Mercurial > sdl-ios-xcode
view src/video/SDL_glfuncs.h @ 4384:6800e2560310 SDL-1.2
Fixed bugs #882 and 865, re-opening bug #634
Ronald Lamprecht to SDL
Hi,
Sam Lantinga wrote:
The problem with that fix is that it breaks IME events again. Maybe
we can handle keyboard events differently to prevent this issue?
Spending an hour reading MSDN, analysing SDL and another hour testing the reality on XP I am really wondering how patch r4990 could have ever worked in any situation. It's main effect is to break the unicode translation and causing spurious activation events!
Why does TranslateMessage(&msg) nothing useful? Simply because it does not affect "msg" at all! All keyboard events are dispatched without the slightest change (see MSDN). TranslateMessage() just appends additional WM_CHAR, WM_DEADCHAR, WM_SYSCHAR, WM_SYSDEADCHAR event messages to the queue. But I could not find any SDL event handling routine that catches these events and transforms them to proper SDL keyevents while eliminating the corresponding WM_KEYDOWN, etc. events. Thus any IME input like the '@' generated by "Alt + 6(Numpad) + 4(Numpad)" is simply lost.
But the situation is even worse! Up to r4990 the TranslateKey()/ToUnicode() calls did evaluate dead keys and did deliver proper key events for subsequent key strokes like '´' + 'e' resulting in 'é'. ToUnicode() needs proper key state informations to be able to handle these substitutions. But unfortunatly TranslateMessage() needs the same state information and eats it up while generating the WM_CHAR messages :-( Thus the current 1.2.14 breakes the partial IME support of previous releases, too.
The key state race condition between ToUnicode() and TranslateMessage() requires to avoid any ToUnicode() usage for receiving proper WM_CHAR, etc. messages generated by TranslateMessage(). (Yes - the '@' and 'é' appear as WM_CHAR messages when unicode is switched off).
The spurious SDL activation events are *not* caused by additional WM_ACTIVATE Windows messages! Besides DIB_HandleMessage() SDL_PrivateAppActive() is called by another source which I am not yet aware of - any hints?
Thus I do strongly recommend the deletion of the TranslateMessage(&msg) call as a quick fix.
A proper support of unicode and IME requires a clean SDL keyboard input concept first. Which SDL keyboards events should be transmitted to the app when the user presses '´' + 'e' ? Within the current unicode handling the first key stroke is hidden. Even though ToUnicode() delivers the proper key SDL does ignore it in TranslateKey(). Just the composed key event is transmitted to the app. That is what you expect for text input, but the app can no longer use keys like '^' as a key button because it will never receive a key event for it!
With a given concept it seems to be necessary to regenerate SDL key events out of the WM_CHAR, etc. events and to drop all related direct WM_KEYDOWN, etc. events while the remaining basic WM_KEYDOWN, etc. events would still have to result in SDL key events.
Anyway the source of the spurious WM_ACTIVATE should be located to avoid future trouble.
Greets,
Ronald
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 17 Nov 2009 04:59:13 +0000 |
parents | e94b0d7c33bc |
children | e49147870aac c121d94672cb |
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/* list of OpenGL functions sorted alphabetically If you need to use a GL function from the SDL video subsystem, change it's entry from SDL_PROC_UNUSED to SDL_PROC and rebuild. */ #define SDL_PROC_UNUSED(ret,func,params) SDL_PROC_UNUSED(void,glAccum,(GLenum,GLfloat)) SDL_PROC_UNUSED(void,glAlphaFunc,(GLenum,GLclampf)) SDL_PROC_UNUSED(GLboolean,glAreTexturesResident,(GLsizei,const GLuint*,GLboolean*)) SDL_PROC_UNUSED(void,glArrayElement,(GLint)) SDL_PROC(void,glBegin,(GLenum)) SDL_PROC(void,glBindTexture,(GLenum,GLuint)) SDL_PROC_UNUSED(void,glBitmap,(GLsizei,GLsizei,GLfloat,GLfloat,GLfloat,GLfloat,const GLubyte*)) SDL_PROC(void,glBlendFunc,(GLenum,GLenum)) SDL_PROC_UNUSED(void,glCallList,(GLuint)) SDL_PROC_UNUSED(void,glCallLists,(GLsizei,GLenum,const GLvoid*)) SDL_PROC_UNUSED(void,glClear,(GLbitfield)) SDL_PROC_UNUSED(void,glClearAccum,(GLfloat,GLfloat,GLfloat,GLfloat)) SDL_PROC_UNUSED(void,glClearColor,(GLclampf,GLclampf,GLclampf,GLclampf)) SDL_PROC_UNUSED(void,glClearDepth,(GLclampd)) SDL_PROC_UNUSED(void,glClearIndex,(GLfloat)) SDL_PROC_UNUSED(void,glClearStencil,(GLint)) SDL_PROC_UNUSED(void,glClipPlane,(GLenum,const GLdouble*)) SDL_PROC_UNUSED(void,glColor3b,(GLbyte,GLbyte,GLbyte)) SDL_PROC_UNUSED(void,glColor3bv,(const GLbyte*)) SDL_PROC_UNUSED(void,glColor3d,(GLdouble,GLdouble,GLdouble)) SDL_PROC_UNUSED(void,glColor3dv,(const GLdouble*)) SDL_PROC_UNUSED(void,glColor3f,(GLfloat,GLfloat,GLfloat)) SDL_PROC_UNUSED(void,glColor3fv,(const GLfloat*)) SDL_PROC_UNUSED(void,glColor3i,(GLint,GLint,GLint)) SDL_PROC_UNUSED(void,glColor3iv,(const GLint*)) SDL_PROC_UNUSED(void,glColor3s,(GLshort,GLshort,GLshort)) SDL_PROC_UNUSED(void,glColor3sv,(const GLshort*)) SDL_PROC_UNUSED(void,glColor3ub,(GLubyte,GLubyte,GLubyte)) SDL_PROC_UNUSED(void,glColor3ubv,(const GLubyte*)) SDL_PROC_UNUSED(void,glColor3ui,(GLuint,GLuint,GLuint)) SDL_PROC_UNUSED(void,glColor3uiv,(const GLuint*)) SDL_PROC_UNUSED(void,glColor3us,(GLushort,GLushort,GLushort)) SDL_PROC_UNUSED(void,glColor3usv,(const GLushort*)) SDL_PROC_UNUSED(void,glColor4b,(GLbyte,GLbyte,GLbyte,GLbyte)) SDL_PROC_UNUSED(void,glColor4bv,(const GLbyte*)) SDL_PROC_UNUSED(void,glColor4d,(GLdouble,GLdouble,GLdouble,GLdouble)) SDL_PROC_UNUSED(void,glColor4dv,(const GLdouble*)) SDL_PROC(void,glColor4f,(GLfloat,GLfloat,GLfloat,GLfloat)) SDL_PROC_UNUSED(void,glColor4fv,(const GLfloat*)) SDL_PROC_UNUSED(void,glColor4i,(GLint,GLint,GLint,GLint)) SDL_PROC_UNUSED(void,glColor4iv,(const GLint*)) SDL_PROC_UNUSED(void,glColor4s,(GLshort,GLshort,GLshort,GLshort)) SDL_PROC_UNUSED(void,glColor4sv,(const GLshort*)) SDL_PROC_UNUSED(void,glColor4ub,(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)) SDL_PROC_UNUSED(void,glColor4ubv,(const GLubyte *v)) SDL_PROC_UNUSED(void,glColor4ui,(GLuint red, GLuint green, GLuint blue, GLuint alpha)) SDL_PROC_UNUSED(void,glColor4uiv,(const GLuint *v)) SDL_PROC_UNUSED(void,glColor4us,(GLushort red, GLushort green, GLushort blue, GLushort alpha)) SDL_PROC_UNUSED(void,glColor4usv,(const GLushort *v)) SDL_PROC_UNUSED(void,glColorMask,(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)) SDL_PROC_UNUSED(void,glColorMaterial,(GLenum face, GLenum mode)) SDL_PROC_UNUSED(void,glColorPointer,(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)) SDL_PROC_UNUSED(void,glCopyPixels,(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)) SDL_PROC_UNUSED(void,glCopyTexImage1D,(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border)) SDL_PROC_UNUSED(void,glCopyTexImage2D,(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)) SDL_PROC_UNUSED(void,glCopyTexSubImage1D,(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)) SDL_PROC_UNUSED(void,glCopyTexSubImage2D,(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)) SDL_PROC_UNUSED(void,glCullFace,(GLenum mode)) SDL_PROC_UNUSED(void,glDeleteLists,(GLuint list, GLsizei range)) SDL_PROC_UNUSED(void,glDeleteTextures,(GLsizei n, const GLuint *textures)) SDL_PROC_UNUSED(void,glDepthFunc,(GLenum func)) SDL_PROC_UNUSED(void,glDepthMask,(GLboolean flag)) SDL_PROC_UNUSED(void,glDepthRange,(GLclampd zNear, GLclampd zFar)) SDL_PROC(void,glDisable,(GLenum cap)) SDL_PROC_UNUSED(void,glDisableClientState,(GLenum array)) SDL_PROC_UNUSED(void,glDrawArrays,(GLenum mode, GLint first, GLsizei count)) SDL_PROC_UNUSED(void,glDrawBuffer,(GLenum mode)) SDL_PROC_UNUSED(void,glDrawElements,(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)) SDL_PROC_UNUSED(void,glDrawPixels,(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)) SDL_PROC_UNUSED(void,glEdgeFlag,(GLboolean flag)) SDL_PROC_UNUSED(void,glEdgeFlagPointer,(GLsizei stride, const GLvoid *pointer)) SDL_PROC_UNUSED(void,glEdgeFlagv,(const GLboolean *flag)) SDL_PROC(void,glEnable,(GLenum cap)) SDL_PROC_UNUSED(void,glEnableClientState,(GLenum array)) SDL_PROC(void,glEnd,(void)) SDL_PROC_UNUSED(void,glEndList,(void)) SDL_PROC_UNUSED(void,glEvalCoord1d,(GLdouble u)) SDL_PROC_UNUSED(void,glEvalCoord1dv,(const GLdouble *u)) SDL_PROC_UNUSED(void,glEvalCoord1f,(GLfloat u)) SDL_PROC_UNUSED(void,glEvalCoord1fv,(const GLfloat *u)) SDL_PROC_UNUSED(void,glEvalCoord2d,(GLdouble u, GLdouble v)) SDL_PROC_UNUSED(void,glEvalCoord2dv,(const GLdouble *u)) SDL_PROC_UNUSED(void,glEvalCoord2f,(GLfloat u, GLfloat v)) SDL_PROC_UNUSED(void,glEvalCoord2fv,(const GLfloat *u)) SDL_PROC_UNUSED(void,glEvalMesh1,(GLenum mode, GLint i1, GLint i2)) SDL_PROC_UNUSED(void,glEvalMesh2,(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)) SDL_PROC_UNUSED(void,glEvalPoint1,(GLint i)) SDL_PROC_UNUSED(void,glEvalPoint2,(GLint i, GLint j)) SDL_PROC_UNUSED(void,glFeedbackBuffer,(GLsizei size, GLenum type, GLfloat *buffer)) SDL_PROC_UNUSED(void,glFinish,(void)) SDL_PROC(void,glFlush,(void)) SDL_PROC_UNUSED(void,glFogf,(GLenum pname, GLfloat param)) SDL_PROC_UNUSED(void,glFogfv,(GLenum pname, const GLfloat *params)) SDL_PROC_UNUSED(void,glFogi,(GLenum pname, GLint param)) SDL_PROC_UNUSED(void,glFogiv,(GLenum pname, const GLint *params)) SDL_PROC_UNUSED(void,glFrontFace,(GLenum mode)) SDL_PROC_UNUSED(void,glFrustum,(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)) SDL_PROC_UNUSED(GLuint,glGenLists,(GLsizei range)) SDL_PROC(void,glGenTextures,(GLsizei n, GLuint *textures)) SDL_PROC_UNUSED(void,glGetBooleanv,(GLenum pname, GLboolean *params)) SDL_PROC_UNUSED(void,glGetClipPlane,(GLenum plane, GLdouble *equation)) SDL_PROC_UNUSED(void,glGetDoublev,(GLenum pname, GLdouble *params)) SDL_PROC_UNUSED(GLenum,glGetError,(void)) SDL_PROC_UNUSED(void,glGetFloatv,(GLenum pname, GLfloat *params)) SDL_PROC_UNUSED(void,glGetIntegerv,(GLenum pname, GLint *params)) SDL_PROC_UNUSED(void,glGetLightfv,(GLenum light, GLenum pname, GLfloat *params)) SDL_PROC_UNUSED(void,glGetLightiv,(GLenum light, GLenum pname, GLint *params)) SDL_PROC_UNUSED(void,glGetMapdv,(GLenum target, GLenum query, GLdouble *v)) SDL_PROC_UNUSED(void,glGetMapfv,(GLenum target, GLenum query, GLfloat *v)) SDL_PROC_UNUSED(void,glGetMapiv,(GLenum target, GLenum query, GLint *v)) SDL_PROC_UNUSED(void,glGetMaterialfv,(GLenum face, GLenum pname, GLfloat *params)) SDL_PROC_UNUSED(void,glGetMaterialiv,(GLenum face, GLenum pname, GLint *params)) SDL_PROC_UNUSED(void,glGetPixelMapfv,(GLenum map, GLfloat *values)) SDL_PROC_UNUSED(void,glGetPixelMapuiv,(GLenum map, GLuint *values)) SDL_PROC_UNUSED(void,glGetPixelMapusv,(GLenum map, GLushort *values)) SDL_PROC_UNUSED(void,glGetPointerv,(GLenum pname, GLvoid* *params)) SDL_PROC_UNUSED(void,glGetPolygonStipple,(GLubyte *mask)) SDL_PROC(const GLubyte *,glGetString,(GLenum name)) SDL_PROC_UNUSED(void,glGetTexEnvfv,(GLenum target, GLenum pname, GLfloat *params)) SDL_PROC_UNUSED(void,glGetTexEnviv,(GLenum target, GLenum pname, GLint *params)) SDL_PROC_UNUSED(void,glGetTexGendv,(GLenum coord, GLenum pname, GLdouble *params)) SDL_PROC_UNUSED(void,glGetTexGenfv,(GLenum coord, GLenum pname, GLfloat *params)) SDL_PROC_UNUSED(void,glGetTexGeniv,(GLenum coord, GLenum pname, GLint *params)) SDL_PROC_UNUSED(void,glGetTexImage,(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)) SDL_PROC_UNUSED(void,glGetTexLevelParameterfv,(GLenum target, GLint level, GLenum pname, GLfloat *params)) SDL_PROC_UNUSED(void,glGetTexLevelParameteriv,(GLenum target, GLint level, GLenum pname, GLint *params)) SDL_PROC_UNUSED(void,glGetTexParameterfv,(GLenum target, GLenum pname, GLfloat *params)) SDL_PROC_UNUSED(void,glGetTexParameteriv,(GLenum target, GLenum pname, GLint *params)) SDL_PROC_UNUSED(void,glHint,(GLenum target, GLenum mode)) SDL_PROC_UNUSED(void,glIndexMask,(GLuint mask)) SDL_PROC_UNUSED(void,glIndexPointer,(GLenum type, GLsizei stride, const GLvoid *pointer)) SDL_PROC_UNUSED(void,glIndexd,(GLdouble c)) SDL_PROC_UNUSED(void,glIndexdv,(const GLdouble *c)) SDL_PROC_UNUSED(void,glIndexf,(GLfloat c)) SDL_PROC_UNUSED(void,glIndexfv,(const GLfloat *c)) SDL_PROC_UNUSED(void,glIndexi,(GLint c)) SDL_PROC_UNUSED(void,glIndexiv,(const GLint *c)) SDL_PROC_UNUSED(void,glIndexs,(GLshort c)) SDL_PROC_UNUSED(void,glIndexsv,(const GLshort *c)) SDL_PROC_UNUSED(void,glIndexub,(GLubyte c)) SDL_PROC_UNUSED(void,glIndexubv,(const GLubyte *c)) SDL_PROC_UNUSED(void,glInitNames,(void)) SDL_PROC_UNUSED(void,glInterleavedArrays,(GLenum format, GLsizei stride, const GLvoid *pointer)) SDL_PROC_UNUSED(GLboolean,glIsEnabled,(GLenum cap)) SDL_PROC_UNUSED(GLboolean,glIsList,(GLuint list)) SDL_PROC_UNUSED(GLboolean,glIsTexture,(GLuint texture)) SDL_PROC_UNUSED(void,glLightModelf,(GLenum pname, GLfloat param)) SDL_PROC_UNUSED(void,glLightModelfv,(GLenum pname, const GLfloat *params)) SDL_PROC_UNUSED(void,glLightModeli,(GLenum pname, GLint param)) SDL_PROC_UNUSED(void,glLightModeliv,(GLenum pname, const GLint *params)) SDL_PROC_UNUSED(void,glLightf,(GLenum light, GLenum pname, GLfloat param)) SDL_PROC_UNUSED(void,glLightfv,(GLenum light, GLenum pname, const GLfloat *params)) SDL_PROC_UNUSED(void,glLighti,(GLenum light, GLenum pname, GLint param)) SDL_PROC_UNUSED(void,glLightiv,(GLenum light, GLenum pname, const GLint *params)) SDL_PROC_UNUSED(void,glLineStipple,(GLint factor, GLushort pattern)) SDL_PROC_UNUSED(void,glLineWidth,(GLfloat width)) SDL_PROC_UNUSED(void,glListBase,(GLuint base)) SDL_PROC(void,glLoadIdentity,(void)) SDL_PROC_UNUSED(void,glLoadMatrixd,(const GLdouble *m)) SDL_PROC_UNUSED(void,glLoadMatrixf,(const GLfloat *m)) SDL_PROC_UNUSED(void,glLoadName,(GLuint name)) SDL_PROC_UNUSED(void,glLogicOp,(GLenum opcode)) SDL_PROC_UNUSED(void,glMap1d,(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)) SDL_PROC_UNUSED(void,glMap1f,(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)) SDL_PROC_UNUSED(void,glMap2d,(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)) SDL_PROC_UNUSED(void,glMap2f,(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)) SDL_PROC_UNUSED(void,glMapGrid1d,(GLint un, GLdouble u1, GLdouble u2)) SDL_PROC_UNUSED(void,glMapGrid1f,(GLint un, GLfloat u1, GLfloat u2)) SDL_PROC_UNUSED(void,glMapGrid2d,(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)) SDL_PROC_UNUSED(void,glMapGrid2f,(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)) SDL_PROC_UNUSED(void,glMaterialf,(GLenum face, GLenum pname, GLfloat param)) SDL_PROC_UNUSED(void,glMaterialfv,(GLenum face, GLenum pname, const GLfloat *params)) SDL_PROC_UNUSED(void,glMateriali,(GLenum face, GLenum pname, GLint param)) SDL_PROC_UNUSED(void,glMaterialiv,(GLenum face, GLenum pname, const GLint *params)) SDL_PROC(void,glMatrixMode,(GLenum mode)) SDL_PROC_UNUSED(void,glMultMatrixd,(const GLdouble *m)) SDL_PROC_UNUSED(void,glMultMatrixf,(const GLfloat *m)) SDL_PROC_UNUSED(void,glNewList,(GLuint list, GLenum mode)) SDL_PROC_UNUSED(void,glNormal3b,(GLbyte nx, GLbyte ny, GLbyte nz)) SDL_PROC_UNUSED(void,glNormal3bv,(const GLbyte *v)) SDL_PROC_UNUSED(void,glNormal3d,(GLdouble nx, GLdouble ny, GLdouble nz)) SDL_PROC_UNUSED(void,glNormal3dv,(const GLdouble *v)) SDL_PROC_UNUSED(void,glNormal3f,(GLfloat nx, GLfloat ny, GLfloat nz)) SDL_PROC_UNUSED(void,glNormal3fv,(const GLfloat *v)) SDL_PROC_UNUSED(void,glNormal3i,(GLint nx, GLint ny, GLint nz)) SDL_PROC_UNUSED(void,glNormal3iv,(const GLint *v)) SDL_PROC_UNUSED(void,glNormal3s,(GLshort nx, GLshort ny, GLshort nz)) SDL_PROC_UNUSED(void,glNormal3sv,(const GLshort *v)) SDL_PROC_UNUSED(void,glNormalPointer,(GLenum type, GLsizei stride, const GLvoid *pointer)) SDL_PROC(void,glOrtho,(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)) SDL_PROC_UNUSED(void,glPassThrough,(GLfloat token)) SDL_PROC_UNUSED(void,glPixelMapfv,(GLenum map, GLsizei mapsize, const GLfloat *values)) SDL_PROC_UNUSED(void,glPixelMapuiv,(GLenum map, GLsizei mapsize, const GLuint *values)) SDL_PROC_UNUSED(void,glPixelMapusv,(GLenum map, GLsizei mapsize, const GLushort *values)) SDL_PROC_UNUSED(void,glPixelStoref,(GLenum pname, GLfloat param)) SDL_PROC(void,glPixelStorei,(GLenum pname, GLint param)) SDL_PROC_UNUSED(void,glPixelTransferf,(GLenum pname, GLfloat param)) SDL_PROC_UNUSED(void,glPixelTransferi,(GLenum pname, GLint param)) SDL_PROC_UNUSED(void,glPixelZoom,(GLfloat xfactor, GLfloat yfactor)) SDL_PROC_UNUSED(void,glPointSize,(GLfloat size)) SDL_PROC_UNUSED(void,glPolygonMode,(GLenum face, GLenum mode)) SDL_PROC_UNUSED(void,glPolygonOffset,(GLfloat factor, GLfloat units)) SDL_PROC_UNUSED(void,glPolygonStipple,(const GLubyte *mask)) SDL_PROC(void,glPopAttrib,(void)) SDL_PROC(void,glPopClientAttrib,(void)) SDL_PROC(void,glPopMatrix,(void)) SDL_PROC_UNUSED(void,glPopName,(void)) SDL_PROC_UNUSED(void,glPrioritizeTextures,(GLsizei n, const GLuint *textures, const GLclampf *priorities)) SDL_PROC(void,glPushAttrib,(GLbitfield mask)) SDL_PROC(void,glPushClientAttrib,(GLbitfield mask)) SDL_PROC(void,glPushMatrix,(void)) SDL_PROC_UNUSED(void,glPushName,(GLuint name)) SDL_PROC_UNUSED(void,glRasterPos2d,(GLdouble x, GLdouble y)) SDL_PROC_UNUSED(void,glRasterPos2dv,(const GLdouble *v)) SDL_PROC_UNUSED(void,glRasterPos2f,(GLfloat x, GLfloat y)) SDL_PROC_UNUSED(void,glRasterPos2fv,(const GLfloat *v)) SDL_PROC_UNUSED(void,glRasterPos2i,(GLint x, GLint y)) SDL_PROC_UNUSED(void,glRasterPos2iv,(const GLint *v)) SDL_PROC_UNUSED(void,glRasterPos2s,(GLshort x, GLshort y)) SDL_PROC_UNUSED(void,glRasterPos2sv,(const GLshort *v)) SDL_PROC_UNUSED(void,glRasterPos3d,(GLdouble x, GLdouble y, GLdouble z)) SDL_PROC_UNUSED(void,glRasterPos3dv,(const GLdouble *v)) SDL_PROC_UNUSED(void,glRasterPos3f,(GLfloat x, GLfloat y, GLfloat z)) SDL_PROC_UNUSED(void,glRasterPos3fv,(const GLfloat *v)) SDL_PROC_UNUSED(void,glRasterPos3i,(GLint x, GLint y, GLint z)) SDL_PROC_UNUSED(void,glRasterPos3iv,(const GLint *v)) SDL_PROC_UNUSED(void,glRasterPos3s,(GLshort x, GLshort y, GLshort z)) SDL_PROC_UNUSED(void,glRasterPos3sv,(const GLshort *v)) SDL_PROC_UNUSED(void,glRasterPos4d,(GLdouble x, GLdouble y, GLdouble z, GLdouble w)) SDL_PROC_UNUSED(void,glRasterPos4dv,(const GLdouble *v)) SDL_PROC_UNUSED(void,glRasterPos4f,(GLfloat x, GLfloat y, GLfloat z, GLfloat w)) SDL_PROC_UNUSED(void,glRasterPos4fv,(const GLfloat *v)) SDL_PROC_UNUSED(void,glRasterPos4i,(GLint x, GLint y, GLint z, GLint w)) SDL_PROC_UNUSED(void,glRasterPos4iv,(const GLint *v)) SDL_PROC_UNUSED(void,glRasterPos4s,(GLshort x, GLshort y, GLshort z, GLshort w)) SDL_PROC_UNUSED(void,glRasterPos4sv,(const GLshort *v)) SDL_PROC_UNUSED(void,glReadBuffer,(GLenum mode)) SDL_PROC_UNUSED(void,glReadPixels,(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)) SDL_PROC_UNUSED(void,glRectd,(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)) SDL_PROC_UNUSED(void,glRectdv,(const GLdouble *v1, const GLdouble *v2)) SDL_PROC_UNUSED(void,glRectf,(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)) SDL_PROC_UNUSED(void,glRectfv,(const GLfloat *v1, const GLfloat *v2)) SDL_PROC_UNUSED(void,glRecti,(GLint x1, GLint y1, GLint x2, GLint y2)) SDL_PROC_UNUSED(void,glRectiv,(const GLint *v1, const GLint *v2)) SDL_PROC_UNUSED(void,glRects,(GLshort x1, GLshort y1, GLshort x2, GLshort y2)) SDL_PROC_UNUSED(void,glRectsv,(const GLshort *v1, const GLshort *v2)) SDL_PROC_UNUSED(GLint,glRenderMode,(GLenum mode)) SDL_PROC_UNUSED(void,glRotated,(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)) SDL_PROC_UNUSED(void,glRotatef,(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)) SDL_PROC_UNUSED(void,glScaled,(GLdouble x, GLdouble y, GLdouble z)) SDL_PROC_UNUSED(void,glScalef,(GLfloat x, GLfloat y, GLfloat z)) SDL_PROC_UNUSED(void,glScissor,(GLint x, GLint y, GLsizei width, GLsizei height)) SDL_PROC_UNUSED(void,glSelectBuffer,(GLsizei size, GLuint *buffer)) SDL_PROC_UNUSED(void,glShadeModel,(GLenum mode)) SDL_PROC_UNUSED(void,glStencilFunc,(GLenum func, GLint ref, GLuint mask)) SDL_PROC_UNUSED(void,glStencilMask,(GLuint mask)) SDL_PROC_UNUSED(void,glStencilOp,(GLenum fail, GLenum zfail, GLenum zpass)) SDL_PROC_UNUSED(void,glTexCoord1d,(GLdouble s)) SDL_PROC_UNUSED(void,glTexCoord1dv,(const GLdouble *v)) SDL_PROC_UNUSED(void,glTexCoord1f,(GLfloat s)) SDL_PROC_UNUSED(void,glTexCoord1fv,(const GLfloat *v)) SDL_PROC_UNUSED(void,glTexCoord1i,(GLint s)) SDL_PROC_UNUSED(void,glTexCoord1iv,(const GLint *v)) SDL_PROC_UNUSED(void,glTexCoord1s,(GLshort s)) SDL_PROC_UNUSED(void,glTexCoord1sv,(const GLshort *v)) SDL_PROC_UNUSED(void,glTexCoord2d,(GLdouble s, GLdouble t)) SDL_PROC_UNUSED(void,glTexCoord2dv,(const GLdouble *v)) SDL_PROC(void,glTexCoord2f,(GLfloat s, GLfloat t)) SDL_PROC_UNUSED(void,glTexCoord2fv,(const GLfloat *v)) SDL_PROC_UNUSED(void,glTexCoord2i,(GLint s, GLint t)) SDL_PROC_UNUSED(void,glTexCoord2iv,(const GLint *v)) SDL_PROC_UNUSED(void,glTexCoord2s,(GLshort s, GLshort t)) SDL_PROC_UNUSED(void,glTexCoord2sv,(const GLshort *v)) SDL_PROC_UNUSED(void,glTexCoord3d,(GLdouble s, GLdouble t, GLdouble r)) SDL_PROC_UNUSED(void,glTexCoord3dv,(const GLdouble *v)) SDL_PROC_UNUSED(void,glTexCoord3f,(GLfloat s, GLfloat t, GLfloat r)) SDL_PROC_UNUSED(void,glTexCoord3fv,(const GLfloat *v)) SDL_PROC_UNUSED(void,glTexCoord3i,(GLint s, GLint t, GLint r)) SDL_PROC_UNUSED(void,glTexCoord3iv,(const GLint *v)) SDL_PROC_UNUSED(void,glTexCoord3s,(GLshort s, GLshort t, GLshort r)) SDL_PROC_UNUSED(void,glTexCoord3sv,(const GLshort *v)) SDL_PROC_UNUSED(void,glTexCoord4d,(GLdouble s, GLdouble t, GLdouble r, GLdouble q)) SDL_PROC_UNUSED(void,glTexCoord4dv,(const GLdouble *v)) SDL_PROC_UNUSED(void,glTexCoord4f,(GLfloat s, GLfloat t, GLfloat r, GLfloat q)) SDL_PROC_UNUSED(void,glTexCoord4fv,(const GLfloat *v)) SDL_PROC_UNUSED(void,glTexCoord4i,(GLint s, GLint t, GLint r, GLint q)) SDL_PROC_UNUSED(void,glTexCoord4iv,(const GLint *v)) SDL_PROC_UNUSED(void,glTexCoord4s,(GLshort s, GLshort t, GLshort r, GLshort q)) SDL_PROC_UNUSED(void,glTexCoord4sv,(const GLshort *v)) SDL_PROC_UNUSED(void,glTexCoordPointer,(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)) SDL_PROC(void,glTexEnvf,(GLenum target, GLenum pname, GLfloat param)) SDL_PROC_UNUSED(void,glTexEnvfv,(GLenum target, GLenum pname, const GLfloat *params)) SDL_PROC_UNUSED(void,glTexEnvi,(GLenum target, GLenum pname, GLint param)) SDL_PROC_UNUSED(void,glTexEnviv,(GLenum target, GLenum pname, const GLint *params)) SDL_PROC_UNUSED(void,glTexGend,(GLenum coord, GLenum pname, GLdouble param)) SDL_PROC_UNUSED(void,glTexGendv,(GLenum coord, GLenum pname, const GLdouble *params)) SDL_PROC_UNUSED(void,glTexGenf,(GLenum coord, GLenum pname, GLfloat param)) SDL_PROC_UNUSED(void,glTexGenfv,(GLenum coord, GLenum pname, const GLfloat *params)) SDL_PROC_UNUSED(void,glTexGeni,(GLenum coord, GLenum pname, GLint param)) SDL_PROC_UNUSED(void,glTexGeniv,(GLenum coord, GLenum pname, const GLint *params)) SDL_PROC_UNUSED(void,glTexImage1D,(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)) SDL_PROC(void,glTexImage2D,(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)) SDL_PROC_UNUSED(void,glTexParameterf,(GLenum target, GLenum pname, GLfloat param)) SDL_PROC_UNUSED(void,glTexParameterfv,(GLenum target, GLenum pname, const GLfloat *params)) SDL_PROC(void,glTexParameteri,(GLenum target, GLenum pname, GLint param)) SDL_PROC_UNUSED(void,glTexParameteriv,(GLenum target, GLenum pname, const GLint *params)) SDL_PROC_UNUSED(void,glTexSubImage1D,(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)) SDL_PROC(void,glTexSubImage2D,(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)) SDL_PROC_UNUSED(void,glTranslated,(GLdouble x, GLdouble y, GLdouble z)) SDL_PROC_UNUSED(void,glTranslatef,(GLfloat x, GLfloat y, GLfloat z)) SDL_PROC_UNUSED(void,glVertex2d,(GLdouble x, GLdouble y)) SDL_PROC_UNUSED(void,glVertex2dv,(const GLdouble *v)) SDL_PROC_UNUSED(void,glVertex2f,(GLfloat x, GLfloat y)) SDL_PROC_UNUSED(void,glVertex2fv,(const GLfloat *v)) SDL_PROC(void,glVertex2i,(GLint x, GLint y)) SDL_PROC_UNUSED(void,glVertex2iv,(const GLint *v)) SDL_PROC_UNUSED(void,glVertex2s,(GLshort x, GLshort y)) SDL_PROC_UNUSED(void,glVertex2sv,(const GLshort *v)) SDL_PROC_UNUSED(void,glVertex3d,(GLdouble x, GLdouble y, GLdouble z)) SDL_PROC_UNUSED(void,glVertex3dv,(const GLdouble *v)) SDL_PROC_UNUSED(void,glVertex3f,(GLfloat x, GLfloat y, GLfloat z)) SDL_PROC_UNUSED(void,glVertex3fv,(const GLfloat *v)) SDL_PROC_UNUSED(void,glVertex3i,(GLint x, GLint y, GLint z)) SDL_PROC_UNUSED(void,glVertex3iv,(const GLint *v)) SDL_PROC_UNUSED(void,glVertex3s,(GLshort x, GLshort y, GLshort z)) SDL_PROC_UNUSED(void,glVertex3sv,(const GLshort *v)) SDL_PROC_UNUSED(void,glVertex4d,(GLdouble x, GLdouble y, GLdouble z, GLdouble w)) SDL_PROC_UNUSED(void,glVertex4dv,(const GLdouble *v)) SDL_PROC_UNUSED(void,glVertex4f,(GLfloat x, GLfloat y, GLfloat z, GLfloat w)) SDL_PROC_UNUSED(void,glVertex4fv,(const GLfloat *v)) SDL_PROC_UNUSED(void,glVertex4i,(GLint x, GLint y, GLint z, GLint w)) SDL_PROC_UNUSED(void,glVertex4iv,(const GLint *v)) SDL_PROC_UNUSED(void,glVertex4s,(GLshort x, GLshort y, GLshort z, GLshort w)) SDL_PROC_UNUSED(void,glVertex4sv,(const GLshort *v)) SDL_PROC_UNUSED(void,glVertexPointer,(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)) SDL_PROC(void,glViewport,(GLint x, GLint y, GLsizei width, GLsizei height))