Sync wiki -> headers.

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Ryan C. Gordon 2023-01-25 12:58:29 -05:00
parent 01cba48d18
commit 197340ea1c
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18 changed files with 291 additions and 273 deletions

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