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@ -217,12 +217,11 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, U
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/**
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* Create a 2D rendering context for a window.
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*
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* If you want a specific renderer, you can specify its name here. A list
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* of available renderers can be obtained by calling SDL_GetRenderDriver
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* multiple times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If
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* you don't need a specific renderer, specify NULL and SDL will attempt
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* to chooes the best option for you, based on what is available on the
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* user's system.
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* If you want a specific renderer, you can specify its name here. A list of
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* available renderers can be obtained by calling SDL_GetRenderDriver multiple
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* times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't
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* need a specific renderer, specify NULL and SDL will attempt to chooes the
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* best option for you, based on what is available on the user's system.
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*
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* \param window the window where rendering is displayed
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* \param name the name of the rendering driver to initialize, or NULL to
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@ -1377,9 +1376,9 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer,
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* Update the screen with any rendering performed since the previous call.
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*
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* SDL's rendering functions operate on a backbuffer; that is, calling a
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* rendering function such as SDL_RenderLine() does not directly put a
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* line on the screen, but rather updates the backbuffer. As such, you compose
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* your entire scene and *present* the composed backbuffer to the screen as a
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* rendering function such as SDL_RenderLine() does not directly put a line on
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* the screen, but rather updates the backbuffer. As such, you compose your
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* entire scene and *present* the composed backbuffer to the screen as a
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* complete picture.
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*
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* Therefore, when using SDL's rendering API, one does all drawing intended
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@ -1394,12 +1393,12 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer,
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*
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* \param renderer the rendering context
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*
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* \since This function is available since SDL 3.0.0.
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* \threadsafety You may only call this function on the main thread. If this
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* happens to work on a background thread on any given platform
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* or backend, it's purely by luck and you should not rely on it
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* to work next time.
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*
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* \threadsafety You may only call this function on the main thread. If
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* this happens to work on a background thread on any given
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* platform or backend, it's purely by luck and you should
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* not rely on it to work next time.
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_RenderClear
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* \sa SDL_RenderLine
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@ -1580,7 +1579,8 @@ extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync
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* Get VSync of the given renderer.
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*
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* \param renderer The renderer to toggle
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* \param vsync an int filled with 1 for on, 0 for off. All other values are reserved
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* \param vsync an int filled with 1 for on, 0 for off. All other values are
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* reserved
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* \returns a 0 int on success, or non-zero on failure
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*
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* \since This function is available since SDL 3.0.0.
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