Sync SDL3 wiki -> header

main
SDL Wiki Bot 2024-04-13 13:24:25 +00:00
parent f01b34fd8d
commit 202bd7b0ff
3 changed files with 9 additions and 9 deletions

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@ -147,8 +147,8 @@ typedef enum SDL_BlendFactor
* return with an error if the blend mode is not supported.
*
* This list describes the support of custom blend modes for each renderer.
* All renderers support the four blend modes listed in the
* SDL_BlendMode enumeration.
* All renderers support the four blend modes listed in the SDL_BlendMode
* enumeration.
*
* - **direct3d**: Supports all operations with all factors. However, some
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and

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@ -304,11 +304,11 @@ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
* Please note that SDL will attempt to "auto capture" the mouse while the
* user is pressing a button; this is to try and make mouse behavior more
* consistent between platforms, and deal with the common case of a user
* dragging the mouse outside of the window. This means that if you are calling
* SDL_CaptureMouse() only to deal with this situation, you do not have to
* (although it is safe to do so). If this causes problems for your app, you
* can disable auto capture by setting the `SDL_HINT_MOUSE_AUTO_CAPTURE`
* hint to zero.
* dragging the mouse outside of the window. This means that if you are
* calling SDL_CaptureMouse() only to deal with this situation, you do not
* have to (although it is safe to do so). If this causes problems for your
* app, you can disable auto capture by setting the
* `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
*
* \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
* \returns 0 on success or a negative error code on failure; call

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@ -2099,8 +2099,8 @@ extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
* This function returns `void *`, so SDL doesn't have to include Metal's
* headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
*
* This will return NULL if Metal refuses to give SDL a drawable to render
* to, which might happen if the window is hidden/minimized/offscreen. This
* This will return NULL if Metal refuses to give SDL a drawable to render to,
* which might happen if the window is hidden/minimized/offscreen. This
* doesn't apply to command encoders for render targets, just the window's
* backbuffer. Check your return values!
*