Sync SDL3 wiki -> headers

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Ryan C. Gordon 2024-04-09 00:49:23 -04:00
parent ad090d2444
commit e044318a8e
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33 changed files with 1510 additions and 909 deletions

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@ -129,8 +129,8 @@ typedef enum
* Information about an assertion failure.
*
* This structure is filled in with information about a triggered assertion,
* used by the assertion handler, then added to the assertion report.
* This is returned as a linked list from SDL_GetAssertionReport().
* used by the assertion handler, then added to the assertion report. This is
* returned as a linked list from SDL_GetAssertionReport().
*
* \since This struct is available since SDL 3.0.0.
*/

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@ -149,9 +149,9 @@ typedef Uint32 SDL_AudioDeviceID;
/**
* Format specifier for audio data.
*
* \sa SDL_AudioFormat
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_AudioFormat
*/
typedef struct SDL_AudioSpec
{
@ -168,19 +168,19 @@ typedef struct SDL_AudioSpec
*
* SDL_AudioStream is an audio conversion interface.
*
* - It can handle resampling data in chunks without generating
* artifacts, when it doesn't have the complete buffer available.
* - It can handle resampling data in chunks without generating artifacts,
* when it doesn't have the complete buffer available.
* - It can handle incoming data in any variable size.
* - It can handle input/output format changes on the fly.
* - You push data as you have it, and pull it when you need it
* - It can also function as a basic audio data queue even if you
* just have sound that needs to pass from one place to another.
* - You can hook callbacks up to them when more data is added or
* requested, to manage data on-the-fly.
* - It can also function as a basic audio data queue even if you just have
* sound that needs to pass from one place to another.
* - You can hook callbacks up to them when more data is added or requested,
* to manage data on-the-fly.
*
* Audio streams are the core of the SDL3 audio interface. You create
* one or more of them, bind them to an opened audio device, and feed
* data to them (or for recording, consume data from them).
* Audio streams are the core of the SDL3 audio interface. You create one or
* more of them, bind them to an opened audio device, and feed data to them
* (or for recording, consume data from them).
*
* \since This struct is available since SDL 3.0.0.
*

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@ -37,11 +37,12 @@ extern "C" {
/**
* An enumeration of blend modes used in drawing operations.
*
* Note that additional values may be obtained from SDL_ComposeCustomBlendMode.
*
* \sa SDL_ComposeCustomBlendMode
* Note that additional values may be obtained from
* SDL_ComposeCustomBlendMode.
*
* \since This enum is available since SDL 3.0.0.
*
* \sa SDL_ComposeCustomBlendMode
*/
typedef enum SDL_BlendMode
{
@ -66,7 +67,8 @@ typedef enum SDL_BlendMode
} SDL_BlendMode;
/**
* The blend operation used when combining source and destination pixel components.
* The blend operation used when combining source and destination pixel
* components.
*
* \since This enum is available since SDL 3.0.0.
*/
@ -82,10 +84,10 @@ typedef enum SDL_BlendOperation
/**
* The normalized factor used to multiply pixel components.
*
* The blend factors are multiplied with the pixels from a drawing
* operation (src) and the pixels from the render target (dst) before
* the blend operation. The comma-separated factors listed above are always
* applied in the component order red, green, blue, and alpha.
* The blend factors are multiplied with the pixels from a drawing operation
* (src) and the pixels from the render target (dst) before the blend
* operation. The comma-separated factors listed above are always applied in
* the component order red, green, blue, and alpha.
*
* \since This enum is available since SDL 3.0.0.
*/

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@ -59,12 +59,13 @@ typedef struct SDL_Camera SDL_Camera;
/**
* The details of an output format for a camera device.
*
* Cameras often support multiple formats; each one will be encapsulated in this struct.
* Cameras often support multiple formats; each one will be encapsulated in
* this struct.
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_GetCameraDeviceSupportedFormats
* \sa SDL_GetCameraFormat
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_CameraSpec
{
@ -78,9 +79,9 @@ typedef struct SDL_CameraSpec
/**
* The position of camera in relation to system device.
*
* \sa SDL_GetCameraDevicePosition
*
* \since This enum is available since SDL 3.0.0.
*
* \sa SDL_GetCameraDevicePosition
*/
typedef enum SDL_CameraPosition
{

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@ -34,7 +34,8 @@ extern "C" {
/**
* An entry for filters for file dialogs.
*
* `name` is a user-readable label for the filter (for example, "Office document").
* `name` is a user-readable label for the filter (for example, "Office
* document").
*
* `pattern` is a semicolon-separated list of file extensions (for example,
* "doc;docx"). File extensions may only contain alphanumeric characters,

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@ -240,7 +240,7 @@ typedef enum SDL_EventType
} SDL_EventType;
/**
* Fields shared by every event
* Fields shared by every event
*/
typedef struct SDL_CommonEvent
{
@ -250,7 +250,7 @@ typedef struct SDL_CommonEvent
} SDL_CommonEvent;
/**
* Display state change event data (event.display.*)
* Display state change event data (event.display.*)
*/
typedef struct SDL_DisplayEvent
{
@ -262,7 +262,7 @@ typedef struct SDL_DisplayEvent
} SDL_DisplayEvent;
/**
* Window state change event data (event.window.*)
* Window state change event data (event.window.*)
*/
typedef struct SDL_WindowEvent
{
@ -275,7 +275,7 @@ typedef struct SDL_WindowEvent
} SDL_WindowEvent;
/**
* Keyboard device event structure (event.kdevice.*)
* Keyboard device event structure (event.kdevice.*)
*/
typedef struct SDL_KeyboardDeviceEvent
{
@ -286,7 +286,7 @@ typedef struct SDL_KeyboardDeviceEvent
} SDL_KeyboardDeviceEvent;
/**
* Keyboard button event structure (event.key.*)
* Keyboard button event structure (event.key.*)
*/
typedef struct SDL_KeyboardEvent
{
@ -303,11 +303,12 @@ typedef struct SDL_KeyboardEvent
} SDL_KeyboardEvent;
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE 64
/**
* Keyboard text editing event structure (event.edit.*)
* Keyboard text editing event structure (event.edit.*)
*
* The `text` is owned by SDL and should be copied if the application
* wants to hold onto it beyond the scope of handling this event.
* The `text` is owned by SDL and should be copied if the application wants to
* hold onto it beyond the scope of handling this event.
*/
typedef struct SDL_TextEditingEvent
{
@ -321,10 +322,10 @@ typedef struct SDL_TextEditingEvent
} SDL_TextEditingEvent;
/**
* Keyboard text input event structure (event.text.*)
* Keyboard text input event structure (event.text.*)
*
* The `text` is owned by SDL and should be copied if the application
* wants to hold onto it beyond the scope of handling this event.
* The `text` is owned by SDL and should be copied if the application wants to
* hold onto it beyond the scope of handling this event.
*/
typedef struct SDL_TextInputEvent
{
@ -336,7 +337,7 @@ typedef struct SDL_TextInputEvent
} SDL_TextInputEvent;
/**
* Mouse device event structure (event.mdevice.*)
* Mouse device event structure (event.mdevice.*)
*/
typedef struct SDL_MouseDeviceEvent
{
@ -347,7 +348,7 @@ typedef struct SDL_MouseDeviceEvent
} SDL_MouseDeviceEvent;
/**
* Mouse motion event structure (event.motion.*)
* Mouse motion event structure (event.motion.*)
*/
typedef struct SDL_MouseMotionEvent
{
@ -364,7 +365,7 @@ typedef struct SDL_MouseMotionEvent
} SDL_MouseMotionEvent;
/**
* Mouse button event structure (event.button.*)
* Mouse button event structure (event.button.*)
*/
typedef struct SDL_MouseButtonEvent
{
@ -382,7 +383,7 @@ typedef struct SDL_MouseButtonEvent
} SDL_MouseButtonEvent;
/**
* Mouse wheel event structure (event.wheel.*)
* Mouse wheel event structure (event.wheel.*)
*/
typedef struct SDL_MouseWheelEvent
{
@ -399,7 +400,7 @@ typedef struct SDL_MouseWheelEvent
} SDL_MouseWheelEvent;
/**
* Joystick axis motion event structure (event.jaxis.*)
* Joystick axis motion event structure (event.jaxis.*)
*/
typedef struct SDL_JoyAxisEvent
{
@ -416,7 +417,7 @@ typedef struct SDL_JoyAxisEvent
} SDL_JoyAxisEvent;
/**
* \brief Joystick trackball motion event structure (event.jball.*)
* Joystick trackball motion event structure (event.jball.*)
*/
typedef struct SDL_JoyBallEvent
{
@ -433,7 +434,7 @@ typedef struct SDL_JoyBallEvent
} SDL_JoyBallEvent;
/**
* Joystick hat position change event structure (event.jhat.*)
* Joystick hat position change event structure (event.jhat.*)
*/
typedef struct SDL_JoyHatEvent
{
@ -454,7 +455,7 @@ typedef struct SDL_JoyHatEvent
} SDL_JoyHatEvent;
/**
* Joystick button event structure (event.jbutton.*)
* Joystick button event structure (event.jbutton.*)
*/
typedef struct SDL_JoyButtonEvent
{
@ -469,7 +470,7 @@ typedef struct SDL_JoyButtonEvent
} SDL_JoyButtonEvent;
/**
* Joystick device event structure (event.jdevice.*)
* Joystick device event structure (event.jdevice.*)
*/
typedef struct SDL_JoyDeviceEvent
{
@ -480,7 +481,7 @@ typedef struct SDL_JoyDeviceEvent
} SDL_JoyDeviceEvent;
/**
* Joysick battery level change event structure (event.jbattery.*)
* Joysick battery level change event structure (event.jbattery.*)
*/
typedef struct SDL_JoyBatteryEvent
{
@ -493,7 +494,7 @@ typedef struct SDL_JoyBatteryEvent
} SDL_JoyBatteryEvent;
/**
* Gamepad axis motion event structure (event.gaxis.*)
* Gamepad axis motion event structure (event.gaxis.*)
*/
typedef struct SDL_GamepadAxisEvent
{
@ -511,7 +512,7 @@ typedef struct SDL_GamepadAxisEvent
/**
* Gamepad button event structure (event.gbutton.*)
* Gamepad button event structure (event.gbutton.*)
*/
typedef struct SDL_GamepadButtonEvent
{
@ -527,7 +528,7 @@ typedef struct SDL_GamepadButtonEvent
/**
* Gamepad device event structure (event.gdevice.*)
* Gamepad device event structure (event.gdevice.*)
*/
typedef struct SDL_GamepadDeviceEvent
{
@ -538,7 +539,7 @@ typedef struct SDL_GamepadDeviceEvent
} SDL_GamepadDeviceEvent;
/**
* Gamepad touchpad event structure (event.gtouchpad.*)
* Gamepad touchpad event structure (event.gtouchpad.*)
*/
typedef struct SDL_GamepadTouchpadEvent
{
@ -554,7 +555,7 @@ typedef struct SDL_GamepadTouchpadEvent
} SDL_GamepadTouchpadEvent;
/**
* Gamepad sensor event structure (event.gsensor.*)
* Gamepad sensor event structure (event.gsensor.*)
*/
typedef struct SDL_GamepadSensorEvent
{
@ -568,7 +569,7 @@ typedef struct SDL_GamepadSensorEvent
} SDL_GamepadSensorEvent;
/**
* Audio device event structure (event.adevice.*)
* Audio device event structure (event.adevice.*)
*/
typedef struct SDL_AudioDeviceEvent
{
@ -583,7 +584,7 @@ typedef struct SDL_AudioDeviceEvent
} SDL_AudioDeviceEvent;
/**
* Camera device event structure (event.cdevice.*)
* Camera device event structure (event.cdevice.*)
*/
typedef struct SDL_CameraDeviceEvent
{
@ -597,7 +598,7 @@ typedef struct SDL_CameraDeviceEvent
} SDL_CameraDeviceEvent;
/**
* Touch finger event structure (event.tfinger.*)
* Touch finger event structure (event.tfinger.*)
*/
typedef struct SDL_TouchFingerEvent
{
@ -616,8 +617,9 @@ typedef struct SDL_TouchFingerEvent
#define SDL_DROPEVENT_DATA_SIZE 64
/**
* Pressure-sensitive pen touched or stopped touching surface (event.ptip.*)
* Pressure-sensitive pen touched or stopped touching surface (event.ptip.*)
*/
typedef struct SDL_PenTipEvent
{
@ -635,7 +637,8 @@ typedef struct SDL_PenTipEvent
} SDL_PenTipEvent;
/**
* Pressure-sensitive pen motion / pressure / angle event structure (event.pmotion.*)
* Pressure-sensitive pen motion / pressure / angle event structure
* (event.pmotion.*)
*/
typedef struct SDL_PenMotionEvent
{
@ -653,7 +656,7 @@ typedef struct SDL_PenMotionEvent
} SDL_PenMotionEvent;
/**
* Pressure-sensitive pen button event structure (event.pbutton.*)
* Pressure-sensitive pen button event structure (event.pbutton.*)
*/
typedef struct SDL_PenButtonEvent
{
@ -671,10 +674,11 @@ typedef struct SDL_PenButtonEvent
} SDL_PenButtonEvent;
/**
* An event used to drop text or request a file open by the system (event.drop.*)
* An event used to drop text or request a file open by the system
* (event.drop.*)
*
* The `data` is owned by SDL and should be copied if the application
* wants to hold onto it beyond the scope of handling this event. Do not free it!
* The `data` is owned by SDL and should be copied if the application wants to
* hold onto it beyond the scope of handling this event. Do not free it!
*/
typedef struct SDL_DropEvent
{
@ -689,7 +693,8 @@ typedef struct SDL_DropEvent
} SDL_DropEvent;
/**
* An event triggered when the clipboard contents have changed (event.clipboard.*)
* An event triggered when the clipboard contents have changed
* (event.clipboard.*)
*/
typedef struct SDL_ClipboardEvent
{
@ -699,7 +704,7 @@ typedef struct SDL_ClipboardEvent
} SDL_ClipboardEvent;
/**
* Sensor event structure (event.sensor.*)
* Sensor event structure (event.sensor.*)
*/
typedef struct SDL_SensorEvent
{
@ -712,7 +717,7 @@ typedef struct SDL_SensorEvent
} SDL_SensorEvent;
/**
* The "quit requested" event
* The "quit requested" event
*/
typedef struct SDL_QuitEvent
{
@ -726,9 +731,9 @@ typedef struct SDL_QuitEvent
*
* This event is unique; it is never created by SDL, but only by the
* application. The event can be pushed onto the event queue using
* SDL_PushEvent(). The contents of the structure members are completely
* up to the programmer; the only requirement is that '''type''' is a value
* obtained from SDL_RegisterEvents().
* SDL_PushEvent(). The contents of the structure members are completely up to
* the programmer; the only requirement is that '''type''' is a value obtained
* from SDL_RegisterEvents().
*/
typedef struct SDL_UserEvent
{

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@ -142,9 +142,9 @@ extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
/**
* The type of the OS-provided default folder for a specific purpose.
*
* Note that the Trash folder isn't included here, because trashing files usually
* involves extra OS-specific functionality to remember the file's original
* location.
* Note that the Trash folder isn't included here, because trashing files
* usually involves extra OS-specific functionality to remember the file's
* original location.
*
* The folders supported per platform are:
*

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@ -76,24 +76,25 @@ typedef enum SDL_GamepadType
} SDL_GamepadType;
/**
* The list of buttons available on a gamepad
* The list of buttons available on a gamepad
*
* For controllers that use a diamond pattern for the face buttons,
* the south/east/west/north buttons below correspond to the locations
* in the diamond pattern. For Xbox controllers, this would be A/B/X/Y,
* for Nintendo Switch controllers, this would be B/A/Y/X, for
* PlayStation controllers this would be Cross/Circle/Square/Triangle.
* For controllers that use a diamond pattern for the face buttons, the
* south/east/west/north buttons below correspond to the locations in the
* diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo
* Switch controllers, this would be B/A/Y/X, for PlayStation controllers this
* would be Cross/Circle/Square/Triangle.
*
* For controllers that don't use a diamond pattern for the face buttons,
* the south/east/west/north buttons indicate the buttons labeled A, B,
* C, D, or 1, 2, 3, 4, or for controllers that aren't labeled, they are
* the primary, secondary, etc. buttons.
* For controllers that don't use a diamond pattern for the face buttons, the
* south/east/west/north buttons indicate the buttons labeled A, B, C, D, or
* 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary,
* secondary, etc. buttons.
*
* The activate action is often the south button and the cancel action
* is often the east button, but in some regions this is reversed, so
* your game should allow remapping actions based on user preferences.
* The activate action is often the south button and the cancel action is
* often the east button, but in some regions this is reversed, so your game
* should allow remapping actions based on user preferences.
*
* You can query the labels for the face buttons using SDL_GetGamepadButtonLabel()
* You can query the labels for the face buttons using
* SDL_GetGamepadButtonLabel()
*/
typedef enum SDL_GamepadButton
{
@ -128,11 +129,13 @@ typedef enum SDL_GamepadButton
} SDL_GamepadButton;
/**
* The set of gamepad button labels
* The set of gamepad button labels
*
* This isn't a complete set, just the face buttons to make it easy to show button prompts.
* This isn't a complete set, just the face buttons to make it easy to show
* button prompts.
*
* For a complete set, you should look at the button and gamepad type and have a set of symbols that work well with your art style.
* For a complete set, you should look at the button and gamepad type and have
* a set of symbols that work well with your art style.
*/
typedef enum SDL_GamepadButtonLabel
{
@ -148,15 +151,16 @@ typedef enum SDL_GamepadButtonLabel
} SDL_GamepadButtonLabel;
/**
* The list of axes available on a gamepad
* The list of axes available on a gamepad
*
* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
* and are centered within ~8000 of zero, though advanced UI will allow users to set
* or autodetect the dead zone, which varies between gamepads.
* Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to
* SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though
* advanced UI will allow users to set or autodetect the dead zone, which
* varies between gamepads.
*
* Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX
* (fully pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
* same range that will be reported by the lower-level SDL_GetJoystickAxis().
* Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully
* pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
* same range that will be reported by the lower-level SDL_GetJoystickAxis().
*/
typedef enum SDL_GamepadAxis
{

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@ -38,19 +38,19 @@ extern "C" {
#endif
/**
* An SDL_GUID is a 128-bit identifier for an input device that
* identifies that device across runs of SDL programs on the same
* platform. If the device is detached and then re-attached to a
* different port, or if the base system is rebooted, the device
* should still report the same GUID.
* An SDL_GUID is a 128-bit identifier for an input device that identifies
* that device across runs of SDL programs on the same platform.
*
* GUIDs are as precise as possible but are not guaranteed to
* distinguish physically distinct but equivalent devices. For
* example, two game controllers from the same vendor with the same
* product ID and revision may have the same GUID.
* If the device is detached and then re-attached to a different port, or if
* the base system is rebooted, the device should still report the same GUID.
*
* GUIDs may be platform-dependent (i.e., the same device may report
* different GUIDs on different operating systems).
* GUIDs are as precise as possible but are not guaranteed to distinguish
* physically distinct but equivalent devices. For example, two game
* controllers from the same vendor with the same product ID and revision may
* have the same GUID.
*
* GUIDs may be platform-dependent (i.e., the same device may report different
* GUIDs on different operating systems).
*/
typedef struct SDL_GUID {
Uint8 data[16];

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@ -163,128 +163,128 @@ typedef struct SDL_Haptic SDL_Haptic;
/* @{ */
/**
* Constant effect supported.
* Constant effect supported.
*
* Constant haptic effect.
* Constant haptic effect.
*
* \sa SDL_HapticCondition
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_CONSTANT (1u<<0)
/**
* Sine wave effect supported.
* Sine wave effect supported.
*
* Periodic haptic effect that simulates sine waves.
* Periodic haptic effect that simulates sine waves.
*
* \sa SDL_HapticPeriodic
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_SINE (1u<<1)
/**
* Square wave effect supported.
* Square wave effect supported.
*
* Periodic haptic effect that simulates square waves.
* Periodic haptic effect that simulates square waves.
*
* \sa SDL_HapticPeriodic
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_SQUARE (1<<2)
/**
* Triangle wave effect supported.
* Triangle wave effect supported.
*
* Periodic haptic effect that simulates triangular waves.
* Periodic haptic effect that simulates triangular waves.
*
* \sa SDL_HapticPeriodic
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_TRIANGLE (1u<<3)
/**
* Sawtoothup wave effect supported.
* Sawtoothup wave effect supported.
*
* Periodic haptic effect that simulates saw tooth up waves.
* Periodic haptic effect that simulates saw tooth up waves.
*
* \sa SDL_HapticPeriodic
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_SAWTOOTHUP (1u<<4)
/**
* Sawtoothdown wave effect supported.
* Sawtoothdown wave effect supported.
*
* Periodic haptic effect that simulates saw tooth down waves.
* Periodic haptic effect that simulates saw tooth down waves.
*
* \sa SDL_HapticPeriodic
* \sa SDL_HapticPeriodic
*/
#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5)
/**
* Ramp effect supported.
* Ramp effect supported.
*
* Ramp haptic effect.
* Ramp haptic effect.
*
* \sa SDL_HapticRamp
* \sa SDL_HapticRamp
*/
#define SDL_HAPTIC_RAMP (1u<<6)
/**
* Spring effect supported - uses axes position.
* Spring effect supported - uses axes position.
*
* Condition haptic effect that simulates a spring. Effect is based on the
* axes position.
* Condition haptic effect that simulates a spring. Effect is based on the
* axes position.
*
* \sa SDL_HapticCondition
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_SPRING (1u<<7)
/**
* Damper effect supported - uses axes velocity.
* Damper effect supported - uses axes velocity.
*
* Condition haptic effect that simulates dampening. Effect is based on the
* axes velocity.
* Condition haptic effect that simulates dampening. Effect is based on the
* axes velocity.
*
* \sa SDL_HapticCondition
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_DAMPER (1u<<8)
/**
* Inertia effect supported - uses axes acceleration.
* Inertia effect supported - uses axes acceleration.
*
* Condition haptic effect that simulates inertia. Effect is based on the axes
* acceleration.
* Condition haptic effect that simulates inertia. Effect is based on the axes
* acceleration.
*
* \sa SDL_HapticCondition
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_INERTIA (1u<<9)
/**
* Friction effect supported - uses axes movement.
* Friction effect supported - uses axes movement.
*
* Condition haptic effect that simulates friction. Effect is based on the
* axes movement.
* Condition haptic effect that simulates friction. Effect is based on the
* axes movement.
*
* \sa SDL_HapticCondition
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_FRICTION (1u<<10)
/**
* Left/Right effect supported.
* Left/Right effect supported.
*
* Haptic effect for direct control over high/low frequency motors.
* Haptic effect for direct control over high/low frequency motors.
*
* \sa SDL_HapticLeftRight
* \sa SDL_HapticLeftRight
*/
#define SDL_HAPTIC_LEFTRIGHT (1u<<11)
/**
* Reserved for future use
* Reserved for future use
*/
#define SDL_HAPTIC_RESERVED1 (1u<<12)
#define SDL_HAPTIC_RESERVED2 (1u<<13)
#define SDL_HAPTIC_RESERVED3 (1u<<14)
/**
* Custom effect is supported.
* Custom effect is supported.
*
* User defined custom haptic effect.
* User defined custom haptic effect.
*/
#define SDL_HAPTIC_CUSTOM (1u<<15)
@ -293,39 +293,39 @@ typedef struct SDL_Haptic SDL_Haptic;
/* These last few are features the device has, not effects */
/**
* Device can set global gain.
* Device can set global gain.
*
* Device supports setting the global gain.
* Device supports setting the global gain.
*
* \sa SDL_SetHapticGain
* \sa SDL_SetHapticGain
*/
#define SDL_HAPTIC_GAIN (1u<<16)
/**
* Device can set autocenter.
* Device can set autocenter.
*
* Device supports setting autocenter.
* Device supports setting autocenter.
*
* \sa SDL_SetHapticAutocenter
* \sa SDL_SetHapticAutocenter
*/
#define SDL_HAPTIC_AUTOCENTER (1u<<17)
/**
* Device can be queried for effect status.
* Device can be queried for effect status.
*
* Device supports querying effect status.
* Device supports querying effect status.
*
* \sa SDL_GetHapticEffectStatus
* \sa SDL_GetHapticEffectStatus
*/
#define SDL_HAPTIC_STATUS (1u<<18)
/**
* Device can be paused.
* Device can be paused.
*
* Devices supports being paused.
* Devices supports being paused.
*
* \sa SDL_PauseHaptic
* \sa SDL_ResumeHaptic
* \sa SDL_PauseHaptic
* \sa SDL_ResumeHaptic
*/
#define SDL_HAPTIC_PAUSE (1u<<19)
@ -336,31 +336,31 @@ typedef struct SDL_Haptic SDL_Haptic;
/* @{ */
/**
* Uses polar coordinates for the direction.
* Uses polar coordinates for the direction.
*
* \sa SDL_HapticDirection
* \sa SDL_HapticDirection
*/
#define SDL_HAPTIC_POLAR 0
/**
* Uses cartesian coordinates for the direction.
* Uses cartesian coordinates for the direction.
*
* \sa SDL_HapticDirection
* \sa SDL_HapticDirection
*/
#define SDL_HAPTIC_CARTESIAN 1
/**
* Uses spherical coordinates for the direction.
* Uses spherical coordinates for the direction.
*
* \sa SDL_HapticDirection
* \sa SDL_HapticDirection
*/
#define SDL_HAPTIC_SPHERICAL 2
/**
* Use this value to play an effect on the steering wheel axis.
*
* This provides better compatibility across platforms and devices as SDL
* will guess the correct axis.
* This provides better compatibility across platforms and devices as SDL will
* guess the correct axis.
*
* \sa SDL_HapticDirection
*/
@ -383,23 +383,23 @@ typedef struct SDL_Haptic SDL_Haptic;
/**
* Structure that represents a haptic direction.
* Structure that represents a haptic direction.
*
* This is the direction where the force comes from,
* instead of the direction in which the force is exerted.
* This is the direction where the force comes from, instead of the direction
* in which the force is exerted.
*
* Directions can be specified by:
* Directions can be specified by:
*
* - SDL_HAPTIC_POLAR : Specified by polar coordinates.
* - SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
* - SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
* - SDL_HAPTIC_POLAR : Specified by polar coordinates.
* - SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
* - SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
*
* Cardinal directions of the haptic device are relative to the positioning
* of the device. North is considered to be away from the user.
* Cardinal directions of the haptic device are relative to the positioning of
* the device. North is considered to be away from the user.
*
* The following diagram represents the cardinal directions:
* The following diagram represents the cardinal directions:
*
* ```
* ```
* .--.
* |__| .-------.
* |=.| |.-----.|
@ -424,41 +424,41 @@ typedef struct SDL_Haptic SDL_Haptic;
* \|||/
* (o o)
* ---ooO-(_)-Ooo---
* ```
* ```
*
* If type is SDL_HAPTIC_POLAR, direction is encoded by hundredths of a
* degree starting north and turning clockwise. SDL_HAPTIC_POLAR only uses
* the first `dir` parameter. The cardinal directions would be:
* If type is SDL_HAPTIC_POLAR, direction is encoded by hundredths of a degree
* starting north and turning clockwise. SDL_HAPTIC_POLAR only uses the first
* `dir` parameter. The cardinal directions would be:
*
* - North: 0 (0 degrees)
* - East: 9000 (90 degrees)
* - South: 18000 (180 degrees)
* - West: 27000 (270 degrees)
* - North: 0 (0 degrees)
* - East: 9000 (90 degrees)
* - South: 18000 (180 degrees)
* - West: 27000 (270 degrees)
*
* If type is SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
* (X axis, Y axis and Z axis (with 3 axes)). SDL_HAPTIC_CARTESIAN uses
* the first three `dir` parameters. The cardinal directions would be:
* If type is SDL_HAPTIC_CARTESIAN, direction is encoded by three positions (X
* axis, Y axis and Z axis (with 3 axes)). SDL_HAPTIC_CARTESIAN uses the first
* three `dir` parameters. The cardinal directions would be:
*
* - North: 0,-1, 0
* - East: 1, 0, 0
* - South: 0, 1, 0
* - West: -1, 0, 0
* - North: 0,-1, 0
* - East: 1, 0, 0
* - South: 0, 1, 0
* - West: -1, 0, 0
*
* The Z axis represents the height of the effect if supported, otherwise
* it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you
* can use any multiple you want, only the direction matters.
* The Z axis represents the height of the effect if supported, otherwise it's
* unused. In cartesian encoding (1, 2) would be the same as (2, 4), you can
* use any multiple you want, only the direction matters.
*
* If type is SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations.
* The first two `dir` parameters are used. The `dir` parameters are as
* follows (all values are in hundredths of degrees):
* If type is SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations. The
* first two `dir` parameters are used. The `dir` parameters are as follows
* (all values are in hundredths of degrees):
*
* - Degrees from (1, 0) rotated towards (0, 1).
* - Degrees towards (0, 0, 1) (device needs at least 3 axes).
* - Degrees from (1, 0) rotated towards (0, 1).
* - Degrees towards (0, 0, 1) (device needs at least 3 axes).
*
* Example of force coming from the south with all encodings (force coming
* from the south means the user will have to pull the stick to counteract):
* Example of force coming from the south with all encodings (force coming
* from the south means the user will have to pull the stick to counteract):
*
* ```c
* ```c
* SDL_HapticDirection direction;
*
* // Cartesian directions
@ -474,14 +474,14 @@ typedef struct SDL_Haptic SDL_Haptic;
* // Spherical coordinates
* direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
* direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
* ```
* ```
*
* \sa SDL_HAPTIC_POLAR
* \sa SDL_HAPTIC_CARTESIAN
* \sa SDL_HAPTIC_SPHERICAL
* \sa SDL_HAPTIC_STEERING_AXIS
* \sa SDL_HapticEffect
* \sa SDL_GetNumHapticAxes
* \sa SDL_HAPTIC_POLAR
* \sa SDL_HAPTIC_CARTESIAN
* \sa SDL_HAPTIC_SPHERICAL
* \sa SDL_HAPTIC_STEERING_AXIS
* \sa SDL_HapticEffect
* \sa SDL_GetNumHapticAxes
*/
typedef struct SDL_HapticDirection
{
@ -491,15 +491,15 @@ typedef struct SDL_HapticDirection
/**
* A structure containing a template for a Constant effect.
* A structure containing a template for a Constant effect.
*
* This struct is exclusively for the SDL_HAPTIC_CONSTANT effect.
* This struct is exclusively for the SDL_HAPTIC_CONSTANT effect.
*
* A constant effect applies a constant force in the specified direction
* to the joystick.
* A constant effect applies a constant force in the specified direction to
* the joystick.
*
* \sa SDL_HAPTIC_CONSTANT
* \sa SDL_HapticEffect
* \sa SDL_HAPTIC_CONSTANT
* \sa SDL_HapticEffect
*/
typedef struct SDL_HapticConstant
{
@ -526,32 +526,32 @@ typedef struct SDL_HapticConstant
} SDL_HapticConstant;
/**
* A structure containing a template for a Periodic effect.
* A structure containing a template for a Periodic effect.
*
* The struct handles the following effects:
* The struct handles the following effects:
*
* - SDL_HAPTIC_SINE
* - SDL_HAPTIC_SQUARE
* - SDL_HAPTIC_TRIANGLE
* - SDL_HAPTIC_SAWTOOTHUP
* - SDL_HAPTIC_SAWTOOTHDOWN
* - SDL_HAPTIC_SINE
* - SDL_HAPTIC_SQUARE
* - SDL_HAPTIC_TRIANGLE
* - SDL_HAPTIC_SAWTOOTHUP
* - SDL_HAPTIC_SAWTOOTHDOWN
*
* A periodic effect consists in a wave-shaped effect that repeats itself
* over time. The type determines the shape of the wave and the parameters
* determine the dimensions of the wave.
* A periodic effect consists in a wave-shaped effect that repeats itself over
* time. The type determines the shape of the wave and the parameters
* determine the dimensions of the wave.
*
* Phase is given by hundredth of a degree meaning that giving the phase a value
* of 9000 will displace it 25% of its period. Here are sample values:
* Phase is given by hundredth of a degree meaning that giving the phase a
* value of 9000 will displace it 25% of its period. Here are sample values:
*
* - 0: No phase displacement.
* - 9000: Displaced 25% of its period.
* - 18000: Displaced 50% of its period.
* - 27000: Displaced 75% of its period.
* - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
* - 0: No phase displacement.
* - 9000: Displaced 25% of its period.
* - 18000: Displaced 50% of its period.
* - 27000: Displaced 75% of its period.
* - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
*
* Examples:
* Examples:
*
* ```
* ```
* SDL_HAPTIC_SINE
* __ __ __ __
* / \ / \ / \ /
@ -576,14 +576,14 @@ typedef struct SDL_HapticConstant
* \ |\ |\ |\ |\ |\ |\ |
* \ | \ | \ | \ | \ | \ | \ |
* \| \| \| \| \| \| \|
* ```
* ```
*
* \sa SDL_HAPTIC_SINE
* \sa SDL_HAPTIC_SQUARE
* \sa SDL_HAPTIC_TRIANGLE
* \sa SDL_HAPTIC_SAWTOOTHUP
* \sa SDL_HAPTIC_SAWTOOTHDOWN
* \sa SDL_HapticEffect
* \sa SDL_HAPTIC_SINE
* \sa SDL_HAPTIC_SQUARE
* \sa SDL_HAPTIC_TRIANGLE
* \sa SDL_HAPTIC_SAWTOOTHUP
* \sa SDL_HAPTIC_SAWTOOTHDOWN
* \sa SDL_HapticEffect
*/
typedef struct SDL_HapticPeriodic
{
@ -615,29 +615,29 @@ typedef struct SDL_HapticPeriodic
} SDL_HapticPeriodic;
/**
* A structure containing a template for a Condition effect.
* A structure containing a template for a Condition effect.
*
* The struct handles the following effects:
* The struct handles the following effects:
*
* - SDL_HAPTIC_SPRING: Effect based on axes position.
* - SDL_HAPTIC_DAMPER: Effect based on axes velocity.
* - SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
* - SDL_HAPTIC_FRICTION: Effect based on axes movement.
* - SDL_HAPTIC_SPRING: Effect based on axes position.
* - SDL_HAPTIC_DAMPER: Effect based on axes velocity.
* - SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
* - SDL_HAPTIC_FRICTION: Effect based on axes movement.
*
* Direction is handled by condition internals instead of a direction member.
* The condition effect specific members have three parameters. The first
* refers to the X axis, the second refers to the Y axis and the third
* refers to the Z axis. The right terms refer to the positive side of the
* axis and the left terms refer to the negative side of the axis. Please
* refer to the SDL_HapticDirection diagram for which side is positive and
* which is negative.
* Direction is handled by condition internals instead of a direction member.
* The condition effect specific members have three parameters. The first
* refers to the X axis, the second refers to the Y axis and the third refers
* to the Z axis. The right terms refer to the positive side of the axis and
* the left terms refer to the negative side of the axis. Please refer to the
* SDL_HapticDirection diagram for which side is positive and which is
* negative.
*
* \sa SDL_HapticDirection
* \sa SDL_HAPTIC_SPRING
* \sa SDL_HAPTIC_DAMPER
* \sa SDL_HAPTIC_INERTIA
* \sa SDL_HAPTIC_FRICTION
* \sa SDL_HapticEffect
* \sa SDL_HapticDirection
* \sa SDL_HAPTIC_SPRING
* \sa SDL_HAPTIC_DAMPER
* \sa SDL_HAPTIC_INERTIA
* \sa SDL_HAPTIC_FRICTION
* \sa SDL_HapticEffect
*/
typedef struct SDL_HapticCondition
{
@ -664,17 +664,17 @@ typedef struct SDL_HapticCondition
} SDL_HapticCondition;
/**
* A structure containing a template for a Ramp effect.
* A structure containing a template for a Ramp effect.
*
* This struct is exclusively for the SDL_HAPTIC_RAMP effect.
* This struct is exclusively for the SDL_HAPTIC_RAMP effect.
*
* The ramp effect starts at start strength and ends at end strength.
* It augments in linear fashion. If you use attack and fade with a ramp
* the effects get added to the ramp effect making the effect become
* quadratic instead of linear.
* The ramp effect starts at start strength and ends at end strength. It
* augments in linear fashion. If you use attack and fade with a ramp the
* effects get added to the ramp effect making the effect become quadratic
* instead of linear.
*
* \sa SDL_HAPTIC_RAMP
* \sa SDL_HapticEffect
* \sa SDL_HAPTIC_RAMP
* \sa SDL_HapticEffect
*/
typedef struct SDL_HapticRamp
{
@ -727,19 +727,19 @@ typedef struct SDL_HapticLeftRight
} SDL_HapticLeftRight;
/**
* A structure containing a template for the SDL_HAPTIC_CUSTOM effect.
* A structure containing a template for the SDL_HAPTIC_CUSTOM effect.
*
* This struct is exclusively for the SDL_HAPTIC_CUSTOM effect.
* This struct is exclusively for the SDL_HAPTIC_CUSTOM effect.
*
* A custom force feedback effect is much like a periodic effect, where the
* application can define its exact shape. You will have to allocate the
* data yourself. Data should consist of channels * samples Uint16 samples.
* A custom force feedback effect is much like a periodic effect, where the
* application can define its exact shape. You will have to allocate the data
* yourself. Data should consist of channels * samples Uint16 samples.
*
* If channels is one, the effect is rotated using the defined direction.
* Otherwise it uses the samples in data for the different axes.
* If channels is one, the effect is rotated using the defined direction.
* Otherwise it uses the samples in data for the different axes.
*
* \sa SDL_HAPTIC_CUSTOM
* \sa SDL_HapticEffect
* \sa SDL_HAPTIC_CUSTOM
* \sa SDL_HapticEffect
*/
typedef struct SDL_HapticCustom
{
@ -769,28 +769,28 @@ typedef struct SDL_HapticCustom
} SDL_HapticCustom;
/**
* The generic template for any haptic effect.
* The generic template for any haptic effect.
*
* All values max at 32767 (0x7FFF). Signed values also can be negative.
* Time values unless specified otherwise are in milliseconds.
* All values max at 32767 (0x7FFF). Signed values also can be negative. Time
* values unless specified otherwise are in milliseconds.
*
* You can also pass SDL_HAPTIC_INFINITY to length instead of a 0-32767
* value. Neither delay, interval, attack_length nor fade_length support
* SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends.
* You can also pass SDL_HAPTIC_INFINITY to length instead of a 0-32767 value.
* Neither delay, interval, attack_length nor fade_length support
* SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends.
*
* Additionally, the SDL_HAPTIC_RAMP effect does not support a duration of
* SDL_HAPTIC_INFINITY.
* Additionally, the SDL_HAPTIC_RAMP effect does not support a duration of
* SDL_HAPTIC_INFINITY.
*
* Button triggers may not be supported on all devices, it is advised to not
* use them if possible. Buttons start at index 1 instead of index 0 like
* the joystick.
* Button triggers may not be supported on all devices, it is advised to not
* use them if possible. Buttons start at index 1 instead of index 0 like the
* joystick.
*
* If both attack_length and fade_level are 0, the envelope is not used,
* otherwise both values are used.
* If both attack_length and fade_level are 0, the envelope is not used,
* otherwise both values are used.
*
* Common parts:
* Common parts:
*
* ```c
* ```c
* // Replay - All effects have this
* Uint32 length; // Duration of effect (ms).
* Uint16 delay; // Delay before starting effect.
@ -804,11 +804,11 @@ typedef struct SDL_HapticCustom
* Uint16 attack_level; // Level at the start of the attack.
* Uint16 fade_length; // Duration of the fade out (ms).
* Uint16 fade_level; // Level at the end of the fade.
* ```
* ```
*
* Here we have an example of a constant effect evolution in time:
* Here we have an example of a constant effect evolution in time:
*
* ```
* ```
* Strength
* ^
* |
@ -826,17 +826,17 @@ typedef struct SDL_HapticCustom
*
* [------------------][-----------------------]
* delay length
* ```
* ```
*
* Note either the attack_level or the fade_level may be above the actual
* effect level.
* Note either the attack_level or the fade_level may be above the actual
* effect level.
*
* \sa SDL_HapticConstant
* \sa SDL_HapticPeriodic
* \sa SDL_HapticCondition
* \sa SDL_HapticRamp
* \sa SDL_HapticLeftRight
* \sa SDL_HapticCustom
* \sa SDL_HapticConstant
* \sa SDL_HapticPeriodic
* \sa SDL_HapticCondition
* \sa SDL_HapticRamp
* \sa SDL_HapticLeftRight
* \sa SDL_HapticCustom
*/
typedef union SDL_HapticEffect
{

View File

@ -72,13 +72,13 @@ extern "C" {
#endif
/**
* A handle representing an open HID device
* A handle representing an open HID device
*/
struct SDL_hid_device;
typedef struct SDL_hid_device SDL_hid_device; /**< opaque hidapi structure */
/**
* HID underlying bus types.
* HID underlying bus types.
*/
typedef enum SDL_hid_bus_type {
/** Unknown bus type */
@ -109,8 +109,9 @@ typedef enum SDL_hid_bus_type {
} SDL_hid_bus_type;
/** hidapi info structure */
/**
* Information about a connected HID device
* Information about a connected HID device
*/
typedef struct SDL_hid_device_info
{

File diff suppressed because it is too large Load Diff

View File

@ -40,10 +40,10 @@ extern "C" {
/* As of version 0.5, SDL is loaded dynamically into the application */
/**
* Initialization flags for SDL_Init and/or SDL_InitSubSystem
* Initialization flags for SDL_Init and/or SDL_InitSubSystem
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
* These are the flags which may be passed to SDL_Init(). You should specify
* the subsystems which you will be using in your application.
*
* \sa SDL_Init
* \sa SDL_Quit

View File

@ -56,11 +56,10 @@ typedef enum SDL_IOStatus
/**
* The function pointers that drive an SDL_IOStream.
*
* Applications can provide this struct to SDL_OpenIO() to
* create their own implementation of SDL_IOStream. This is
* not necessarily required, as SDL already offers several
* common types of I/O streams, via functions like SDL_IOFromFile()
* and SDL_IOFromMem().
* Applications can provide this struct to SDL_OpenIO() to create their own
* implementation of SDL_IOStream. This is not necessarily required, as SDL
* already offers several common types of I/O streams, via functions like
* SDL_IOFromFile() and SDL_IOFromMem().
*
* \since This struct is available since SDL 3.0.0.
*/
@ -120,10 +119,10 @@ typedef struct SDL_IOStreamInterface
/**
* The read/write operation structure.
*
* This operates as an opaque handle. There are several APIs to create
* various types of I/O streams, or an app can supply an
* SDL_IOStreamInterface to SDL_OpenIO() to provide their own stream
* implementation behind this struct's abstract interface.
* This operates as an opaque handle. There are several APIs to create various
* types of I/O streams, or an app can supply an SDL_IOStreamInterface to
* SDL_OpenIO() to provide their own stream implementation behind this
* struct's abstract interface.
*
* \since This struct is available since SDL 3.0.0.
*/
@ -323,8 +322,8 @@ extern DECLSPEC SDL_IOStream *SDLCALL SDL_IOFromDynamicMem(void);
*
* You must free the returned pointer with SDL_CloseIO().
*
* This function makes a copy of `iface` and the caller does not need to
* keep this data around after this call.
* This function makes a copy of `iface` and the caller does not need to keep
* this data around after this call.
*
* \param iface The function pointers that implement this SDL_IOStream.
* \param userdata The app-controlled pointer that is passed to iface's

View File

@ -356,8 +356,10 @@ extern DECLSPEC SDL_JoystickID SDLCALL SDL_AttachVirtualJoystick(SDL_JoystickTyp
/**
* The structure that defines an extended virtual joystick description
*
* The caller must zero the structure and then initialize the version with `SDL_VIRTUAL_JOYSTICK_DESC_VERSION` before passing it to SDL_AttachVirtualJoystickEx()
* All other elements of this structure are optional and can be left 0.
* The caller must zero the structure and then initialize the version with
* `SDL_VIRTUAL_JOYSTICK_DESC_VERSION` before passing it to
* SDL_AttachVirtualJoystickEx() All other elements of this structure are
* optional and can be left 0.
*
* \sa SDL_AttachVirtualJoystickEx
*/

View File

@ -42,9 +42,10 @@ extern "C" {
typedef Uint32 SDL_KeyboardID;
/**
* The SDL keysym structure, used in key events.
* The SDL keysym structure, used in key events.
*
* If you are looking for translated character input, see the ::SDL_EVENT_TEXT_INPUT event.
* If you are looking for translated character input, see the
* ::SDL_EVENT_TEXT_INPUT event.
*/
typedef struct SDL_Keysym
{

View File

@ -42,10 +42,10 @@ extern "C" {
/**
* A struct to provide locale data.
*
* Locale data is split into a spoken language, like English, and an
* optional country, like Canada. The language will be in ISO-639 format
* (so English would be "en"), and the country, if not NULL, will be an
* ISO-3166 country code (so Canada would be "CA").
* Locale data is split into a spoken language, like English, and an optional
* country, like Canada. The language will be in ISO-639 format (so English
* would be "en"), and the country, if not NULL, will be an ISO-3166 country
* code (so Canada would be "CA").
*
* \since This function is available since SDL 3.0.0.
*

View File

@ -47,19 +47,18 @@ extern "C" {
/**
* The maximum size of a log message prior to SDL 2.0.24.
* The maximum size of a log message prior to SDL 2.0.24.
*
* As of 2.0.24 there is no limit to the length of SDL log messages.
* As of 2.0.24 there is no limit to the length of SDL log messages.
*/
#define SDL_MAX_LOG_MESSAGE 4096
/**
* The predefined log categories
* The predefined log categories
*
* By default the application category is enabled at the INFO level,
* the assert category is enabled at the WARN level, test is enabled
* at the VERBOSE level and all other categories are enabled at the
* ERROR level.
* By default the application category is enabled at the INFO level, the
* assert category is enabled at the WARN level, test is enabled at the
* VERBOSE level and all other categories are enabled at the ERROR level.
*/
typedef enum SDL_LogCategory
{
@ -97,7 +96,7 @@ typedef enum SDL_LogCategory
} SDL_LogCategory;
/**
* The predefined log priorities
* The predefined log priorities
*/
typedef enum SDL_LogPriority
{

View File

@ -33,7 +33,9 @@ extern "C" {
#endif
/**
* SDL_MessageBox flags. If supported will display warning icon, etc.
* SDL_MessageBox flags.
*
* If supported will display warning icon, etc.
*/
typedef enum SDL_MessageBoxFlags
{

View File

@ -509,9 +509,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_CursorVisible(void);
/**
* Used as a mask when testing buttons in buttonstate.
*
* - Button 1: Left mouse button
* - Button 2: Middle mouse button
* - Button 3: Right mouse button
* - Button 1: Left mouse button
* - Button 2: Middle mouse button
* - Button 3: Right mouse button
*/
#define SDL_BUTTON(X) (1 << ((X)-1))
#define SDL_BUTTON_LEFT 1

View File

@ -116,8 +116,8 @@ extern "C" {
#endif
/**
* Synchronization functions which can time out return this value
* if they time out.
* Synchronization functions which can time out return this value if they time
* out.
*/
#define SDL_MUTEX_TIMEDOUT 1

View File

@ -66,11 +66,12 @@ typedef Uint32 SDL_PenID; /**< SDL_PenIDs identify pens uniquely within a sessio
/**
* Pen axis indices
*
* Below are the valid indices to the "axis" array from SDL_PenMotionEvent and SDL_PenButtonEvent.
* The axis indices form a contiguous range of ints from 0 to SDL_PEN_AXIS_LAST, inclusive.
* All "axis[]" entries are either normalised to 0..1 or report a (positive or negative)
* angle in degrees, with 0.0 representing the centre.
* Not all pens/backends support all axes: unsupported entries are always "0.0f".
* Below are the valid indices to the "axis" array from SDL_PenMotionEvent and
* SDL_PenButtonEvent. The axis indices form a contiguous range of ints from 0
* to SDL_PEN_AXIS_LAST, inclusive. All "axis[]" entries are either normalised
* to 0..1 or report a (positive or negative) angle in degrees, with 0.0
* representing the centre. Not all pens/backends support all axes:
* unsupported entries are always "0.0f".
*
* To convert angles for tilt and rotation into vector representation, use
* SDL_sinf on the XTILT, YTILT, or ROTATION component, for example:
@ -122,7 +123,8 @@ typedef enum SDL_PenAxis
/**
* Pen types
*
* Some pens identify as a particular type of drawing device (e.g., an airbrush or a pencil).
* Some pens identify as a particular type of drawing device (e.g., an
* airbrush or a pencil).
*
* \since This enum is available since SDL 3.0.0
*/
@ -221,10 +223,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_PenConnected(SDL_PenID instance_id);
* \returns A string that contains the name of the pen, intended for human
* consumption. The string might or might not be localised, depending
* on platform settings. It is not guaranteed to be unique; use
* SDL_GetPenGUID() for (best-effort) unique identifiers. The
* pointer is managed by the SDL pen subsystem and must not be
* deallocated. The pointer remains valid until SDL is shut down.
* Returns NULL on error (cf. SDL_GetError())
* SDL_GetPenGUID() for (best-effort) unique identifiers. The pointer
* is managed by the SDL pen subsystem and must not be deallocated.
* The pointer remains valid until SDL is shut down. Returns NULL on
* error (cf. SDL_GetError())
*
* \since This function is available since SDL 3.0.0
*/
@ -258,10 +260,10 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetPenCapabilities(SDL_PenID instance_id, SDL
* \param instance_id The pen to query.
* \returns The corresponding pen type (cf. SDL_PenSubtype) or 0 on error.
* Note that the pen type does not dictate whether the pen tip is
* SDL_PEN_TIP_INK or SDL_PEN_TIP_ERASER; to determine whether a
* pen is being used for drawing or in eraser mode, check either the
* pen tip on SDL_EVENT_PEN_DOWN, or the flag SDL_PEN_ERASER_MASK
* in the pen state.
* SDL_PEN_TIP_INK or SDL_PEN_TIP_ERASER; to determine whether a pen
* is being used for drawing or in eraser mode, check either the pen
* tip on SDL_EVENT_PEN_DOWN, or the flag SDL_PEN_ERASER_MASK in the
* pen state.
*
* \since This function is available since SDL 3.0.0
*/

View File

@ -457,7 +457,8 @@ typedef enum SDL_ColorType
} SDL_ColorType;
/**
* The color range, as described by https://www.itu.int/rec/R-REC-BT.2100-2-201807-I/en
* The color range, as described by
* https://www.itu.int/rec/R-REC-BT.2100-2-201807-I/en
*/
typedef enum SDL_ColorRange
{
@ -467,7 +468,8 @@ typedef enum SDL_ColorRange
} SDL_ColorRange;
/**
* The color primaries, as described by https://www.itu.int/rec/T-REC-H.273-201612-S/en
* The color primaries, as described by
* https://www.itu.int/rec/T-REC-H.273-201612-S/en
*/
typedef enum SDL_ColorPrimaries
{
@ -488,7 +490,8 @@ typedef enum SDL_ColorPrimaries
} SDL_ColorPrimaries;
/**
* The transfer characteristics, as described by https://www.itu.int/rec/T-REC-H.273-201612-S/en
* The transfer characteristics, as described by
* https://www.itu.int/rec/T-REC-H.273-201612-S/en
*/
typedef enum SDL_TransferCharacteristics
{
@ -514,7 +517,8 @@ typedef enum SDL_TransferCharacteristics
} SDL_TransferCharacteristics;
/**
* The matrix coefficients, as described by https://www.itu.int/rec/T-REC-H.273-201612-S/en
* The matrix coefficients, as described by
* https://www.itu.int/rec/T-REC-H.273-201612-S/en
*/
typedef enum SDL_MatrixCoefficients
{
@ -663,9 +667,10 @@ typedef enum SDL_Colorspace
/**
* A structure that represents a color as RGBA components.
*
* The bits of this structure can be directly reinterpreted as an integer-packed
* color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888
* on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems).
* The bits of this structure can be directly reinterpreted as an
* integer-packed color which uses the SDL_PIXELFORMAT_RGBA32 format
* (SDL_PIXELFORMAT_ABGR8888 on little-endian systems and
* SDL_PIXELFORMAT_RGBA8888 on big-endian systems).
*
* \since This struct is available since SDL 3.0.0.
*/
@ -712,9 +717,8 @@ typedef struct SDL_Palette
/**
* Details about the format of a pixel.
*
* Generally this is used with SDL_Surface, and covers many
* possible configurations, including paletted data and various
* bit patterns.
* Generally this is used with SDL_Surface, and covers many possible
* configurations, including paletted data and various bit patterns.
*
* \since This struct is available since SDL 3.0.0.
*/

View File

@ -40,10 +40,10 @@ extern "C" {
/**
* The structure that defines a point (using integers).
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_GetRectEnclosingPoints
* \sa SDL_PointInRect
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_Point
{
@ -54,10 +54,10 @@ typedef struct SDL_Point
/**
* The structure that defines a point (using floating point values).
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_GetRectEnclosingPointsFloat
* \sa SDL_PointInRectFloat
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_FPoint
{
@ -69,6 +69,8 @@ typedef struct SDL_FPoint
/**
* A rectangle, with the origin at the upper left (using integers).
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_RectEmpty
* \sa SDL_RectsEqual
* \sa SDL_HasRectIntersection
@ -76,8 +78,6 @@ typedef struct SDL_FPoint
* \sa SDL_GetRectAndLineIntersection
* \sa SDL_GetRectUnion
* \sa SDL_GetRectEnclosingPoints
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_Rect
{
@ -87,7 +87,10 @@ typedef struct SDL_Rect
/**
* A rectangle, with the origin at the upper left (using floating point values).
* A rectangle, with the origin at the upper left (using floating point
* values).
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_RectEmptyFloat
* \sa SDL_RectsEqualFloat
@ -98,8 +101,6 @@ typedef struct SDL_Rect
* \sa SDL_GetRectUnionFloat
* \sa SDL_GetRectEnclosingPointsFloat
* \sa SDL_PointInRectFloat
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_FRect
{

View File

@ -88,7 +88,7 @@ typedef struct SDL_RendererInfo
} SDL_RendererInfo;
/**
* Vertex structure.
* Vertex structure.
*/
typedef struct SDL_Vertex
{

View File

@ -81,16 +81,16 @@ typedef enum
/**
* Accelerometer sensor.
*
* The accelerometer returns the current acceleration in SI meters per
* second squared. This measurement includes the force of gravity, so
* a device at rest will have an value of SDL_STANDARD_GRAVITY away
* from the center of the earth, which is a positive Y value.
* The accelerometer returns the current acceleration in SI meters per second
* squared. This measurement includes the force of gravity, so a device at
* rest will have an value of SDL_STANDARD_GRAVITY away from the center of the
* earth, which is a positive Y value.
*
* values[0]: Acceleration on the x axis
* values[1]: Acceleration on the y axis
* values[0]: Acceleration on the x axis values[1]: Acceleration on the y axis
* values[2]: Acceleration on the z axis
*
* For phones and tablets held in natural orientation and game controllers held in front of you, the axes are defined as follows:
* For phones and tablets held in natural orientation and game controllers
* held in front of you, the axes are defined as follows:
*
* - -X ... +X : left ... right
* - -Y ... +Y : bottom ... top
@ -98,7 +98,7 @@ typedef enum
*
* The axis data is not changed when the device is rotated.
*
* \sa SDL_GetCurrentDisplayOrientation()
* \sa SDL_GetCurrentDisplayOrientation
*/
#define SDL_STANDARD_GRAVITY 9.80665f

View File

@ -87,15 +87,15 @@ char *alloca();
#endif
/**
* The number of elements in an array.
* The number of elements in an array.
*/
#define SDL_arraysize(array) (sizeof(array)/sizeof(array[0]))
#define SDL_TABLESIZE(table) SDL_arraysize(table)
/**
* Macro useful for building other macros with strings in them.
* Macro useful for building other macros with strings in them.
*
* For example:
* For example:
*
* ```c
* #define LOG_ERROR(X) OutputDebugString(SDL_STRINGIFY_ARG(__FUNCTION__) ": " X "\n")`
@ -146,30 +146,35 @@ typedef int SDL_bool;
#define SDL_MAX_SINT8 ((Sint8)0x7F) /* 127 */
#define SDL_MIN_SINT8 ((Sint8)(~0x7F)) /* -128 */
typedef int8_t Sint8;
/**
* An unsigned 8-bit integer type.
*/
#define SDL_MAX_UINT8 ((Uint8)0xFF) /* 255 */
#define SDL_MIN_UINT8 ((Uint8)0x00) /* 0 */
typedef uint8_t Uint8;
/**
* A signed 16-bit integer type.
*/
#define SDL_MAX_SINT16 ((Sint16)0x7FFF) /* 32767 */
#define SDL_MIN_SINT16 ((Sint16)(~0x7FFF)) /* -32768 */
typedef int16_t Sint16;
/**
* An unsigned 16-bit integer type.
*/
#define SDL_MAX_UINT16 ((Uint16)0xFFFF) /* 65535 */
#define SDL_MIN_UINT16 ((Uint16)0x0000) /* 0 */
typedef uint16_t Uint16;
/**
* A signed 32-bit integer type.
*/
#define SDL_MAX_SINT32 ((Sint32)0x7FFFFFFF) /* 2147483647 */
#define SDL_MIN_SINT32 ((Sint32)(~0x7FFFFFFF)) /* -2147483648 */
typedef int32_t Sint32;
/**
* An unsigned 32-bit integer type.
*/
@ -183,6 +188,7 @@ typedef uint32_t Uint32;
#define SDL_MAX_SINT64 ((Sint64)0x7FFFFFFFFFFFFFFFll) /* 9223372036854775807 */
#define SDL_MIN_SINT64 ((Sint64)(~0x7FFFFFFFFFFFFFFFll)) /* -9223372036854775808 */
typedef int64_t Sint64;
/**
* An unsigned 64-bit integer type.
*/
@ -191,10 +197,12 @@ typedef int64_t Sint64;
typedef uint64_t Uint64;
/**
* SDL times are signed, 64-bit integers representing nanoseconds since the Unix epoch (Jan 1, 1970).
* SDL times are signed, 64-bit integers representing nanoseconds since the
* Unix epoch (Jan 1, 1970).
*
* They can be converted between POSIX time_t values with SDL_NS_TO_SECONDS() and SDL_SECONDS_TO_NS(),
* and between Windows FILETIME values with SDL_TimeToWindows() and SDL_TimeFromWindows().
* They can be converted between POSIX time_t values with SDL_NS_TO_SECONDS()
* and SDL_SECONDS_TO_NS(), and between Windows FILETIME values with
* SDL_TimeToWindows() and SDL_TimeFromWindows().
*/
#define SDL_MAX_TIME SDL_MAX_SINT64
#define SDL_MIN_TIME SDL_MIN_SINT64

View File

@ -60,7 +60,7 @@ extern "C" {
/* @} *//* Surface flags */
/**
* Evaluates to true if the surface needs to be locked before access.
* Evaluates to true if the surface needs to be locked before access.
*/
#define SDL_MUSTLOCK(S) (((S)->flags & SDL_RLEACCEL) != 0)
@ -89,21 +89,17 @@ typedef enum SDL_FlipMode
/**
* A collection of pixels used in software blitting.
*
* Pixels are arranged in memory in rows, with the top row first.
* Each row occupies an amount of memory given by the pitch (sometimes
* known as the row stride in non-SDL APIs).
* Pixels are arranged in memory in rows, with the top row first. Each row
* occupies an amount of memory given by the pitch (sometimes known as the row
* stride in non-SDL APIs).
*
* Within each row, pixels are arranged from left to right until the
* width is reached.
* Each pixel occupies a number of bits appropriate for its format, with
* most formats representing each pixel as one or more whole bytes
* (in some indexed formats, instead multiple pixels are packed into
* each byte), and a byte order given by the format.
* After encoding all pixels, any remaining bytes to reach the pitch are
* used as padding to reach a desired alignment, and have undefined contents.
*
* \note This structure should be treated as read-only, except for \c pixels,
* which, if not NULL, contains the raw pixel data for the surface.
* Within each row, pixels are arranged from left to right until the width is
* reached. Each pixel occupies a number of bits appropriate for its format,
* with most formats representing each pixel as one or more whole bytes (in
* some indexed formats, instead multiple pixels are packed into each byte),
* and a byte order given by the format. After encoding all pixels, any
* remaining bytes to reach the pitch are used as padding to reach a desired
* alignment, and have undefined contents.
*/
typedef struct SDL_Surface
{

View File

@ -337,9 +337,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void);
extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void);
/**
See the official Android developer guide for more information:
http://developer.android.com/guide/topics/data/data-storage.html
*/
* See the official Android developer guide for more information:
* http://developer.android.com/guide/topics/data/data-storage.html
*/
#define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01
#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02
@ -479,7 +479,7 @@ extern DECLSPEC int SDLCALL SDL_AndroidSendMessage(Uint32 command, int param);
#ifdef SDL_PLATFORM_WINRT
/**
* WinRT / Windows Phone path types
* WinRT / Windows Phone path types
*/
typedef enum SDL_WinRT_Path
{
@ -503,7 +503,7 @@ typedef enum SDL_WinRT_Path
/**
* WinRT Device Family
* WinRT Device Family
*/
typedef enum SDL_WinRT_DeviceFamily
{

View File

@ -56,14 +56,13 @@ typedef Uint64 SDL_ThreadID;
typedef Uint32 SDL_TLSID;
/**
* The SDL thread priority.
* The SDL thread priority.
*
* SDL will make system changes as necessary in order to apply the thread priority.
* Code which attempts to control thread state related to priority should be aware
* that calling SDL_SetThreadPriority may alter such state.
* SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of this behavior.
*
* \note On many systems you require special privileges to set high or time critical priority.
* SDL will make system changes as necessary in order to apply the thread
* priority. Code which attempts to control thread state related to priority
* should be aware that calling SDL_SetThreadPriority may alter such state.
* SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of this
* behavior.
*/
typedef enum SDL_ThreadPriority {
SDL_THREAD_PRIORITY_LOW,

View File

@ -38,7 +38,8 @@ extern "C" {
#endif
/**
* A structure holding a calendar date and time broken down into its components.
* A structure holding a calendar date and time broken down into its
* components.
*/
typedef struct SDL_DateTime
{

View File

@ -41,15 +41,14 @@ extern "C" {
* Information about the version of SDL in use.
*
* Represents the library's version as three levels: major revision
* (increments with massive changes, additions, and enhancements),
* minor revision (increments with backwards-compatible changes to the
* major revision), and patchlevel (increments with fixes to the minor
* revision).
* (increments with massive changes, additions, and enhancements), minor
* revision (increments with backwards-compatible changes to the major
* revision), and patchlevel (increments with fixes to the minor revision).
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_VERSION
* \sa SDL_GetVersion
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_Version
{
@ -70,15 +69,15 @@ typedef struct SDL_Version
* library you compiled against. This is determined by what header the
* compiler uses. Note that if you dynamically linked the library, you might
* have a slightly newer or older version at runtime. That version can be
* determined with SDL_GetVersion(), which, unlike SDL_VERSION(),
* is not a macro.
* determined with SDL_GetVersion(), which, unlike SDL_VERSION(), is not a
* macro.
*
* \param x A pointer to an SDL_Version struct to initialize.
*
* \since This macro is available since SDL 3.0.0.
*
* \sa SDL_Version
* \sa SDL_GetVersion
*
* \since This macro is available since SDL 3.0.0.
*/
#define SDL_VERSION(x) \
{ \
@ -102,7 +101,7 @@ typedef struct SDL_Version
((major) << 24 | (minor) << 8 | (patch) << 0)
/**
* This is the version number macro for the current SDL version.
* This is the version number macro for the current SDL version.
*
* \since This macro is available since SDL 3.0.0.
*/
@ -110,7 +109,7 @@ typedef struct SDL_Version
SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL)
/**
* This macro will evaluate to true if compiled with SDL at least X.Y.Z.
* This macro will evaluate to true if compiled with SDL at least X.Y.Z.
*
* \since This macro is available since SDL 3.0.0.
*/

View File

@ -76,13 +76,13 @@ typedef enum SDL_SystemTheme
/**
* The structure that defines a display mode.
*
* \sa SDL_GetFullscreenDisplayModes()
* \sa SDL_GetDesktopDisplayMode()
* \sa SDL_GetCurrentDisplayMode()
* \sa SDL_SetWindowFullscreenMode()
* \sa SDL_GetWindowFullscreenMode()
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_GetFullscreenDisplayModes
* \sa SDL_GetDesktopDisplayMode
* \sa SDL_GetCurrentDisplayMode
* \sa SDL_SetWindowFullscreenMode
* \sa SDL_GetWindowFullscreenMode
*/
typedef struct SDL_DisplayMode
{
@ -110,7 +110,7 @@ typedef enum SDL_DisplayOrientation
} SDL_DisplayOrientation;
/**
* The struct used as an opaque handle to a window.
* The struct used as an opaque handle to a window.
*
* \since This struct is available since SDL 3.0.0.
*
@ -155,7 +155,7 @@ typedef Uint32 SDL_WindowFlags;
#define SDL_WINDOW_NOT_FOCUSABLE 0x80000000U /**< window should not be focusable */
/**
* Used to indicate that you don't care what the window position is.
* Used to indicate that you don't care what the window position is.
*/
#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
@ -164,7 +164,7 @@ typedef Uint32 SDL_WindowFlags;
(((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK)
/**
* Used to indicate that the window position should be centered.
* Used to indicate that the window position should be centered.
*/
#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u
#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X))
@ -207,9 +207,17 @@ typedef SDL_EGLint *(SDLCALL *SDL_EGLIntArrayCallback)(void);
/**
* An enumeration of OpenGL configuration attributes.
*
* While you can set most OpenGL attributes normally, the attributes listed above must be known before SDL creates the window that will be used with the OpenGL context. These attributes are set and read with SDL_GL_SetAttribute() and SDL_GL_GetAttribute().
* While you can set most OpenGL attributes normally, the attributes listed
* above must be known before SDL creates the window that will be used with
* the OpenGL context. These attributes are set and read with
* SDL_GL_SetAttribute() and SDL_GL_GetAttribute().
*
* In some cases, these attributes are minimum requests; the GL does not promise to give you exactly what you asked for. It's possible to ask for a 16-bit depth buffer and get a 24-bit one instead, for example, or to ask for no stencil buffer and still have one available. Context creation should fail if the GL can't provide your requested attributes at a minimum, but you should check to see exactly what you got.
* In some cases, these attributes are minimum requests; the GL does not
* promise to give you exactly what you asked for. It's possible to ask for a
* 16-bit depth buffer and get a 24-bit one instead, for example, or to ask
* for no stencil buffer and still have one available. Context creation should
* fail if the GL can't provide your requested attributes at a minimum, but
* you should check to see exactly what you got.
*
* \since This enum is available since SDL 3.0.0.
*/
@ -271,7 +279,8 @@ typedef enum SDL_GLcontextFlag
} SDL_GLcontextFlag;
/**
* Possible values to be set for the SDL_GL_CONTEXT_RELEASE_BEHAVIOR attribute.
* Possible values to be set for the SDL_GL_CONTEXT_RELEASE_BEHAVIOR
* attribute.
*
* \since This enum is available since SDL 3.0.0.
*/