Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot 2024-05-03 02:54:35 +00:00
parent 760d7d276b
commit 10c2682647
4 changed files with 45 additions and 52 deletions

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@ -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.
*

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@ -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.
*/

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@ -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:
*

View file

@ -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.
*/