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Sync SDL3 wiki -> header
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3 changed files with 9 additions and 9 deletions
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@ -147,8 +147,8 @@ typedef enum SDL_BlendFactor
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* return with an error if the blend mode is not supported.
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*
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* This list describes the support of custom blend modes for each renderer.
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* All renderers support the four blend modes listed in the
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* SDL_BlendMode enumeration.
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* All renderers support the four blend modes listed in the SDL_BlendMode
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* enumeration.
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*
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* - **direct3d**: Supports all operations with all factors. However, some
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* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
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@ -304,11 +304,11 @@ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
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* Please note that SDL will attempt to "auto capture" the mouse while the
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* user is pressing a button; this is to try and make mouse behavior more
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* consistent between platforms, and deal with the common case of a user
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* dragging the mouse outside of the window. This means that if you are calling
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* SDL_CaptureMouse() only to deal with this situation, you do not have to
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* (although it is safe to do so). If this causes problems for your app, you
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* can disable auto capture by setting the `SDL_HINT_MOUSE_AUTO_CAPTURE`
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* hint to zero.
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* dragging the mouse outside of the window. This means that if you are
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* calling SDL_CaptureMouse() only to deal with this situation, you do not
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* have to (although it is safe to do so). If this causes problems for your
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* app, you can disable auto capture by setting the
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* `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
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*
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* \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
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* \returns 0 on success or a negative error code on failure; call
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@ -2099,8 +2099,8 @@ extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
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* This function returns `void *`, so SDL doesn't have to include Metal's
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* headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
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*
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* This will return NULL if Metal refuses to give SDL a drawable to render
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* to, which might happen if the window is hidden/minimized/offscreen. This
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* This will return NULL if Metal refuses to give SDL a drawable to render to,
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* which might happen if the window is hidden/minimized/offscreen. This
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* doesn't apply to command encoders for render targets, just the window's
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* backbuffer. Check your return values!
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*
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