diff --git a/include/SDL3/SDL_gamepad.h b/include/SDL3/SDL_gamepad.h index e5343c8aee..f3010e8d87 100644 --- a/include/SDL3/SDL_gamepad.h +++ b/include/SDL3/SDL_gamepad.h @@ -63,12 +63,11 @@ typedef struct SDL_Gamepad SDL_Gamepad; /** * Standard gamepad types. * - * This type does not necessarily map to first-party controllers - * from Microsoft/Sony/Nintendo; in many cases, third-party controllers - * can report as these, either because they were designed for a - * specific console, or they simply most closely match that console's - * controllers (does it have A/B/X/Y buttons or X/O/Square/Triangle? - * Does it have a touchpad? etc). + * This type does not necessarily map to first-party controllers from + * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report + * as these, either because they were designed for a specific console, or they + * simply most closely match that console's controllers (does it have A/B/X/Y + * buttons or X/O/Square/Triangle? Does it have a touchpad? etc). */ typedef enum SDL_GamepadType { @@ -194,10 +193,10 @@ typedef enum SDL_GamepadAxis /** * Types of gamepad control bindings. * - * A gamepad is a collection of bindings that map arbitrary joystick - * buttons, axes and hat switches to specific positions on a generic - * console-style gamepad. This enum is used as part of SDL_GamepadBinding - * to specify those mappings. + * A gamepad is a collection of bindings that map arbitrary joystick buttons, + * axes and hat switches to specific positions on a generic console-style + * gamepad. This enum is used as part of SDL_GamepadBinding to specify those + * mappings. * * \since This enum is available since SDL 3.0.0. */ @@ -212,14 +211,13 @@ typedef enum SDL_GamepadBindingType /** * A mapping between one joystick input to a gamepad control. * - * A gamepad has a collection of several bindings, to say, for - * example, when joystick button number 5 is pressed, that should - * be treated like the gamepad's "start" button. + * A gamepad has a collection of several bindings, to say, for example, when + * joystick button number 5 is pressed, that should be treated like the + * gamepad's "start" button. * - * SDL has these bindings built-in for many popular controllers, - * and can add more with a simple text string. Those strings are - * parsed into a collection of these structs to make it easier - * to operate on the data. + * SDL has these bindings built-in for many popular controllers, and can add + * more with a simple text string. Those strings are parsed into a collection + * of these structs to make it easier to operate on the data. * * \since This struct is available since SDL 3.0.0. * diff --git a/include/SDL3/SDL_joystick.h b/include/SDL3/SDL_joystick.h index 62f495df56..836d648a07 100644 --- a/include/SDL3/SDL_joystick.h +++ b/include/SDL3/SDL_joystick.h @@ -110,8 +110,8 @@ typedef Uint32 SDL_JoystickID; * type of device, and will report it through SDL_GetJoystickType (or * SDL_GetJoystickInstanceType). * - * This is by no means a complete list of everything that can be plugged - * into a computer. + * This is by no means a complete list of everything that can be plugged into + * a computer. * * \since This enum is available since SDL 3.0.0. */ @@ -132,8 +132,8 @@ typedef enum SDL_JoystickType /** * Possible connection states for a joystick device. * - * This is used by SDL_GetJoystickConnectionState to report how a device - * is connected to the system. + * This is used by SDL_GetJoystickConnectionState to report how a device is + * connected to the system. * * \since This enum is available since SDL 3.0.0. */ diff --git a/include/SDL3/SDL_mutex.h b/include/SDL3/SDL_mutex.h index 7921c48837..67fe633de6 100644 --- a/include/SDL3/SDL_mutex.h +++ b/include/SDL3/SDL_mutex.h @@ -133,8 +133,8 @@ extern "C" { /** * A means to serialize access to a resource between threads. * - * Mutexes (short for "mutual exclusion") are a synchronization primitive - * that allows exactly one thread to proceed at a time. + * Mutexes (short for "mutual exclusion") are a synchronization primitive that + * allows exactly one thread to proceed at a time. * * Wikipedia has a thorough explanation of the concept: * @@ -261,20 +261,18 @@ extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_Mutex *mutex); /** * A mutex that allows read-only threads to run in parallel. * - * A rwlock is roughly the same concept as SDL_Mutex, but allows - * threads that request read-only access to all hold the lock at - * the same time. If a thread requests write access, it will block - * until all read-only threads have released the lock, and no one - * else can hold the thread (for reading or writing) at the same - * time as the writing thread. + * A rwlock is roughly the same concept as SDL_Mutex, but allows threads that + * request read-only access to all hold the lock at the same time. If a thread + * requests write access, it will block until all read-only threads have + * released the lock, and no one else can hold the thread (for reading or + * writing) at the same time as the writing thread. * - * This can be more efficient in cases where several threads need - * to access data frequently, but changes to that data are rare. + * This can be more efficient in cases where several threads need to access + * data frequently, but changes to that data are rare. * - * There are other rules that apply to rwlocks that don't apply - * to mutexes, about how threads are scheduled and when they can - * be recursively locked. These are documented in the other rwlock - * functions. + * There are other rules that apply to rwlocks that don't apply to mutexes, + * about how threads are scheduled and when they can be recursively locked. + * These are documented in the other rwlock functions. * * \since This struct is available since SDL 3.0.0. */ @@ -517,11 +515,10 @@ extern DECLSPEC void SDLCALL SDL_DestroyRWLock(SDL_RWLock *rwlock); /** * A means to manage access to a resource, by count, between threads. * - * Semaphores (specifically, "counting semaphores"), let X number of - * threads request access at the same time, each thread granted access - * decrementing a counter. When the counter reaches zero, future requests - * block until a prior thread releases their request, incrementing the - * counter again. + * Semaphores (specifically, "counting semaphores"), let X number of threads + * request access at the same time, each thread granted access decrementing a + * counter. When the counter reaches zero, future requests block until a prior + * thread releases their request, incrementing the counter again. * * Wikipedia has a thorough explanation of the concept: * @@ -671,9 +668,9 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetSemaphoreValue(SDL_Semaphore *sem); /** * A means to block multiple threads until a condition is satisfied. * - * Condition variables, paired with an SDL_Mutex, let an app - * halt multiple threads until a condition has occurred, at which - * time the app can release one or all waiting threads. + * Condition variables, paired with an SDL_Mutex, let an app halt multiple + * threads until a condition has occurred, at which time the app can release + * one or all waiting threads. * * Wikipedia has a thorough explanation of the concept: * diff --git a/include/SDL3/SDL_storage.h b/include/SDL3/SDL_storage.h index 0c4b4c0d30..56e63b1bc9 100644 --- a/include/SDL3/SDL_storage.h +++ b/include/SDL3/SDL_storage.h @@ -45,13 +45,12 @@ extern "C" { /** * Function interface for SDL_Storage. * - * Apps that want to supply a custom implementation of SDL_Storage - * will fill in all the functions in this struct, and then pass it to - * SDL_OpenStorage to create a custom SDL_Storage object. + * Apps that want to supply a custom implementation of SDL_Storage will fill + * in all the functions in this struct, and then pass it to SDL_OpenStorage to + * create a custom SDL_Storage object. * * It is not usually necessary to do this; SDL provides standard - * implementations for many things you might expect to do with - * an SDL_Storage. + * implementations for many things you might expect to do with an SDL_Storage. * * \since This struct is available since SDL 3.0.0. */ @@ -91,10 +90,9 @@ typedef struct SDL_StorageInterface /** * An abstract interface for filesystem access. * - * This is an opaque datatype. One can create this object - * using standard SDL functions like SDL_OpenTitleStorage or - * SDL_OpenUserStorage, etc, or create an object with a custom - * implementation using SDL_OpenStorage. + * This is an opaque datatype. One can create this object using standard SDL + * functions like SDL_OpenTitleStorage or SDL_OpenUserStorage, etc, or create + * an object with a custom implementation using SDL_OpenStorage. * * \since This struct is available since SDL 3.0.0. */