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headers: Fix up bullet lists, now that wikiheaders.pl can handle them.
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@ -118,7 +118,7 @@ extern "C" {
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* events subsystem
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* - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
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* - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
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* initializes the joystick subsystem
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* initializes the joystick subsystem
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* - `SDL_INIT_EVENTS`: events subsystem
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* - `SDL_INIT_EVERYTHING`: all of the above subsystems
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* - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
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@ -300,12 +300,11 @@ extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
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* With two notable exceptions:
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*
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* - If `obtained` is NULL, we use `desired` (and allow no changes), which
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* means desired will be modified to have the correct values for silence, etc,
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* and SDL will convert any differences between your app's specific request
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* and the hardware behind the scenes.
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*
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* means desired will be modified to have the correct values for silence,
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* etc, and SDL will convert any differences between your app's specific
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* request and the hardware behind the scenes.
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* - The return value is always success or failure, and not a device ID, which
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* means you can only have one device open at a time with this function.
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* means you can only have one device open at a time with this function.
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*
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* \param desired an SDL_AudioSpec structure representing the desired output
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* format. Please refer to the SDL_OpenAudioDevice documentation
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@ -464,9 +463,7 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
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* When filling in the desired audio spec structure:
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*
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* - `desired->freq` should be the frequency in sample-frames-per-second (Hz).
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*
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* - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc).
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*
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* - `desired->samples` is the desired size of the audio buffer, in
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* _sample frames_ (with stereo output, two samples--left and right--would
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* make a single sample frame). This number should be a power of two, and
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@ -477,13 +474,10 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
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* processing and cannot fill the audio buffer in time. Note that the
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* number of sample frames is directly related to time by the following
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* formula: `ms = (sampleframes*1000)/freq`
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*
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* - `desired->size` is the size in _bytes_ of the audio buffer, and is
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* calculated by SDL_OpenAudioDevice(). You don't initialize this.
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*
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* - `desired->silence` is the value used to set the buffer to silence,
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* and is calculated by SDL_OpenAudioDevice(). You don't initialize this.
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*
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* - `desired->callback` should be set to a function that will be called
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* when the audio device is ready for more data. It is passed a pointer
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* to the audio buffer, and the length in bytes of the audio buffer.
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@ -493,7 +487,6 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
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* pointer here, and call SDL_QueueAudio() with some frequency, to queue
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* more audio samples to be played (or for capture devices, call
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* SDL_DequeueAudio() with some frequency, to obtain audio samples).
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*
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* - `desired->userdata` is passed as the first parameter to your callback
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* function. If you passed a NULL callback, this value is ignored.
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*
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@ -113,13 +113,9 @@ typedef enum
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* `alphaOperation(src, dst)` can return one of the following:
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*
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* - `src + dst`
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*
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* - `src - dst`
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*
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* - `dst - src`
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*
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* - `min(src, dst)`
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*
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* - `max(src, dst)`
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*
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* The red, green, and blue components are always multiplied with the first,
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@ -140,28 +136,22 @@ typedef enum
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* SDL_BlendMode enumeration.
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*
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* - **direct3d**: Supports `SDL_BLENDOPERATION_ADD` with all factors.
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*
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* - **direct3d11**: Supports all operations with all factors. However, some
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* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
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* `SDL_BLENDOPERATION_MAXIMUM`.
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*
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* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
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* `SDL_BLENDOPERATION_MAXIMUM`.
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* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
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* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with
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* SDL 2.0.6.
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*
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* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with
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* SDL 2.0.6.
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* - **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
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* factors. Color and alpha factors need to be the same. OpenGL ES 1
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* implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT`
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* and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha
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* operations being different from each other. May support color and alpha
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* factors being different from each other.
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*
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* factors. Color and alpha factors need to be the same. OpenGL ES 1
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* implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT`
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* and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha
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* operations being different from each other. May support color and alpha
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* factors being different from each other.
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* - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
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* `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT` operations
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* with all factors.
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*
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* `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT` operations
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* with all factors.
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* - **psp**: No custom blend mode support.
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*
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* - **software**: No custom blend mode support.
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*
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* Some renderers do not provide an alpha component for the default render
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@ -672,15 +672,13 @@ typedef enum
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* `action` may be any of the following:
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*
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* - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of
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* the event queue.
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*
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* the event queue.
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* - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
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* within the specified minimum and maximum type, will be returned to the
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* caller and will _not_ be removed from the queue.
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*
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* within the specified minimum and maximum type, will be returned to the
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* caller and will _not_ be removed from the queue.
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* - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
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* within the specified minimum and maximum type, will be returned to the
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* caller and will be removed from the queue.
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* within the specified minimum and maximum type, will be returned to the
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* caller and will be removed from the queue.
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*
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* You may have to call SDL_PumpEvents() before calling this function.
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* Otherwise, the events may not be ready to be filtered when you call
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@ -1050,10 +1048,8 @@ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
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* `state` may be any of the following:
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*
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* - `SDL_QUERY`: returns the current processing state of the specified event
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*
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* - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
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* from the event queue and will not be filtered
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*
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* from the event queue and will not be filtered
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* - `SDL_ENABLE`: the event will be processed normally
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*
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* \param type the type of event; see SDL_EventType for details
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@ -54,13 +54,11 @@ extern "C" {
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* application in /Applications/SDLApp/MyApp.app):
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*
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* - `resource`: bundle resource directory (the default). For example:
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* `/Applications/SDLApp/MyApp.app/Contents/Resources`
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*
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* `/Applications/SDLApp/MyApp.app/Contents/Resources`
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* - `bundle`: the Bundle directory. Fpr example:
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* `/Applications/SDLApp/MyApp.app/`
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*
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* `/Applications/SDLApp/MyApp.app/`
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* - `parent`: the containing directory of the bundle. For example:
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* `/Applications/SDLApp/`
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* `/Applications/SDLApp/`
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*
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* The returned path is guaranteed to end with a path separator ('\' on
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* Windows, '/' on most other platforms).
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@ -111,15 +109,12 @@ extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
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* follow these rules:
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*
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* - Try to use the same org string (_including case-sensitivity_) for all
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* your applications that use this function.
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*
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* your applications that use this function.
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* - Always use a unique app string for each one, and make sure it never
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* changes for an app once you've decided on it.
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*
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* changes for an app once you've decided on it.
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* - Unicode characters are legal, as long as it's UTF-8 encoded, but...
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*
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* - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
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* Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
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* Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
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*
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* The returned path is guaranteed to end with a path separator ('\' on
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* Windows, '/' on most other platforms).
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@ -1319,6 +1319,7 @@ extern "C" {
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*
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* Since it's driver-specific, it's only supported where possible and
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* implemented. Currently supported the following drivers:
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*
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* - KMSDRM (kmsdrm)
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* - Raspberry Pi (raspberrypi)
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*/
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@ -666,26 +666,17 @@ extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick *j
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* The returned value will be one of the following positions:
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*
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* - `SDL_HAT_CENTERED`
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*
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* - `SDL_HAT_UP`
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*
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* - `SDL_HAT_RIGHT`
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*
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* - `SDL_HAT_DOWN`
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*
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* - `SDL_HAT_LEFT`
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*
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* - `SDL_HAT_RIGHTUP`
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*
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* - `SDL_HAT_RIGHTDOWN`
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*
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* - `SDL_HAT_LEFTUP`
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*
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* - `SDL_HAT_LEFTDOWN`
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*
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* \param joystick an SDL_Joystick structure containing joystick information
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* \param hat the hat index to get the state from; hat indices start at index
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* 0
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* \param hat the hat index to get the state from; indices start at index 0
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* \returns the current hat position.
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*
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* \sa SDL_JoystickNumHats
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@ -148,9 +148,7 @@ extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *message
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* `flags` may be any of the following:
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*
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* - `SDL_MESSAGEBOX_ERROR`: error dialog
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*
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* - `SDL_MESSAGEBOX_WARNING`: warning dialog
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*
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* - `SDL_MESSAGEBOX_INFORMATION`: informational dialog
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*
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* This function should be called on the thread that created the parent
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@ -255,11 +255,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
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* The cursor is created in black and white according to the following:
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*
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* - data=0, mask=1: white
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*
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* - data=1, mask=1: black
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*
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* - data=0, mask=1: transparent
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*
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* - data=1, mask=0: inverted color if possible, black if not.
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*
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* Cursors created with this function must be freed with SDL_FreeCursor().
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@ -191,13 +191,9 @@ extern "C" {
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* Here are the names returned for some (but not all) supported platforms:
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*
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* - "Windows"
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*
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* - "Mac OS X"
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*
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* - "Linux"
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*
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* - "iOS"
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*
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* - "Android"
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*
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* \returns the name of the platform. If the correct platform name is not
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@ -201,9 +201,7 @@ extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context);
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* `whence` may be any of the following values:
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*
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* - `RW_SEEK_SET`: seek from the beginning of data
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*
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* - `RW_SEEK_CUR`: seek relative to current read point
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*
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* - `RW_SEEK_END`: seek relative to the end of data
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*
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* If this stream can not seek, it will return -1.
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@ -197,45 +197,25 @@ extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void);
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* Query Android API level of the current device.
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*
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* - API level 30: Android 11
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*
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* - API level 29: Android 10
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*
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* - API level 28: Android 9
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*
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* - API level 27: Android 8.1
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*
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* - API level 26: Android 8.0
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*
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* - API level 25: Android 7.1
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*
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* - API level 24: Android 7.0
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*
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* - API level 23: Android 6.0
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*
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* - API level 22: Android 5.1
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*
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* - API level 21: Android 5.0
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*
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* - API level 20: Android 4.4W
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*
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* - API level 19: Android 4.4
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*
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* - API level 18: Android 4.3
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*
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* - API level 17: Android 4.2
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*
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* - API level 16: Android 4.1
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*
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* - API level 15: Android 4.0.3
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*
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* - API level 14: Android 4.0
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*
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* - API level 13: Android 3.2
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*
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* - API level 12: Android 3.1
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*
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* - API level 11: Android 3.0
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*
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* - API level 10: Android 2.3.3
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*
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* \returns Android API level.
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@ -469,13 +469,9 @@ extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex);
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* The display modes are sorted in this priority:
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*
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* - width -> largest to smallest
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*
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* - height -> largest to smallest
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*
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* - bits per pixel -> more colors to fewer colors
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*
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* - packed pixel layout -> largest to smallest
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*
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* - refresh rate -> highest to lowest
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*
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* \param displayIndex the index of the display to query
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@ -619,29 +615,18 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
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* `flags` may be any of the following OR'd together:
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*
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* - `SDL_WINDOW_FULLSCREEN`: fullscreen window
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*
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* - `SDL_WINDOW_FULLSCREEN_DESKTOP: fullscreen window at desktop resolution
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*
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* - `SDL_WINDOW_FULLSCREEN_DESKTOP`: fullscreen window at desktop resolution
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* - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context
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*
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* - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance
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*
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* - `SDL_WINDOW_METAL`: window usable with a Metal instance
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*
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* - `SDL_WINDOW_HIDDEN`: window is not visible
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*
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* - `SDL_WINDOW_BORDERLESS`: no window decoration
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*
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* - `SDL_WINDOW_RESIZABLE`: window can be resized
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*
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* - `SDL_WINDOW_MINIMIZED`: window is minimized
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*
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* - `SDL_WINDOW_MAXIMIZED`: window is maximized
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*
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* - `SDL_WINDOW_INPUT_GRABBED`: window has grabbed input focus
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*
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* - `SDL_WINDOW_ALLOW_HIGHDPI`: window should be created in high-DPI mode if
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* supported (>= SDL 2.0.1)
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* supported (>= SDL 2.0.1)
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*
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* `SDL_WINDOW_SHOWN` is ignored by SDL_CreateWindow(). The SDL_Window is
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* implicitly shown if SDL_WINDOW_HIDDEN is not set. `SDL_WINDOW_SHOWN` may be
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@ -1594,7 +1579,7 @@ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
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* There are some quirks to looking up OpenGL functions that require some
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* extra care from the application. If you code carefully, you can handle
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* these quirks without any platform-specific code, though:
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*
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* - On Windows, function pointers are specific to the current GL context;
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* this means you need to have created a GL context and made it current before
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* calling SDL_GL_GetProcAddress(). If you recreate your context or create a
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@ -1604,7 +1589,6 @@ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
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* but it is still the way the wgl API is documented to work and you should
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* expect crashes if you don't respect it. Store a copy of the function
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* pointers that comes and goes with context lifespan.
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*
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* - On X11, function pointers returned by this function are valid for any
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* context, and can even be looked up before a context is created at all. This
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* means that, for at least some common OpenGL implementations, if you look up
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@ -1614,17 +1598,14 @@ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
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* the appropriate extension with SDL_GL_ExtensionSupported(), or verifying
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* that the version of OpenGL you're using offers the function as core
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* functionality.
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*
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* - Some OpenGL drivers, on all platforms, *will* return NULL if a function
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* isn't supported, but you can't count on this behavior. Check for extensions
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* you use, and if you get a NULL anyway, act as if that extension wasn't
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* available. This is probably a bug in the driver, but you can code
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* defensively for this scenario anyhow.
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*
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* - Just because you're on Linux/Unix, don't assume you'll be using X11.
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* Next-gen display servers are waiting to replace it, and may or may not make
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* the same promises about function pointers.
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*
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* - OpenGL function pointers must be declared `APIENTRY` as in the example
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* code. This will ensure the proper calling convention is followed on
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* platforms where this matters (Win32) thereby avoiding stack corruption.
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