include: Removed some SDL2 references in the documentation.
parent
98e9f361a8
commit
f01b34fd8d
|
@ -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.
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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.
|
||||||
*
|
*
|
||||||
|
|
|
@ -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.
|
||||||
|
|
Loading…
Reference in New Issue