</string>
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<string>macos</string>
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</dict>
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<dict>
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<key>BinaryPath</key>
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<string>SDL3.framework/SDL3</string>
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<key>LibraryIdentifier</key>
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<string>ios-arm64_x86_64-simulator</string>
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<string>tvos-arm64_x86_64-simulator</string>
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<key>LibraryPath</key>
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<string>SDL3.framework</string>
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<key>SupportedArchitectures</key>
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<string>x86_64</string>
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</array>
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<key>SupportedPlatform</key>
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<string>ios</string>
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<string>tvos</string>
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<key>SupportedPlatformVariant</key>
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<string>simulator</string>
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</dict>
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<dict>
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<key>BinaryPath</key>
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<string>SDL3.framework/Versions/A/SDL3</string>
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<string>SDL3.framework/SDL3</string>
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<key>LibraryIdentifier</key>
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<string>macos-arm64_x86_64</string>
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<string>ios-arm64_x86_64-simulator</string>
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<key>LibraryPath</key>
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<string>SDL3.framework</string>
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<key>SupportedArchitectures</key>
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<string>x86_64</string>
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</array>
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<key>SupportedPlatform</key>
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<string>macos</string>
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<string>ios</string>
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<key>SupportedPlatformVariant</key>
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<string>simulator</string>
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</dict>
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<dict>
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<key>BinaryPath</key>
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<string>SDL3.framework/SDL3</string>
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<key>LibraryIdentifier</key>
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<string>tvos-arm64_x86_64-simulator</string>
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<string>ios-arm64</string>
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<key>LibraryPath</key>
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<string>SDL3.framework</string>
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<key>SupportedArchitectures</key>
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<array>
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<string>arm64</string>
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<string>x86_64</string>
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</array>
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<key>SupportedPlatform</key>
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<string>tvos</string>
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<key>SupportedPlatformVariant</key>
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<string>simulator</string>
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<string>ios</string>
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</dict>
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</array>
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<key>CFBundlePackageType</key>

Dependencies/SDL3.xcframework/ios-arm64/SDL3.framework/Headers/SDL.h

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@@ -20,7 +20,7 @@
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*/
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/**
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* Main include header for the SDL library, version 3.2.0
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* Main include header for the SDL library, version 3.2.8
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*
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* It is almost always best to include just this one header instead of
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* picking out individual headers included here. There are exceptions to

Dependencies/SDL3.xcframework/ios-arm64/SDL3.framework/Headers/SDL_assert.h

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@@ -149,6 +149,8 @@ extern "C" {
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#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
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#elif defined(_WIN32) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__arm64__) || defined(__aarch64__)) )
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#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #0xF000\n\t" )
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#elif defined(__GNUC__) || defined(__clang__)
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#define SDL_TriggerBreakpoint() __builtin_trap() /* older gcc may not support SDL_HAS_BUILTIN(__builtin_trap) above */
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#elif defined(__386__) && defined(__WATCOMC__)
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#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
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#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)

Dependencies/SDL3.xcframework/ios-arm64/SDL3.framework/Headers/SDL_atomic.h

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@@ -498,7 +498,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddAtomicInt(SDL_AtomicInt *a, int v);
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*
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* ***Note: If you don't know what this macro is for, you shouldn't use it!***
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*
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* \param a a pointer to an SDL_AtomicInt to increment.
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* \param a a pointer to an SDL_AtomicInt to decrement.
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* \returns true if the variable reached zero after decrementing, false
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* otherwise.
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*

Dependencies/SDL3.xcframework/ios-arm64/SDL3.framework/Headers/SDL_audio.h

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Original file line numberDiff line numberDiff line change
@@ -781,7 +781,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePlayback(SDL_AudioDeviceID dev
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* Physical devices can not be paused or unpaused, only logical devices
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* created through SDL_OpenAudioDevice() can be.
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*
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* \param dev a device opened by SDL_OpenAudioDevice().
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* \param devid a device opened by SDL_OpenAudioDevice().
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \sa SDL_ResumeAudioDevice
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* \sa SDL_AudioDevicePaused
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
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extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID devid);
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797797
/**
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* Use this function to unpause audio playback on a specified device.
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* Physical devices can not be paused or unpaused, only logical devices
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* created through SDL_OpenAudioDevice() can be.
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*
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* \param dev a device opened by SDL_OpenAudioDevice().
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* \param devid a device opened by SDL_OpenAudioDevice().
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \sa SDL_AudioDevicePaused
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* \sa SDL_PauseAudioDevice
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev);
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extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID devid);
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/**
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* Use this function to query if an audio device is paused.
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* created through SDL_OpenAudioDevice() can be. Physical and invalid device
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* IDs will report themselves as unpaused here.
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*
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* \param dev a device opened by SDL_OpenAudioDevice().
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* \param devid a device opened by SDL_OpenAudioDevice().
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* \returns true if device is valid and paused, false otherwise.
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*
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* \threadsafety It is safe to call this function from any thread.
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* \sa SDL_PauseAudioDevice
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* \sa SDL_ResumeAudioDevice
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*/
845-
extern SDL_DECLSPEC bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID dev);
845+
extern SDL_DECLSPEC bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID devid);
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/**
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* Get the gain of an audio device.
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* previously been paused. Once unpaused, any bound audio streams will begin
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* to progress again, and audio can be generated.
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*
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* Remember, SDL_OpenAudioDeviceStream opens device in a paused state, so this
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* function call is required for audio playback to begin on such device.
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*
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* \param stream the audio stream associated with the audio device to resume.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.

Dependencies/SDL3.xcframework/ios-arm64/SDL3.framework/Headers/SDL_camera.h

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@@ -239,7 +239,7 @@ extern SDL_DECLSPEC SDL_CameraID * SDLCALL SDL_GetCameras(int *count);
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* there _is_ a camera until the user has given you permission to check
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* through a scary warning popup.
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*
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* \param devid the camera device instance ID to query.
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* \param instance_id the camera device instance ID.
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* \param count a pointer filled in with the number of elements in the list,
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* may be NULL.
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* \returns a NULL terminated array of pointers to SDL_CameraSpec or NULL on
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* \sa SDL_GetCameras
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* \sa SDL_OpenCamera
256256
*/
257-
extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID devid, int *count);
257+
extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID instance_id, int *count);
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/**
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* Get the human-readable device name for a camera.

Dependencies/SDL3.xcframework/ios-arm64/SDL3.framework/Headers/SDL_dialog.h

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* - A pointer to NULL, the user either didn't choose any file or canceled the
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* dialog.
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* - A pointer to non-`NULL`, the user chose one or more files. The argument
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* is a null-terminated list of pointers to C strings, each containing a
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* path.
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* is a null-terminated array of pointers to UTF-8 encoded strings, each
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* containing a path.
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*
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* The filelist argument should not be freed; it will automatically be freed
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* when the callback returns.

Dependencies/SDL3.xcframework/ios-arm64/SDL3.framework/Headers/SDL_events.h

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@@ -132,7 +132,7 @@ typedef enum SDL_EventType
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/* Window events */
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/* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
135-
/* 0x201 was SDL_EVENT_SYSWM, reserve the number for sdl2-compat */
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/* 0x201 was SDL_SYSWMEVENT, reserve the number for sdl2-compat */
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SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */
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SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
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SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event */
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* \param numevents if action is SDL_ADDEVENT, the number of events to add
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* back to the event queue; if action is SDL_PEEKEVENT or
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* SDL_GETEVENT, the maximum number of events to retrieve.
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* \param action action to take; see [[#action|Remarks]] for details.
1111+
* \param action action to take; see [Remarks](#remarks) for details.
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* \param minType minimum value of the event type to be considered;
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* SDL_EVENT_FIRST is a safe choice.
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* \param maxType maximum value of the event type to be considered;

Dependencies/SDL3.xcframework/ios-arm64/SDL3.framework/Headers/SDL_gamepad.h

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* "joysticks" now are actually console-style gamepads. So SDL provides the
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* gamepad API on top of the lower-level joystick functionality.
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*
32-
* The difference betweena joystick and a gamepad is that a gamepad tells you
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* The difference between a joystick and a gamepad is that a gamepad tells you
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* _where_ a button or axis is on the device. You don't speak to gamepads in
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* terms of arbitrary numbers like "button 3" or "axis 2" but in standard
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* locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or

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