From 197340ea1cad956fc15fc2cadd04b37a60702d9c Mon Sep 17 00:00:00 2001 From: "Ryan C. Gordon" Date: Wed, 25 Jan 2023 12:58:29 -0500 Subject: [PATCH] Sync wiki -> headers. --- include/SDL3/SDL_audio.h | 38 ++++----- include/SDL3/SDL_events.h | 4 +- include/SDL3/SDL_gamepad.h | 154 ++++++++++++++++++------------------ include/SDL3/SDL_init.h | 4 +- include/SDL3/SDL_joystick.h | 25 +++--- include/SDL3/SDL_keyboard.h | 6 +- include/SDL3/SDL_locale.h | 4 +- include/SDL3/SDL_main.h | 32 ++++---- include/SDL3/SDL_mouse.h | 4 +- include/SDL3/SDL_mutex.h | 16 ++-- include/SDL3/SDL_power.h | 12 +-- include/SDL3/SDL_render.h | 30 +++---- include/SDL3/SDL_rwops.h | 59 +++++++------- include/SDL3/SDL_sensor.h | 10 ++- include/SDL3/SDL_stdinc.h | 6 +- include/SDL3/SDL_surface.h | 107 ++++++++++++------------- include/SDL3/SDL_video.h | 43 +++++----- include/SDL3/SDL_vulkan.h | 10 ++- 18 files changed, 291 insertions(+), 273 deletions(-) diff --git a/include/SDL3/SDL_audio.h b/include/SDL3/SDL_audio.h index 28500ea16..583befa51 100644 --- a/include/SDL3/SDL_audio.h +++ b/include/SDL3/SDL_audio.h @@ -407,8 +407,8 @@ extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name, * Open a specific audio device. * * Passing in a `device` name of NULL requests the most reasonable default. - * The `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but - * some drivers allow arbitrary and driver-specific strings, such as a + * The `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), + * but some drivers allow arbitrary and driver-specific strings, such as a * hostname/IP address for a remote audio server, or a filename in the * diskaudio driver. * @@ -545,13 +545,13 @@ extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDevice /** * Use this function to play audio on a specified device. * - * Newly-opened audio devices start in the paused state, so you must - * call this function after opening the specified audio - * device to start playing sound. This allows you to safely initialize data - * for your callback function after opening the audio device. Silence will be - * written to the audio device while paused, and the audio callback is - * guaranteed to not be called. Pausing one device does not prevent other - * unpaused devices from running their callbacks. + * Newly-opened audio devices start in the paused state, so you must call this + * function after opening the specified audio device to start playing sound. + * This allows you to safely initialize data for your callback function after + * opening the audio device. Silence will be written to the audio device while + * paused, and the audio callback is guaranteed to not be called. Pausing one + * device does not prevent other unpaused devices from running their + * callbacks. * * \param dev a device opened by SDL_OpenAudioDevice() * @@ -567,11 +567,10 @@ extern DECLSPEC void SDLCALL SDL_PlayAudioDevice(SDL_AudioDeviceID dev); /** * Use this function to pause audio playback on a specified device. * - * This function pauses the audio callback processing for a given - * device. Silence will be written to the audio device while paused, and - * the audio callback is guaranteed to not be called. - * Pausing one device does not prevent other unpaused devices from running - * their callbacks. + * This function pauses the audio callback processing for a given device. + * Silence will be written to the audio device while paused, and the audio + * callback is guaranteed to not be called. Pausing one device does not + * prevent other unpaused devices from running their callbacks. * * If you just need to protect a few variables from race conditions vs your * callback, you shouldn't pause the audio device, as it will lead to dropouts @@ -1119,15 +1118,16 @@ extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev); * \param src_format The format of the source audio * \param src_channels The number of channels of the source audio * \param src_rate The sampling rate of the source audio - * \param src_len The len of src_data + * \param src_len The len of src_data * \param src_data The audio data to be converted * \param dst_format The format of the desired audio output * \param dst_channels The number of channels of the desired audio output * \param dst_rate The sampling rate of the desired audio output - * \param dst_len Will be filled with the len of dst_data - * \param dst_data Will be filled with a pointer to converted audio data, which should be freed with SDL_free(). - * - * \returns 0 on success or a negative error code on failure. On error, *dst_data will be NULL and so not allocated. + * \param dst_len Will be filled with the len of dst_data + * \param dst_data Will be filled with a pointer to converted audio data, + * which should be freed with SDL_free(). + * \returns 0 on success or a negative error code on failure. On error, + * *dst_data will be NULL and so not allocated. * * \since This function is available since SDL 3.0.0. * diff --git a/include/SDL3/SDL_events.h b/include/SDL3/SDL_events.h index 1e13f96f7..b719417fa 100644 --- a/include/SDL3/SDL_events.h +++ b/include/SDL3/SDL_events.h @@ -879,8 +879,8 @@ extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event); * As this function may implicitly call SDL_PumpEvents(), you can only call * this function in the thread that initialized the video subsystem. * - * The timeout is not guaranteed, the actual wait time could be longer - * due to system scheduling. + * The timeout is not guaranteed, the actual wait time could be longer due to + * system scheduling. * * \param event the SDL_Event structure to be filled in with the next event * from the queue, or NULL diff --git a/include/SDL3/SDL_gamepad.h b/include/SDL3/SDL_gamepad.h index b03ebfbc7..f9e0a0244 100644 --- a/include/SDL3/SDL_gamepad.h +++ b/include/SDL3/SDL_gamepad.h @@ -160,11 +160,11 @@ typedef struct SDL_GamepadBinding * * The mapping string has the format "GUID,name,mapping", where GUID is the * string value from SDL_GetJoystickGUIDString(), name is the human readable - * string for the device and mappings are gamepad mappings to joystick - * ones. Under Windows there is a reserved GUID of "xinput" that covers all - * XInput devices. The mapping format for joystick is: {| |bX |a joystick - * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick - * |} Buttons can be used as a gamepad axes and vice versa. + * string for the device and mappings are gamepad mappings to joystick ones. + * Under Windows there is a reserved GUID of "xinput" that covers all XInput + * devices. The mapping format for joystick is: {| |bX |a joystick button, + * index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick |} + * Buttons can be used as a gamepad axes and vice versa. * * This string shows an example of a valid mapping for a gamepad: * @@ -262,10 +262,9 @@ extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_JoystickGUID gui * * Details about mappings are discussed with SDL_AddGamepadMapping(). * - * \param gamepad the gamepad you want to get the current - * mapping for - * \returns a string that has the gamepad's mapping or NULL if no mapping - * is available; call SDL_GetError() for more information. + * \param gamepad the gamepad you want to get the current mapping for + * \returns a string that has the gamepad's mapping or NULL if no mapping is + * available; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. * @@ -278,7 +277,9 @@ extern DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad); * Get a list of currently connected gamepads. * * \param count a pointer filled in with the number of gamepads returned - * \returns a 0 terminated array of joystick instance IDs which should be freed with SDL_free(), or NULL on error; call SDL_GetError() for more details. + * \returns a 0 terminated array of joystick instance IDs which should be + * freed with SDL_free(), or NULL on error; call SDL_GetError() for + * more details. * * \since This function is available since SDL 3.0.0. * @@ -370,8 +371,8 @@ extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadInstanceGUID(SDL_Joystick * available this function returns 0. * * \param instance_id the joystick instance ID - * \returns the USB vendor ID of the selected gamepad. If called on an - * invalid index, this function returns zero + * \returns the USB vendor ID of the selected gamepad. If called on an invalid + * index, this function returns zero * * \since This function is available since SDL 3.0.0. */ @@ -446,10 +447,12 @@ extern DECLSPEC char *SDLCALL SDL_GetGamepadInstanceMapping(SDL_JoystickID insta extern DECLSPEC SDL_Gamepad *SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id); /** - * Get the SDL_Gamepad associated with a joystick instance ID, if it has been opened. + * Get the SDL_Gamepad associated with a joystick instance ID, if it has been + * opened. * * \param instance_id the joystick instance ID of the gamepad - * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been opened yet; call SDL_GetError() for more information. + * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been + * opened yet; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ @@ -471,13 +474,13 @@ extern DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromPlayerIndex(int player_in /** * Get the implementation-dependent name for an opened gamepad. * - * This is the same name as returned by SDL_GetGamepadNameForIndex(), but - * it takes a gamepad identifier instead of the (unstable) device index. + * This is the same name as returned by SDL_GetGamepadNameForIndex(), but it + * takes a gamepad identifier instead of the (unstable) device index. * * \param gamepad a gamepad identifier previously returned by - * SDL_OpenGamepad() - * \returns the implementation dependent name for the gamepad, or NULL - * if there is no name or the identifier passed is invalid. + * SDL_OpenGamepad() + * \returns the implementation dependent name for the gamepad, or NULL if + * there is no name or the identifier passed is invalid. * * \since This function is available since SDL 3.0.0. * @@ -489,13 +492,13 @@ extern DECLSPEC const char *SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad); /** * Get the implementation-dependent path for an opened gamepad. * - * This is the same path as returned by SDL_GetGamepadNameForIndex(), but - * it takes a gamepad identifier instead of the (unstable) device index. + * This is the same path as returned by SDL_GetGamepadNameForIndex(), but it + * takes a gamepad identifier instead of the (unstable) device index. * * \param gamepad a gamepad identifier previously returned by - * SDL_OpenGamepad() - * \returns the implementation dependent path for the gamepad, or NULL - * if there is no path or the identifier passed is invalid. + * SDL_OpenGamepad() + * \returns the implementation dependent path for the gamepad, or NULL if + * there is no path or the identifier passed is invalid. * * \since This function is available since SDL 3.0.0. * @@ -506,8 +509,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad); /** * Get the type of this currently opened gamepad * - * This is the same name as returned by SDL_GetGamepadInstanceType(), but - * it takes a gamepad identifier instead of the (unstable) device index. + * This is the same name as returned by SDL_GetGamepadInstanceType(), but it + * takes a gamepad identifier instead of the (unstable) device index. * * \param gamepad the gamepad object to query. * \returns the gamepad type. @@ -532,8 +535,8 @@ extern DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad); * Set the player index of an opened gamepad. * * \param gamepad the gamepad object to adjust. - * \param player_index Player index to assign to this gamepad, or -1 to - * clear the player index and turn off player LEDs. + * \param player_index Player index to assign to this gamepad, or -1 to clear + * the player index and turn off player LEDs. * * \since This function is available since SDL 3.0.0. */ @@ -590,8 +593,7 @@ extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepa /** * Get the serial number of an opened gamepad, if available. * - * Returns the serial number of the gamepad, or NULL if it is not - * available. + * Returns the serial number of the gamepad, or NULL if it is not available. * * \param gamepad the gamepad object to query. * \return the serial number, or NULL if unavailable. @@ -604,7 +606,7 @@ extern DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad); * Check if a gamepad has been opened and is currently connected. * * \param gamepad a gamepad identifier previously returned by - * SDL_OpenGamepad() + * SDL_OpenGamepad() * \returns SDL_TRUE if the gamepad has been opened and is currently * connected, or SDL_FALSE if not. * @@ -619,17 +621,15 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad); * Get the underlying joystick from a gamepad * * This function will give you a SDL_Joystick object, which allows you to use - * the SDL_Joystick functions with a SDL_Gamepad object. This would be - * useful for getting a joystick's position at any given time, even if it - * hasn't moved (moving it would produce an event, which would have the axis' - * value). + * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful + * for getting a joystick's position at any given time, even if it hasn't + * moved (moving it would produce an event, which would have the axis' value). * - * The pointer returned is owned by the SDL_Gamepad. You should not - * call SDL_CloseJoystick() on it, for example, since doing so will likely - * cause SDL to crash. + * The pointer returned is owned by the SDL_Gamepad. You should not call + * SDL_CloseJoystick() on it, for example, since doing so will likely cause + * SDL to crash. * - * \param gamepad the gamepad object that you want to get a - * joystick from + * \param gamepad the gamepad object that you want to get a joystick from * \returns an SDL_Joystick object; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. @@ -639,9 +639,8 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepa /** * Set the state of gamepad event processing. * - * If gamepad events are disabled, you must call SDL_UpdateGamepads() - * yourself and check the state of the gamepad when you want gamepad - * information. + * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself + * and check the state of the gamepad when you want gamepad information. * * \param enabled whether to process gamepad events or not * @@ -654,11 +653,11 @@ extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled); /** * Query the state of gamepad event processing. * - * If gamepad events are disabled, you must call SDL_UpdateGamepads() - * yourself and check the state of the gamepad when you want gamepad - * information. + * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself + * and check the state of the gamepad when you want gamepad information. * - * \returns SDL_TRUE if gamepad events are being processed, SDL_FALSE otherwise. + * \returns SDL_TRUE if gamepad events are being processed, SDL_FALSE + * otherwise. * * \since This function is available since SDL 3.0.0. * @@ -681,18 +680,18 @@ extern DECLSPEC void SDLCALL SDL_UpdateGamepads(void); /** * Convert a string into SDL_GamepadAxis enum. * - * This function is called internally to translate SDL_Gamepad mapping - * strings for the underlying joystick device into the consistent - * SDL_Gamepad mapping. You do not normally need to call this function - * unless you are parsing SDL_Gamepad mappings in your own code. + * This function is called internally to translate SDL_Gamepad mapping strings + * for the underlying joystick device into the consistent SDL_Gamepad mapping. + * You do not normally need to call this function unless you are parsing + * SDL_Gamepad mappings in your own code. * * Note specially that "righttrigger" and "lefttrigger" map to * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`, * respectively. * * \param str string representing a SDL_Gamepad axis - * \returns the SDL_GamepadAxis enum corresponding to the input string, - * or `SDL_GAMEPAD_AXIS_INVALID` if no match was found. + * \returns the SDL_GamepadAxis enum corresponding to the input string, or + * `SDL_GAMEPAD_AXIS_INVALID` if no match was found. * * \since This function is available since SDL 3.0.0. * @@ -721,8 +720,8 @@ extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis * * \param gamepad a gamepad * \param axis an axis enum value (one of the SDL_GamepadAxis values) - * \returns a SDL_GamepadBinding describing the bind. On failure - * (like the given Controller axis doesn't exist on the device), its + * \returns a SDL_GamepadBinding describing the bind. On failure (like the + * given Controller axis doesn't exist on the device), its * `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`. * * \since This function is available since SDL 3.0.0. @@ -767,14 +766,14 @@ extern DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_Game /** * Convert a string into an SDL_GamepadButton enum. * - * This function is called internally to translate SDL_Gamepad mapping - * strings for the underlying joystick device into the consistent - * SDL_Gamepad mapping. You do not normally need to call this function - * unless you are parsing SDL_Gamepad mappings in your own code. + * This function is called internally to translate SDL_Gamepad mapping strings + * for the underlying joystick device into the consistent SDL_Gamepad mapping. + * You do not normally need to call this function unless you are parsing + * SDL_Gamepad mappings in your own code. * * \param str string representing a SDL_Gamepad axis - * \returns the SDL_GamepadButton enum corresponding to the input - * string, or `SDL_GAMEPAD_AXIS_INVALID` if no match was found. + * \returns the SDL_GamepadButton enum corresponding to the input string, or + * `SDL_GAMEPAD_AXIS_INVALID` if no match was found. * * \since This function is available since SDL 3.0.0. */ @@ -801,9 +800,9 @@ extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadBut * * \param gamepad a gamepad * \param button an button enum value (an SDL_GamepadButton value) - * \returns a SDL_GamepadBinding describing the bind. On failure - * (like the given Controller button doesn't exist on the device), - * its `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`. + * \returns a SDL_GamepadBinding describing the bind. On failure (like the + * given Controller button doesn't exist on the device), its + * `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`. * * \since This function is available since SDL 3.0.0. * @@ -814,8 +813,8 @@ extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForButton(SDL_Gamep /** * Query whether a gamepad has a given button. * - * This merely reports whether the gamepad's mapping defined this button, - * as that is all the information SDL has about the physical device. + * This merely reports whether the gamepad's mapping defined this button, as + * that is all the information SDL has about the physical device. * * \param gamepad a gamepad * \param button a button enum value (an SDL_GamepadButton value) @@ -896,8 +895,7 @@ extern DECLSPEC int SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SD extern DECLSPEC SDL_bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type); /** - * Get the data rate (number of events per second) of a gamepad - * sensor. + * Get the data rate (number of events per second) of a gamepad sensor. * * \param gamepad The gamepad to query * \param type The type of sensor to query @@ -949,10 +947,9 @@ extern DECLSPEC int SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_f * Each call to this function cancels any previous trigger rumble effect, and * calling it with 0 intensity stops any rumbling. * - * Note that this is rumbling of the _triggers_ and not the gamepad as - * a whole. This is currently only supported on Xbox One gamepads. If you - * want the (more common) whole-gamepad rumble, use - * SDL_RumbleGamepad() instead. + * Note that this is rumbling of the _triggers_ and not the gamepad as a + * whole. This is currently only supported on Xbox One gamepads. If you want + * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead. * * \param gamepad The gamepad to vibrate * \param left_rumble The intensity of the left trigger rumble motor, from 0 @@ -972,8 +969,8 @@ extern DECLSPEC int SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint * Query whether a gamepad has an LED. * * \param gamepad The gamepad to query - * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have a - * modifiable LED + * \returns SDL_TRUE, or SDL_FALSE if this gamepad does not have a modifiable + * LED * * \since This function is available since SDL 3.0.0. */ @@ -1024,8 +1021,7 @@ extern DECLSPEC int SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, U * \param gamepad The gamepad to affect * \param data The data to send to the gamepad * \param size The size of the data to send to the gamepad - * \returns 0, or -1 if this gamepad or driver doesn't support effect - * packets + * \returns 0, or -1 if this gamepad or driver doesn't support effect packets * * \since This function is available since SDL 3.0.0. */ @@ -1034,7 +1030,8 @@ extern DECLSPEC int SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const vo /** * Close a gamepad previously opened with SDL_OpenGamepad(). * - * \param gamepad a gamepad identifier previously returned by SDL_OpenGamepad() + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad() * * \since This function is available since SDL 3.0.0. * @@ -1057,8 +1054,7 @@ extern DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad); extern DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); /** - * Return the sfSymbolsName for a given axis on a gamepad on Apple - * platforms. + * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms. * * \param gamepad the gamepad to query * \param axis an axis on the gamepad diff --git a/include/SDL3/SDL_init.h b/include/SDL3/SDL_init.h index d4d149915..b10a14aa9 100644 --- a/include/SDL3/SDL_init.h +++ b/include/SDL3/SDL_init.h @@ -91,8 +91,8 @@ typedef enum * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the * events subsystem * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem - * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically - * initializes the joystick subsystem + * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the + * joystick subsystem * - `SDL_INIT_EVENTS`: events subsystem * - `SDL_INIT_EVERYTHING`: all of the above subsystems * diff --git a/include/SDL3/SDL_joystick.h b/include/SDL3/SDL_joystick.h index 5026c62ed..2891bf4ad 100644 --- a/include/SDL3/SDL_joystick.h +++ b/include/SDL3/SDL_joystick.h @@ -121,9 +121,9 @@ typedef enum /** * Locking for atomic access to the joystick API * - * The SDL joystick functions are thread-safe, however you can lock the joysticks - * while processing to guarantee that the joystick list won't change and joystick - * and gamepad events will not be delivered. + * The SDL joystick functions are thread-safe, however you can lock the + * joysticks while processing to guarantee that the joystick list won't change + * and joystick and gamepad events will not be delivered. * * \since This function is available since SDL 3.0.0. */ @@ -140,7 +140,9 @@ extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void) SDL_RELEASE(SDL_joystick_ * Get a list of currently connected joysticks. * * \param count a pointer filled in with the number of joysticks returned - * \returns a 0 terminated array of joystick instance IDs which should be freed with SDL_free(), or NULL on error; call SDL_GetError() for more details. + * \returns a 0 terminated array of joystick instance IDs which should be + * freed with SDL_free(), or NULL on error; call SDL_GetError() for + * more details. * * \since This function is available since SDL 3.0.0. * @@ -286,7 +288,8 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_OpenJoystick(SDL_JoystickID instance_i * Get the SDL_Joystick associated with an instance ID, if it has been opened. * * \param instance_id the instance ID to get the SDL_Joystick for - * \returns an SDL_Joystick on success or NULL on failure or if it hasn't been opened yet; call SDL_GetError() for more information. + * \returns an SDL_Joystick on success or NULL on failure or if it hasn't been + * opened yet; call SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ @@ -306,7 +309,8 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_GetJoystickFromPlayerIndex(int player_ /** * Attach a new virtual joystick. * - * \returns the joystick instance ID, or 0 if an error occurred; call SDL_GetError() for more information. + * \returns the joystick instance ID, or 0 if an error occurred; call + * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ @@ -357,7 +361,8 @@ typedef struct SDL_VirtualJoystickDesc /** * Attach a new virtual joystick with extended properties. * - * \returns the joystick instance ID, or 0 if an error occurred; call SDL_GetError() for more information. + * \returns the joystick instance ID, or 0 if an error occurred; call + * SDL_GetError() for more information. * * \since This function is available since SDL 3.0.0. */ @@ -366,7 +371,8 @@ extern DECLSPEC SDL_JoystickID SDLCALL SDL_AttachVirtualJoystickEx(const SDL_Vir /** * Detach a virtual joystick. * - * \param instance_id the joystick instance ID, previously returned from SDL_AttachVirtualJoystick() + * \param instance_id the joystick instance ID, previously returned from + * SDL_AttachVirtualJoystick() * \returns 0 on success, or -1 if an error occurred. * * \since This function is available since SDL 3.0.0. @@ -729,7 +735,8 @@ extern DECLSPEC void SDLCALL SDL_SetJoystickEventsEnabled(SDL_bool enabled); * yourself and check the state of the joystick when you want joystick * information. * - * \returns SDL_TRUE if joystick events are being processed, SDL_FALSE otherwise. + * \returns SDL_TRUE if joystick events are being processed, SDL_FALSE + * otherwise. * * \since This function is available since SDL 3.0.0. * diff --git a/include/SDL3/SDL_keyboard.h b/include/SDL3/SDL_keyboard.h index 0bc487c87..eb6ab3fde 100644 --- a/include/SDL3/SDL_keyboard.h +++ b/include/SDL3/SDL_keyboard.h @@ -247,9 +247,9 @@ extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); * Start accepting Unicode text input events. * * This function will start accepting Unicode text input events in the focused - * SDL window, and start emitting SDL_TextInputEvent (SDL_EVENT_TEXT_INPUT) and - * SDL_TextEditingEvent (SDL_EVENT_TEXT_EDITING) events. Please use this function in - * pair with SDL_StopTextInput(). + * SDL window, and start emitting SDL_TextInputEvent (SDL_EVENT_TEXT_INPUT) + * and SDL_TextEditingEvent (SDL_EVENT_TEXT_EDITING) events. Please use this + * function in pair with SDL_StopTextInput(). * * On some platforms using this function activates the screen keyboard. * diff --git a/include/SDL3/SDL_locale.h b/include/SDL3/SDL_locale.h index eb46f016a..61ea54a96 100644 --- a/include/SDL3/SDL_locale.h +++ b/include/SDL3/SDL_locale.h @@ -79,8 +79,8 @@ typedef struct SDL_Locale * This might be a "slow" call that has to query the operating system. It's * best to ask for this once and save the results. However, this list can * change, usually because the user has changed a system preference outside of - * your program; SDL will send an SDL_EVENT_LOCALE_CHANGED event in this case, if - * possible, and you can call this function again to get an updated copy of + * your program; SDL will send an SDL_EVENT_LOCALE_CHANGED event in this case, + * if possible, and you can call this function again to get an updated copy of * preferred locales. * * \return array of locales, terminated with a locale with a NULL language diff --git a/include/SDL3/SDL_main.h b/include/SDL3/SDL_main.h index c868a5882..a20f2f846 100644 --- a/include/SDL3/SDL_main.h +++ b/include/SDL3/SDL_main.h @@ -173,22 +173,24 @@ extern DECLSPEC void SDLCALL SDL_SetMainReady(void); /** * Initializes and launches an SDL application, by doing platform-specific - * initialization before calling your mainFunction and cleanups after it returns, - * if that is needed for a specific platform, otherwise it just calls mainFunction. - * You can use this if you want to use your own main() implementation - * without using SDL_main (like when using SDL_MAIN_HANDLED). - * When using this, you do *not* need SDL_SetMainReady(). + * initialization before calling your mainFunction and cleanups after it + * returns, if that is needed for a specific platform, otherwise it just calls + * mainFunction. * - * \param argc The argc parameter from the application's main() function, - * or 0 if the platform's main-equivalent has no argc - * \param argv The argv parameter from the application's main() function, - * or NULL if the platform's main-equivalent has no argv - * \param mainFunction Your SDL app's C-style main(), an SDL_main_func. - * NOT the function you're calling this from! - * Its name doesn't matter, but its signature must be - * like int my_main(int argc, char* argv[]) - * \param reserved should be NULL (reserved for future use, will probably - * be platform-specific then) + * You can use this if you want to use your own main() implementation without + * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do + * *not* need SDL_SetMainReady(). + * + * \param argc The argc parameter from the application's main() function, or 0 + * if the platform's main-equivalent has no argc + * \param argv The argv parameter from the application's main() function, or + * NULL if the platform's main-equivalent has no argv + * \param mainFunction Your SDL app's C-style main(), an SDL_main_func. NOT + * the function you're calling this from! Its name doesn't + * matter, but its signature must be like int my_main(int + * argc, char* argv[]) + * \param reserved should be NULL (reserved for future use, will probably be + * platform-specific then) * \return the return value from mainFunction: 0 on success, -1 on failure; * SDL_GetError() might have more information on the failure * diff --git a/include/SDL3/SDL_mouse.h b/include/SDL3/SDL_mouse.h index 4905c322c..83a7d165c 100644 --- a/include/SDL3/SDL_mouse.h +++ b/include/SDL3/SDL_mouse.h @@ -389,8 +389,8 @@ extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); /** * Get the default cursor. * - * You do not have to call SDL_DestroyCursor() on the return value, - * but it is safe to do so. + * You do not have to call SDL_DestroyCursor() on the return value, but it is + * safe to do so. * * \returns the default cursor on success or NULL on failure. * diff --git a/include/SDL3/SDL_mutex.h b/include/SDL3/SDL_mutex.h index f8cab5b86..a3616b90c 100644 --- a/include/SDL3/SDL_mutex.h +++ b/include/SDL3/SDL_mutex.h @@ -481,9 +481,9 @@ extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond *cond); * `cond`. Once the condition variable is signaled, the mutex is re-locked and * the function returns. * - * The mutex must be locked before calling this function. Locking the - * mutex recursively (more than once) is not supported and leads to - * undefined behavior. + * The mutex must be locked before calling this function. Locking the mutex + * recursively (more than once) is not supported and leads to undefined + * behavior. * * This function is the equivalent of calling SDL_CondWaitTimeout() with a * time length of `SDL_MUTEX_MAXWAIT`. @@ -512,14 +512,14 @@ extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond *cond, SDL_mutex *mutex); * signaled or the time elapsed, the mutex is re-locked and the function * returns. * - * The mutex must be locked before calling this function. Locking the - * mutex recursively (more than once) is not supported and leads to - * undefined behavior. + * The mutex must be locked before calling this function. Locking the mutex + * recursively (more than once) is not supported and leads to undefined + * behavior. * * \param cond the condition variable to wait on * \param mutex the mutex used to coordinate thread access - * \param timeoutMS the maximum time to wait, in milliseconds, or `SDL_MUTEX_MAXWAIT` - * to wait indefinitely + * \param timeoutMS the maximum time to wait, in milliseconds, or + * `SDL_MUTEX_MAXWAIT` to wait indefinitely * \returns 0 if the condition variable is signaled, `SDL_MUTEX_TIMEDOUT` if * the condition is not signaled in the allotted time, or a negative * error code on failure; call SDL_GetError() for more information. diff --git a/include/SDL3/SDL_power.h b/include/SDL3/SDL_power.h index 20395e9a9..5bb381b90 100644 --- a/include/SDL3/SDL_power.h +++ b/include/SDL3/SDL_power.h @@ -64,12 +64,12 @@ typedef enum * It's possible a platform can only report battery percentage or time left * but not both. * - * \param seconds seconds of battery life left, you can pass a NULL here if you - * don't care, will return -1 if we can't determine a value, or - * we're not running on a battery - * \param percent percentage of battery life left, between 0 and 100, you can pass - * a NULL here if you don't care, will return -1 if we can't - * determine a value, or we're not running on a battery + * \param seconds seconds of battery life left, you can pass a NULL here if + * you don't care, will return -1 if we can't determine a + * value, or we're not running on a battery + * \param percent percentage of battery life left, between 0 and 100, you can + * pass a NULL here if you don't care, will return -1 if we + * can't determine a value, or we're not running on a battery * \returns an SDL_PowerState enum representing the current battery state. * * \since This function is available since SDL 3.0.0. diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h index 56e2b3e94..a8626c75d 100644 --- a/include/SDL3/SDL_render.h +++ b/include/SDL3/SDL_render.h @@ -217,12 +217,11 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, U /** * Create a 2D rendering context for a window. * - * If you want a specific renderer, you can specify its name here. A list - * of available renderers can be obtained by calling SDL_GetRenderDriver - * multiple times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If - * you don't need a specific renderer, specify NULL and SDL will attempt - * to chooes the best option for you, based on what is available on the - * user's system. + * If you want a specific renderer, you can specify its name here. A list of + * available renderers can be obtained by calling SDL_GetRenderDriver multiple + * times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't + * need a specific renderer, specify NULL and SDL will attempt to chooes the + * best option for you, based on what is available on the user's system. * * \param window the window where rendering is displayed * \param name the name of the rendering driver to initialize, or NULL to @@ -1377,9 +1376,9 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, * Update the screen with any rendering performed since the previous call. * * SDL's rendering functions operate on a backbuffer; that is, calling a - * rendering function such as SDL_RenderLine() does not directly put a - * line on the screen, but rather updates the backbuffer. As such, you compose - * your entire scene and *present* the composed backbuffer to the screen as a + * rendering function such as SDL_RenderLine() does not directly put a line on + * the screen, but rather updates the backbuffer. As such, you compose your + * entire scene and *present* the composed backbuffer to the screen as a * complete picture. * * Therefore, when using SDL's rendering API, one does all drawing intended @@ -1394,12 +1393,12 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, * * \param renderer the rendering context * - * \since This function is available since SDL 3.0.0. + * \threadsafety You may only call this function on the main thread. If this + * happens to work on a background thread on any given platform + * or backend, it's purely by luck and you should not rely on it + * to work next time. * - * \threadsafety You may only call this function on the main thread. If - * this happens to work on a background thread on any given - * platform or backend, it's purely by luck and you should - * not rely on it to work next time. + * \since This function is available since SDL 3.0.0. * * \sa SDL_RenderClear * \sa SDL_RenderLine @@ -1580,7 +1579,8 @@ extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync * Get VSync of the given renderer. * * \param renderer The renderer to toggle - * \param vsync an int filled with 1 for on, 0 for off. All other values are reserved + * \param vsync an int filled with 1 for on, 0 for off. All other values are + * reserved * \returns a 0 int on success, or non-zero on failure * * \since This function is available since SDL 3.0.0. diff --git a/include/SDL3/SDL_rwops.h b/include/SDL3/SDL_rwops.h index 066d9819d..ed024055a 100644 --- a/include/SDL3/SDL_rwops.h +++ b/include/SDL3/SDL_rwops.h @@ -319,10 +319,11 @@ extern DECLSPEC SDL_RWops *SDLCALL SDL_CreateRW(void); * call the **close** method on those SDL_RWops pointers when you are done * with them. * - * Only use SDL_DestroyRW() on pointers returned by SDL_CreateRW(). The pointer is - * invalid as soon as this function returns. Any extra memory allocated during - * creation of the SDL_RWops is not freed by SDL_DestroyRW(); the programmer must - * be responsible for managing that memory in their **close** method. + * Only use SDL_DestroyRW() on pointers returned by SDL_CreateRW(). The + * pointer is invalid as soon as this function returns. Any extra memory + * allocated during creation of the SDL_RWops is not freed by SDL_DestroyRW(); + * the programmer must be responsible for managing that memory in their + * **close** method. * * \param area the SDL_RWops structure to be freed * @@ -371,7 +372,8 @@ extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context); * \param context a pointer to an SDL_RWops structure * \param offset an offset in bytes, relative to **whence** location; can be * negative - * \param whence any of `SDL_RW_SEEK_SET`, `SDL_RW_SEEK_CUR`, `SDL_RW_SEEK_END` + * \param whence any of `SDL_RW_SEEK_SET`, `SDL_RW_SEEK_CUR`, + * `SDL_RW_SEEK_END` * \returns the final offset in the data stream after the seek or -1 on error. * * \since This function is available since SDL 3.0.0. @@ -417,24 +419,25 @@ extern DECLSPEC Sint64 SDLCALL SDL_RWtell(SDL_RWops *context); * Read from a data source. * * This function reads up `size` bytes from the data source to the area - * pointed at by `ptr`. This function may read less bytes than requested. - * It will return zero when the data stream is completely read, or - * -1 on error. For streams that support non-blocking - * operation, if nothing was read because it would require blocking, - * this function returns -2 to distinguish that this is not an error or - * end-of-file, and the caller can try again later. + * pointed at by `ptr`. This function may read less bytes than requested. It + * will return zero when the data stream is completely read, or -1 on error. + * For streams that support non-blocking operation, if nothing was read + * because it would require blocking, this function returns -2 to distinguish + * that this is not an error or end-of-file, and the caller can try again + * later. * * SDL_RWread() is actually a function wrapper that calls the SDL_RWops's * `read` method appropriately, to simplify application development. * - * It is an error to specify a negative `size`, but this parameter is - * signed so you definitely cannot overflow the return value on a - * successful run with enormous amounts of data. + * It is an error to specify a negative `size`, but this parameter is signed + * so you definitely cannot overflow the return value on a successful run with + * enormous amounts of data. * * \param context a pointer to an SDL_RWops structure * \param ptr a pointer to a buffer to read data into * \param size the number of bytes to read from the data source. - * \returns the number of bytes read, 0 at end of file, -1 on error, and -2 for data not ready with a non-blocking context. + * \returns the number of bytes read, 0 at end of file, -1 on error, and -2 + * for data not ready with a non-blocking context. * * \since This function is available since SDL 3.0.0. * @@ -450,25 +453,23 @@ extern DECLSPEC Sint64 SDLCALL SDL_RWread(SDL_RWops *context, void *ptr, Sint64 /** * Write to an SDL_RWops data stream. * - * This function writes exactly `size` bytes from the area pointed at by - * `ptr` to the stream. If this fails for any reason, it'll return less - * than `size` to demonstrate how far the write progressed. On success, - * it returns `num`. + * This function writes exactly `size` bytes from the area pointed at by `ptr` + * to the stream. If this fails for any reason, it'll return less than `size` + * to demonstrate how far the write progressed. On success, it returns `num`. * - * On error, this function still attempts to write as much as possible, - * so it might return a positive value less than the requested write - * size. If the function failed to write anything and there was an - * actual error, it will return -1. For streams that support non-blocking - * operation, if nothing was written because it would require blocking, - * this function returns -2 to distinguish that this is not an error and - * the caller can try again later. + * On error, this function still attempts to write as much as possible, so it + * might return a positive value less than the requested write size. If the + * function failed to write anything and there was an actual error, it will + * return -1. For streams that support non-blocking operation, if nothing was + * written because it would require blocking, this function returns -2 to + * distinguish that this is not an error and the caller can try again later. * * SDL_RWwrite is actually a function wrapper that calls the SDL_RWops's * `write` method appropriately, to simplify application development. * - * It is an error to specify a negative `size`, but this parameter is - * signed so you definitely cannot overflow the return value on a - * successful run with enormous amounts of data. + * It is an error to specify a negative `size`, but this parameter is signed + * so you definitely cannot overflow the return value on a successful run with + * enormous amounts of data. * * \param context a pointer to an SDL_RWops structure * \param ptr a pointer to a buffer containing data to write diff --git a/include/SDL3/SDL_sensor.h b/include/SDL3/SDL_sensor.h index 63f163521..a9b3c8387 100644 --- a/include/SDL3/SDL_sensor.h +++ b/include/SDL3/SDL_sensor.h @@ -132,7 +132,9 @@ typedef enum * Get a list of currently connected sensors. * * \param count a pointer filled in with the number of sensors returned - * \returns a 0 terminated array of sensor instance IDs which should be freed with SDL_free(), or NULL on error; call SDL_GetError() for more details. + * \returns a 0 terminated array of sensor instance IDs which should be freed + * with SDL_free(), or NULL on error; call SDL_GetError() for more + * details. * * \since This function is available since SDL 3.0.0. */ @@ -152,7 +154,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetSensorInstanceName(SDL_SensorID insta * Get the type of a sensor. * * \param instance_id the sensor instance ID - * \returns the SDL_SensorType, or `SDL_SENSOR_INVALID` if `instance_id` is not valid + * \returns the SDL_SensorType, or `SDL_SENSOR_INVALID` if `instance_id` is + * not valid * * \since This function is available since SDL 3.0.0. */ @@ -162,7 +165,8 @@ extern DECLSPEC SDL_SensorType SDLCALL SDL_GetSensorInstanceType(SDL_SensorID in * Get the platform dependent type of a sensor. * * \param instance_id the sensor instance ID - * \returns the sensor platform dependent type, or -1 if `instance_id` is not valid + * \returns the sensor platform dependent type, or -1 if `instance_id` is not + * valid * * \since This function is available since SDL 3.0.0. */ diff --git a/include/SDL3/SDL_stdinc.h b/include/SDL3/SDL_stdinc.h index 5526a3508..926f0f88e 100644 --- a/include/SDL3/SDL_stdinc.h +++ b/include/SDL3/SDL_stdinc.h @@ -424,9 +424,11 @@ extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func, /** * Allocate memory aligned to a specific value * - * If `alignment` is less than the size of `void *`, then it will be increased to match that. + * If `alignment` is less than the size of `void *`, then it will be increased + * to match that. * - * The returned memory address will be a multiple of the alignment value, and the amount of memory allocated will be a multiple of the alignment value. + * The returned memory address will be a multiple of the alignment value, and + * the amount of memory allocated will be a multiple of the alignment value. * * The memory returned by this function must be freed with SDL_aligned_free() * diff --git a/include/SDL3/SDL_surface.h b/include/SDL3/SDL_surface.h index 0fdfdcfb8..80cc1ca2f 100644 --- a/include/SDL3/SDL_surface.h +++ b/include/SDL3/SDL_surface.h @@ -224,8 +224,8 @@ extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface *surface); /** * Load a BMP image from a seekable SDL data stream. * - * The new surface should be freed with SDL_DestroySurface(). Not doing so will - * result in a memory leak. + * The new surface should be freed with SDL_DestroySurface(). Not doing so + * will result in a memory leak. * * src is an open SDL_RWops buffer, typically loaded with SDL_RWFromFile. * Alternitavely, you might also use the macro SDL_LoadBMP to load a bitmap @@ -652,8 +652,8 @@ extern DECLSPEC int SDLCALL SDL_PremultiplyAlpha(int width, int height, * information, no blending takes place. * * If there is a clip rectangle set on the destination (set via - * SDL_SetSurfaceClipRect()), then this function will fill based on the intersection - * of the clip rectangle and `rect`. + * SDL_SetSurfaceClipRect()), then this function will fill based on the + * intersection of the clip rectangle and `rect`. * * \param dst the SDL_Surface structure that is the drawing target * \param rect the SDL_Rect structure representing the rectangle to fill, or @@ -678,8 +678,8 @@ extern DECLSPEC int SDLCALL SDL_FillSurfaceRect * information, no blending takes place. * * If there is a clip rectangle set on the destination (set via - * SDL_SetSurfaceClipRect()), then this function will fill based on the intersection - * of the clip rectangle and `rect`. + * SDL_SetSurfaceClipRect()), then this function will fill based on the + * intersection of the clip rectangle and `rect`. * * \param dst the SDL_Surface structure that is the drawing target * \param rects an array of SDL_Rects representing the rectangles to fill. @@ -696,56 +696,57 @@ extern DECLSPEC int SDLCALL SDL_FillSurfaceRects (SDL_Surface *dst, const SDL_Rect *rects, int count, Uint32 color); /** - * Performs a fast blit from the source surface to the destination surface. + * Performs a fast blit from the source surface to the destination surface. * - * This assumes that the source and destination rectangles are - * the same size. If either \c srcrect or \c dstrect are NULL, the entire - * surface (\c src or \c dst) is copied. The final blit rectangles are saved - * in \c srcrect and \c dstrect after all clipping is performed. + * This assumes that the source and destination rectangles are the same size. + * If either `srcrect` or `dstrect` are NULL, the entire surface (`src` or + * `dst`) is copied. The final blit rectangles are saved in `srcrect` and + * `dstrect` after all clipping is performed. * - * The blit function should not be called on a locked surface. + * The blit function should not be called on a locked surface. * - * The blit semantics for surfaces with and without blending and colorkey - * are defined as follows: - * \verbatim - RGBA->RGB: - Source surface blend mode set to SDL_BLENDMODE_BLEND: - alpha-blend (using the source alpha-channel and per-surface alpha) - SDL_SRCCOLORKEY ignored. - Source surface blend mode set to SDL_BLENDMODE_NONE: - copy RGB. - if SDL_SRCCOLORKEY set, only copy the pixels matching the - RGB values of the source color key, ignoring alpha in the - comparison. - - RGB->RGBA: - Source surface blend mode set to SDL_BLENDMODE_BLEND: - alpha-blend (using the source per-surface alpha) - Source surface blend mode set to SDL_BLENDMODE_NONE: - copy RGB, set destination alpha to source per-surface alpha value. - both: - if SDL_SRCCOLORKEY set, only copy the pixels matching the - source color key. - - RGBA->RGBA: - Source surface blend mode set to SDL_BLENDMODE_BLEND: - alpha-blend (using the source alpha-channel and per-surface alpha) - SDL_SRCCOLORKEY ignored. - Source surface blend mode set to SDL_BLENDMODE_NONE: - copy all of RGBA to the destination. - if SDL_SRCCOLORKEY set, only copy the pixels matching the - RGB values of the source color key, ignoring alpha in the - comparison. - - RGB->RGB: - Source surface blend mode set to SDL_BLENDMODE_BLEND: - alpha-blend (using the source per-surface alpha) - Source surface blend mode set to SDL_BLENDMODE_NONE: - copy RGB. - both: - if SDL_SRCCOLORKEY set, only copy the pixels matching the - source color key. - \endverbatim + * The blit semantics for surfaces with and without blending and colorkey are + * defined as follows: + * + * ```c + * RGBA->RGB: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source alpha-channel and per-surface alpha) + * SDL_SRCCOLORKEY ignored. + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy RGB. + * if SDL_SRCCOLORKEY set, only copy the pixels matching the + * RGB values of the source color key, ignoring alpha in the + * comparison. + * + * RGB->RGBA: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source per-surface alpha) + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy RGB, set destination alpha to source per-surface alpha value. + * both: + * if SDL_SRCCOLORKEY set, only copy the pixels matching the + * source color key. + * + * RGBA->RGBA: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source alpha-channel and per-surface alpha) + * SDL_SRCCOLORKEY ignored. + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy all of RGBA to the destination. + * if SDL_SRCCOLORKEY set, only copy the pixels matching the + * RGB values of the source color key, ignoring alpha in the + * comparison. + * + * RGB->RGB: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source per-surface alpha) + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy RGB. + * both: + * if SDL_SRCCOLORKEY set, only copy the pixels matching the + * source color key. + * ``` * * \param src the SDL_Surface structure to be copied from * \param srcrect the SDL_Rect structure representing the rectangle to be diff --git a/include/SDL3/SDL_video.h b/include/SDL3/SDL_video.h index d8d5c52c9..5040e1788 100644 --- a/include/SDL3/SDL_video.h +++ b/include/SDL3/SDL_video.h @@ -339,7 +339,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetDisplayName(int displayIndex); extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect *rect); /** - * Get the usable desktop area represented by a display, in screen coordinates. + * Get the usable desktop area represented by a display, in screen + * coordinates. * * The primary display (`displayIndex` zero) is always located at 0,0. * @@ -385,7 +386,8 @@ extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rec * SDL_Vulkan_GetDrawableSize(), SDL_Metal_GetDrawableSize(), or * SDL_GetRendererOutputSize(), and compare the two values to get an actual * scaling value between the two. We will be rethinking how high-dpi details - * should be managed in SDL3 to make things more consistent, reliable, and clear. + * should be managed in SDL3 to make things more consistent, reliable, and + * clear. * * \param displayIndex the index of the display from which DPI information * should be queried @@ -659,13 +661,13 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window); * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist * property to YES, otherwise you will not receive a High-DPI OpenGL canvas. * - * The window size in pixels may differ from its size in screen coordinates if - * the window is on a high density display (one with an OS scaling factor). - * Use SDL_GetWindowSize() to query the client area's size in screen coordinates, - * and SDL_GetWindowSizeInPixels() or SDL_GetRendererOutputSize() to query the - * drawable size in pixels. Note that the drawable size can vary after the window - * is created and should be queried again when the window is resized or moved - * between displays. + * The window size in pixels may differ from its size in screen coordinates + * if the window is on a high density display (one with an OS scaling factor). + * Use SDL_GetWindowSize() to query the client area's size in screen + * coordinates, and SDL_GetWindowSizeInPixels() or SDL_GetRendererOutputSize() + * to query the drawable size in pixels. Note that the drawable size can vary + * after the window is created and should be queried again when the window is + * resized or moved between displays. * * If the window is set fullscreen, the width and height parameters `w` and * `h` will not be used. However, invalid size parameters (e.g. too large) may @@ -844,8 +846,10 @@ extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window *window, const char * * Set the position of a window, in screen coordinates. * * \param window the window to reposition - * \param x the x coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED` - * \param y the y coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED` + * \param x the x coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or + * `SDL_WINDOWPOS_UNDEFINED` + * \param y the y coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or + * `SDL_WINDOWPOS_UNDEFINED` * * \since This function is available since SDL 3.0.0. * @@ -916,8 +920,8 @@ extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window *window, int w, int h) extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window *window, int *w, int *h); /** - * Get the size of a window's borders (decorations) around the client area, - * in screen coordinates. + * Get the size of a window's borders (decorations) around the client area, in + * screen coordinates. * * Note: If this function fails (returns -1), the size values will be * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the @@ -1938,12 +1942,12 @@ extern DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval); * If the system can't determine the swap interval, or there isn't a valid * current context, this function will set *interval to 0 as a safe default. * - * \param interval Output interval value. 0 if there is no vertical retrace synchronization, 1 if the buffer - * swap is synchronized with the vertical retrace, and -1 if late - * swaps happen immediately instead of waiting for the next retrace - * - * \returns 0 on success or -1 error. - * call SDL_GetError() for more information. + * \param interval Output interval value. 0 if there is no vertical retrace + * synchronization, 1 if the buffer swap is synchronized with + * the vertical retrace, and -1 if late swaps happen + * immediately instead of waiting for the next retrace + * \returns 0 on success or -1 error. call SDL_GetError() for more + * information. * * \since This function is available since SDL 3.0.0. * @@ -1962,7 +1966,6 @@ extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(int *interval); * extra. * * \param window the window to change - * * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. * diff --git a/include/SDL3/SDL_vulkan.h b/include/SDL3/SDL_vulkan.h index 06a6c3bbd..0266d9b34 100644 --- a/include/SDL3/SDL_vulkan.h +++ b/include/SDL3/SDL_vulkan.h @@ -111,11 +111,13 @@ extern DECLSPEC int SDLCALL SDL_Vulkan_LoadLibrary(const char *path); * This should be called after either calling SDL_Vulkan_LoadLibrary() or * creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag. * - * The actual type of the returned function pointer is PFN_vkGetInstanceProcAddr, - * but that isn't available because the Vulkan headers are not included here. You - * should cast the return value of this function to that type, e.g. + * The actual type of the returned function pointer is + * PFN_vkGetInstanceProcAddr, but that isn't available because the Vulkan + * headers are not included here. You should cast the return value of this + * function to that type, e.g. * - * `vkGetInstanceProcAddr = (PFN_vkGetInstanceProcAddr)SDL_Vulkan_GetVkGetInstanceProcAddr();` + * `vkGetInstanceProcAddr = + * (PFN_vkGetInstanceProcAddr)SDL_Vulkan_GetVkGetInstanceProcAddr();` * * \returns the function pointer for `vkGetInstanceProcAddr` or NULL on error. *