Sync SDL3 wiki -> header
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@ -104,8 +104,8 @@ extern DECLSPEC SDL_Storage *SDLCALL SDL_OpenTitleStorage(const char *override,
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*
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* While title storage can generally be kept open throughout runtime, user
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* storage should only be opened when the client is ready to read/write files.
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* This allows the backend to properly batch file operations and flush them when
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* the container has been closed; ensuring safe and optimal save I/O.
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* This allows the backend to properly batch file operations and flush them
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* when the container has been closed; ensuring safe and optimal save I/O.
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*
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* \param org the name of your organization
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* \param app the name of your application
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@ -129,10 +129,14 @@ extern DECLSPEC SDL_Storage *SDLCALL SDL_OpenUserStorage(const char *org, const
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/**
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* Opens up a container for local filesystem storage.
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*
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* This is provided for development and tools. Portable applications should use SDL_OpenTitleStorage() for access to game data and SDL_OpenUserStorage() for access to user data.
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* This is provided for development and tools. Portable applications should
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* use SDL_OpenTitleStorage() for access to game data and
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* SDL_OpenUserStorage() for access to user data.
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*
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* \param path the base path prepended to all storage paths, or NULL for no base path
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* \returns a filesystem storage container on success or NULL on failure; call SDL_GetError() for more information.
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* \param path the base path prepended to all storage paths, or NULL for no
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* base path
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* \returns a filesystem storage container on success or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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