include: Removed some SDL2 references in the documentation.

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Ryan C. Gordon 2024-04-13 09:23:22 -04:00
parent 98e9f361a8
commit f01b34fd8d
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6 changed files with 19 additions and 33 deletions

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@ -146,8 +146,8 @@ typedef enum SDL_BlendFactor
* either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will * either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
* return with an error if the blend mode is not supported. * return with an error if the blend mode is not supported.
* *
* This list describes the support of custom blend modes for each renderer in * This list describes the support of custom blend modes for each renderer.
* SDL 2.0.6. All renderers support the four blend modes listed in the * All renderers support the four blend modes listed in the
* SDL_BlendMode enumeration. * SDL_BlendMode enumeration.
* *
* - **direct3d**: Supports all operations with all factors. However, some * - **direct3d**: Supports all operations with all factors. However, some
@ -155,14 +155,7 @@ typedef enum SDL_BlendFactor
* `SDL_BLENDOPERATION_MAXIMUM`. * `SDL_BLENDOPERATION_MAXIMUM`.
* - **direct3d11**: Same as Direct3D 9. * - **direct3d11**: Same as Direct3D 9.
* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all * - **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 * factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly here.
* 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.
* - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`, * - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
* `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT` * `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
* operations with all factors. * operations with all factors.

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@ -301,14 +301,14 @@ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
* While capturing is enabled, the current window will have the * While capturing is enabled, the current window will have the
* `SDL_WINDOW_MOUSE_CAPTURE` flag set. * `SDL_WINDOW_MOUSE_CAPTURE` flag set.
* *
* Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the * Please note that SDL will attempt to "auto capture" the mouse while the
* mouse while the user is pressing a button; this is to try and make mouse * user is pressing a button; this is to try and make mouse behavior more
* behavior more consistent between platforms, and deal with the common case * consistent between platforms, and deal with the common case of a user
* of a user dragging the mouse outside of the window. This means that if you * dragging the mouse outside of the window. This means that if you are calling
* are calling SDL_CaptureMouse() only to deal with this situation, you no * SDL_CaptureMouse() only to deal with this situation, you do not have to
* longer have to (although it is safe to do so). If this causes problems for * (although it is safe to do so). If this causes problems for your app, you
* your app, you can disable auto capture by setting the * can disable auto capture by setting the `SDL_HINT_MOUSE_AUTO_CAPTURE`
* `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero. * hint to zero.
* *
* \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable. * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
* \returns 0 on success or a negative error code on failure; call * \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 * hide the cursor and draw your own as part of your game's rendering, but it
* will be bound to the framerate. * will be bound to the framerate.
* *
* Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which * Also, SDL_CreateSystemCursor() is available, which provides several
* provides twelve readily available system cursors to pick from. * readily-available system cursors to pick from.
* *
* \param data the color value for each pixel of the cursor * \param data the color value for each pixel of the cursor
* \param mask the mask value for each pixel of the cursor * \param mask the mask value for each pixel of the cursor

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@ -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 * This function returns `void *`, so SDL doesn't have to include Metal's
* headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`. * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
* *
* Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give * This will return NULL if Metal refuses to give SDL a drawable to render
* SDL a drawable to render to, which might happen if the window is * to, which might happen if the window is hidden/minimized/offscreen. This
* hidden/minimized/offscreen. This doesn't apply to command encoders for * doesn't apply to command encoders for render targets, just the window's
* render targets, just the window's backbuffer. Check your return values! * backbuffer. Check your return values!
* *
* \param renderer The renderer to query * \param renderer The renderer to query
* \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the

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@ -83,8 +83,6 @@ typedef struct SDL_Finger
* Therefore the returned list might be empty, although devices are available. * Therefore the returned list might be empty, although devices are available.
* After using all devices at least once the number will be correct. * 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 * \param count a pointer filled in with the number of devices returned, can
* be NULL. * be NULL.
* \returns a 0 terminated array of touch device IDs which should be freed * \returns a 0 terminated array of touch device IDs which should be freed

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@ -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 * If SDL wasn't built from a git repository with the appropriate tools, this
* will return an empty string. * 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 * 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. * purposes. The string is not intended to be reliable in any way.
* *

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@ -2199,8 +2199,7 @@ extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window *window);
/** /**
* Check whether the screensaver is currently enabled. * 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 is disabled by default.
* the screensaver was enabled by default.
* *
* The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`. * 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 * If you disable the screensaver, it is automatically re-enabled when SDL
* quits. * quits.
* *
* The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2 * The screensaver is disabled by default.
* the screensaver was enabled by default.
* *
* \returns 0 on success or a negative error code on failure; call * \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information. * SDL_GetError() for more information.