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[BOX32][WRAPPER] Added a few symbols to libSDL2
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@ -43,6 +43,7 @@
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#() WFi -> WFi
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#() WFW -> WFW
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#() WFu -> WFu
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#() WFp -> WFp
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#() uFv -> uFv
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#() uFi -> uFi
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#() uFu -> uFu
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@ -133,6 +133,7 @@ typedef uint8_t (*CFp_t)(void*);
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typedef uint16_t (*WFi_t)(int32_t);
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typedef uint16_t (*WFW_t)(uint16_t);
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typedef uint16_t (*WFu_t)(uint32_t);
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typedef uint16_t (*WFp_t)(void*);
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typedef uint32_t (*uFv_t)(void);
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typedef uint32_t (*uFi_t)(int32_t);
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typedef uint32_t (*uFu_t)(uint32_t);
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@ -1634,6 +1635,7 @@ void CFp_32(x64emu_t *emu, uintptr_t fcn) { CFp_t fn = (CFp_t)fcn; R_EAX = (unsi
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void WFi_32(x64emu_t *emu, uintptr_t fcn) { WFi_t fn = (WFi_t)fcn; R_EAX = (unsigned short)fn(from_ptri(int32_t, R_ESP + 4)); }
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void WFW_32(x64emu_t *emu, uintptr_t fcn) { WFW_t fn = (WFW_t)fcn; R_EAX = (unsigned short)fn(from_ptri(uint16_t, R_ESP + 4)); }
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void WFu_32(x64emu_t *emu, uintptr_t fcn) { WFu_t fn = (WFu_t)fcn; R_EAX = (unsigned short)fn(from_ptri(uint32_t, R_ESP + 4)); }
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void WFp_32(x64emu_t *emu, uintptr_t fcn) { WFp_t fn = (WFp_t)fcn; R_EAX = (unsigned short)fn(from_ptriv(R_ESP + 4)); }
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void uFv_32(x64emu_t *emu, uintptr_t fcn) { uFv_t fn = (uFv_t)fcn; R_EAX = (uint32_t)fn(); }
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void uFi_32(x64emu_t *emu, uintptr_t fcn) { uFi_t fn = (uFi_t)fcn; R_EAX = (uint32_t)fn(from_ptri(int32_t, R_ESP + 4)); }
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void uFu_32(x64emu_t *emu, uintptr_t fcn) { uFu_t fn = (uFu_t)fcn; R_EAX = (uint32_t)fn(from_ptri(uint32_t, R_ESP + 4)); }
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@ -84,6 +84,7 @@ void CFp_32(x64emu_t *emu, uintptr_t fnc);
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void WFi_32(x64emu_t *emu, uintptr_t fnc);
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void WFW_32(x64emu_t *emu, uintptr_t fnc);
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void WFu_32(x64emu_t *emu, uintptr_t fnc);
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void WFp_32(x64emu_t *emu, uintptr_t fnc);
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void uFv_32(x64emu_t *emu, uintptr_t fnc);
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void uFi_32(x64emu_t *emu, uintptr_t fnc);
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void uFu_32(x64emu_t *emu, uintptr_t fnc);
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@ -151,13 +151,14 @@ GO(SDL_GameControllerGetJoystick, pFp)
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//GO(SDL_GameControllerGetStringForAxis, pFi)
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//GO(SDL_GameControllerGetStringForButton, pFi)
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//GO(SDL_GameControllerGetTouchpadFinger, iFpiipppp)
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//GO(SDL_GameControllerGetType, uFp)
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//GO(SDL_GameControllerGetVendor, WFp)
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//GO(SDL_GameControllerHasButton, uFpi)
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//GO(SDL_GameControllerHasLED, iFp)
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//GO(SDL_GameControllerHasRumble, iFp)
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//GO(SDL_GameControllerHasSensor, iFpi)
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//GO(SDL_GameControllerIsSensorEnabled, uFpi)
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GO(SDL_GameControllerGetType, uFp)
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GO(SDL_GameControllerGetVendor, WFp)
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GO(SDL_GameControllerHasAxis, iFpu)
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GO(SDL_GameControllerHasButton, uFpi)
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GO(SDL_GameControllerHasLED, iFp)
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GO(SDL_GameControllerHasRumble, iFp)
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GO(SDL_GameControllerHasSensor, iFpi)
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GO(SDL_GameControllerIsSensorEnabled, uFpi)
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GO(SDL_GameControllerMapping, pFp)
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GO(SDL_GameControllerMappingForDeviceIndex, pFi)
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//GO(SDL_GameControllerMappingForGUID, pFpp)
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