include: Removed some SDL2 references in the documentation.

main
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
* 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.

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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
* `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

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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
* 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
* 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<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.
* 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

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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
* 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.
*

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@ -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.