#define SDL_WinRTGetDeviceFamily SDL_WinRTGetDeviceFamily_REAL
#define SDL_log10 SDL_log10_REAL
#define SDL_log10f SDL_log10f_REAL
-#define SDL_tizen_app_init SDL_tizen_app_init_REAL
#define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_REAL
#define SDL_LinuxSetThreadPriority SDL_LinuxSetThreadPriority_REAL
#define SDL_HasAVX512F SDL_HasAVX512F_REAL
SDL_DYNAPI_PROC(SDL_JoystickPowerLevel,SDL_JoystickCurrentPowerLevel,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerFromInstanceID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_JoystickFromInstanceID,(SDL_JoystickID a),(a),return)
-
SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(int a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int *d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
#endif
SDL_DYNAPI_PROC(double,SDL_log10,(double a),(a),return)
SDL_DYNAPI_PROC(float,SDL_log10f,(float a),(a),return)
-SDL_DYNAPI_PROC(int,SDL_tizen_app_init,(int a, char *b[]),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForDeviceIndex,(int a),(a),return)
#ifdef __LINUX__
SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriority,(Sint64 a, int b),(a,b),return)