From f01b34fd8d3a6d8775d48602b76f837ab66927ec Mon Sep 17 00:00:00 2001 From: "Ryan C. Gordon" Date: Sat, 13 Apr 2024 09:23:22 -0400 Subject: [PATCH] include: Removed some SDL2 references in the documentation. --- include/SDL3/SDL_blendmode.h | 13 +++---------- include/SDL3/SDL_mouse.h | 20 ++++++++++---------- include/SDL3/SDL_render.h | 8 ++++---- include/SDL3/SDL_touch.h | 2 -- include/SDL3/SDL_version.h | 3 --- include/SDL3/SDL_video.h | 6 ++---- 6 files changed, 19 insertions(+), 33 deletions(-) diff --git a/include/SDL3/SDL_blendmode.h b/include/SDL3/SDL_blendmode.h index 3b00790c3..0c6baa1f8 100644 --- a/include/SDL3/SDL_blendmode.h +++ b/include/SDL3/SDL_blendmode.h @@ -146,8 +146,8 @@ typedef enum SDL_BlendFactor * either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will * return with an error if the blend mode is not supported. * - * This list describes the support of custom blend modes for each renderer in - * SDL 2.0.6. All renderers support the four blend modes listed in the + * 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. * * - **direct3d**: Supports all operations with all factors. However, some @@ -155,14 +155,7 @@ typedef enum SDL_BlendFactor * `SDL_BLENDOPERATION_MAXIMUM`. * - **direct3d11**: Same as Direct3D 9. * - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all - * factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL - * 2.0.6. - * - **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all - * factors. Color and alpha factors need to be the same. OpenGL ES 1 - * implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT` - * and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha - * operations being different from each other. May support color and alpha - * factors being different from each other. + * factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly here. * - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`, * `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT` * operations with all factors. diff --git a/include/SDL3/SDL_mouse.h b/include/SDL3/SDL_mouse.h index c3a2e071f..b29ba4e31 100644 --- a/include/SDL3/SDL_mouse.h +++ b/include/SDL3/SDL_mouse.h @@ -301,14 +301,14 @@ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); * While capturing is enabled, the current window will have the * `SDL_WINDOW_MOUSE_CAPTURE` flag set. * - * Please note that as of SDL 2.0.22, 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 no - * longer 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. + * 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. * * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable. * \returns 0 on success or a negative error code on failure; call @@ -352,8 +352,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); * hide the cursor and draw your own as part of your game's rendering, but it * will be bound to the framerate. * - * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which - * provides twelve readily available system cursors to pick from. + * Also, SDL_CreateSystemCursor() is available, which provides several + * readily-available system cursors to pick from. * * \param data the color value for each pixel of the cursor * \param mask the mask value for each pixel of the cursor diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h index a48c16c15..b9bc104e1 100644 --- a/include/SDL3/SDL_render.h +++ b/include/SDL3/SDL_render.h @@ -2099,10 +2099,10 @@ 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`. * - * Note that as of SDL 2.0.18, 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! + * 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! * * \param renderer The renderer to query * \returns an `id` on success, or NULL if the diff --git a/include/SDL3/SDL_touch.h b/include/SDL3/SDL_touch.h index a81712a60..d7a6da4d0 100644 --- a/include/SDL3/SDL_touch.h +++ b/include/SDL3/SDL_touch.h @@ -83,8 +83,6 @@ typedef struct SDL_Finger * Therefore the returned list might be empty, although devices are available. * After using all devices at least once the number will be correct. * - * This was fixed for Android in SDL 2.0.1. - * * \param count a pointer filled in with the number of devices returned, can * be NULL. * \returns a 0 terminated array of touch device IDs which should be freed diff --git a/include/SDL3/SDL_version.h b/include/SDL3/SDL_version.h index 9f6394c2f..c9bb6b31f 100644 --- a/include/SDL3/SDL_version.h +++ b/include/SDL3/SDL_version.h @@ -150,9 +150,6 @@ extern DECLSPEC int SDLCALL SDL_GetVersion(SDL_Version * ver); * If SDL wasn't built from a git repository with the appropriate tools, this * will return an empty string. * - * Prior to SDL 2.0.16, before development moved to GitHub, this returned a - * hash for a Mercurial repository. - * * You shouldn't use this function for anything but logging it for debugging * purposes. The string is not intended to be reliable in any way. * diff --git a/include/SDL3/SDL_video.h b/include/SDL3/SDL_video.h index 2e8840be7..9b7748367 100644 --- a/include/SDL3/SDL_video.h +++ b/include/SDL3/SDL_video.h @@ -2199,8 +2199,7 @@ extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window *window); /** * Check whether the screensaver is currently enabled. * - * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2 - * the screensaver was enabled by default. + * The screensaver is disabled by default. * * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`. * @@ -2233,8 +2232,7 @@ extern DECLSPEC int SDLCALL SDL_EnableScreenSaver(void); * If you disable the screensaver, it is automatically re-enabled when SDL * quits. * - * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2 - * the screensaver was enabled by default. + * The screensaver is disabled by default. * * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information.