Sync SDL2 wiki -> header
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5 changed files with 14 additions and 21 deletions
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@ -151,16 +151,9 @@ typedef Uint16 SDL_AudioFormat;
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/**
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/**
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* This function is called when the audio device needs more data.
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* This function is called when the audio device needs more data.
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*
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*
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* \param userdata An application-specific parameter saved in
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* \param userdata An application-specific parameter saved in the
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* the SDL_AudioSpec structure
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* SDL_AudioSpec structure
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* \param stream A pointer to the audio data buffer.
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* \param stream A pointer to the audio data buffer.
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* \param len The length of that buffer in bytes.
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*
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* Once the callback returns, the buffer will no longer be valid.
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* Stereo samples are stored in a LRLRLR ordering.
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*
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* You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
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* you like. Just open your audio device with a NULL callback.
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*/
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*/
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typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
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typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
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int len);
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int len);
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@ -271,12 +271,12 @@ typedef struct SDL_TextEditingExtEvent
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* Keyboard text input event structure (event.text.*)
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* Keyboard text input event structure (event.text.*)
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*
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*
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* `text` is limited to SDL_TEXTINPUTEVENT_TEXT_SIZE bytes. If the incoming
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* `text` is limited to SDL_TEXTINPUTEVENT_TEXT_SIZE bytes. If the incoming
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* string is larger than this, SDL will split it and send it in pieces,
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* string is larger than this, SDL will split it and send it in pieces, across
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* across multiple events. The string is in UTF-8 format, and if split, SDL
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* multiple events. The string is in UTF-8 format, and if split, SDL
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* guarantees that it will not split in the middle of a UTF-8 sequence, so
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* guarantees that it will not split in the middle of a UTF-8 sequence, so any
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* any event will only contain complete codepoints. However, if there are
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* event will only contain complete codepoints. However, if there are several
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* several codepoints that go together into a single glyph (like an emoji
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* codepoints that go together into a single glyph (like an emoji "thumbs up"
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* "thumbs up" followed by a skin color), they may be split between events.
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* followed by a skin color), they may be split between events.
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*/
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*/
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typedef struct SDL_TextInputEvent
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typedef struct SDL_TextInputEvent
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{
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{
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@ -798,8 +798,8 @@ extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
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* `SDL_ENABLE`, this function accepts any value, with any non-zero value that
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* `SDL_ENABLE`, this function accepts any value, with any non-zero value that
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* isn't `SDL_QUERY` being treated as `SDL_ENABLE`.
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* isn't `SDL_QUERY` being treated as `SDL_ENABLE`.
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*
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*
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* If SDL was built with events disabled (extremely uncommon!), this will
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* If SDL was built with events disabled (extremely uncommon!), this will do
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* do nothing and always return `SDL_IGNORE`.
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* nothing and always return `SDL_IGNORE`.
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*
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*
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* \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
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* \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
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* \returns If `state` is `SDL_QUERY` then the current state is returned,
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* \returns If `state` is `SDL_QUERY` then the current state is returned,
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@ -97,7 +97,7 @@ typedef struct SDL_Surface
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} SDL_Surface;
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} SDL_Surface;
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/**
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/**
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* \brief The type of function used for surface blitting functions.
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* The type of function used for surface blitting functions.
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*/
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*/
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typedef int (SDLCALL *SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
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typedef int (SDLCALL *SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
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struct SDL_Surface * dst, SDL_Rect * dstrect);
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struct SDL_Surface * dst, SDL_Rect * dstrect);
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@ -770,7 +770,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
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* \param w the width of the window, in screen coordinates
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* \param w the width of the window, in screen coordinates
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* \param h the height of the window, in screen coordinates
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* \param h the height of the window, in screen coordinates
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* \param flags 0, or one or more SDL_WindowFlags OR'd together
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* \param flags 0, or one or more SDL_WindowFlags OR'd together
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* \returns the window that was created or NULL on failure; call
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* \returns the `SDL_Window` that was created or NULL on failure; call
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* SDL_GetError() for more information.
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* SDL_GetError() for more information.
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*
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*
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* \since This function is available since SDL 2.0.0.
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* \since This function is available since SDL 2.0.0.
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