diff --git a/include/SDL3/SDL_camera.h b/include/SDL3/SDL_camera.h index 849684aaf8..c3611f0721 100644 --- a/include/SDL3/SDL_camera.h +++ b/include/SDL3/SDL_camera.h @@ -31,22 +31,22 @@ * * Several platforms will alert the user if an app tries to access a camera, * and some will present a UI asking the user if your application should be - * allowed to obtain images at all, which they can deny. A successfully - * opened camera will not provide images until permission is granted. - * Applications, after opening a camera device, can see if they were granted - * access by either polling with the SDL_GetCameraPermissionState() function, - * or waiting for an SDL_EVENT_CAMERA_DEVICE_APPROVED or - * SDL_EVENT_CAMERA_DEVICE_DENIED event. Platforms that don't have any - * user approval process will report approval immediately. + * allowed to obtain images at all, which they can deny. A successfully opened + * camera will not provide images until permission is granted. Applications, + * after opening a camera device, can see if they were granted access by + * either polling with the SDL_GetCameraPermissionState() function, or waiting + * for an SDL_EVENT_CAMERA_DEVICE_APPROVED or SDL_EVENT_CAMERA_DEVICE_DENIED + * event. Platforms that don't have any user approval process will report + * approval immediately. * * Note that SDL cameras only provide video as individual frames; they will * not provide full-motion video encoded in a movie file format, although an - * app is free to encode the acquired frames into any format it likes. It - * also does not provide audio from the camera hardware through this API; - * not only do many webcams not have microphones at all, many people--from - * streamers to people on Zoom calls--will want to use a separate microphone - * regardless of the camera. In any case, recorded audio will be available - * through SDL's audio API no matter what hardware provides the microphone. + * app is free to encode the acquired frames into any format it likes. It also + * does not provide audio from the camera hardware through this API; not only + * do many webcams not have microphones at all, many people--from streamers to + * people on Zoom calls--will want to use a separate microphone regardless of + * the camera. In any case, recorded audio will be available through SDL's + * audio API no matter what hardware provides the microphone. * * ## Camera gotchas * diff --git a/include/SDL3/SDL_clipboard.h b/include/SDL3/SDL_clipboard.h index f6be9d8d5e..448cb4a53f 100644 --- a/include/SDL3/SDL_clipboard.h +++ b/include/SDL3/SDL_clipboard.h @@ -29,19 +29,18 @@ * * ## Basic use (text) * - * Obtaining and publishing simple text to the system clipboard is as easy - * as calling SDL_GetClipboardText() and SDL_SetClipboardText(), - * respectively. These deal with C strings in UTF-8 encoding. Data - * transmission and encoding conversion is completely managed by SDL. + * Obtaining and publishing simple text to the system clipboard is as easy as + * calling SDL_GetClipboardText() and SDL_SetClipboardText(), respectively. + * These deal with C strings in UTF-8 encoding. Data transmission and encoding + * conversion is completely managed by SDL. * * ## Clipboard callbacks (data other than text) * * Things get more complicated when the clipboard contains something other - * than text. Not only can the system clipboard contain data of any type, - * in some cases it can contain the same data in different formats! For - * example, an image painting app might let the user copy a graphic to the - * clipboard, and offers it in .BMP, .JPG, or .PNG format for other apps to - * consume. + * than text. Not only can the system clipboard contain data of any type, in + * some cases it can contain the same data in different formats! For example, + * an image painting app might let the user copy a graphic to the clipboard, + * and offers it in .BMP, .JPG, or .PNG format for other apps to consume. * * Obtaining clipboard data ("pasting") like this is a matter of calling * SDL_GetClipboardData() and telling it the mimetype of the data you want. @@ -56,9 +55,9 @@ * rather the mimetypes it is willing to provide and a callback function. * During the callback, the app will generate the data. This allows massive * data sets to be provided to the clipboard, without any data being copied - * before it is explicitly requested. More specifically, it allows an app - * to offer data in multiple formats without providing a copy of all of - * them upfront. If the app has an image that it could provide in PNG or JPG + * before it is explicitly requested. More specifically, it allows an app to + * offer data in multiple formats without providing a copy of all of them + * upfront. If the app has an image that it could provide in PNG or JPG * format, it doesn't have to encode it to either of those unless and until * something tries to paste it. * @@ -67,11 +66,11 @@ * The X11 and Wayland video targets have a concept of the "primary selection" * in addition to the usual clipboard. This is generally highlighted (but not * explicitly copied) text from various apps. SDL offers APIs for this through - * SDL_GetPrimarySelectionText() and SDL_SetPrimarySelectionText(). - * SDL offers these APIs on platforms without this concept, too, but only so - * far that it will keep a copy of a string that the app sets for later - * retrieval; the operating system will not ever attempt to change the - * string externally if it doesn't support a primary selection. + * SDL_GetPrimarySelectionText() and SDL_SetPrimarySelectionText(). SDL offers + * these APIs on platforms without this concept, too, but only so far that it + * will keep a copy of a string that the app sets for later retrieval; the + * operating system will not ever attempt to change the string externally if + * it doesn't support a primary selection. */ #ifndef SDL_clipboard_h_ diff --git a/include/SDL3/SDL_cpuinfo.h b/include/SDL3/SDL_cpuinfo.h index 94e366c23c..eca703aa1b 100644 --- a/include/SDL3/SDL_cpuinfo.h +++ b/include/SDL3/SDL_cpuinfo.h @@ -33,7 +33,8 @@ * CPU instruction set checks, like SDL_HasSSE() and SDL_HasNEON(), are * available on all platforms, even if they don't make sense (an ARM processor * will never have SSE and an x86 processor will never have NEON, for example, - * but these functions still exist and will simply return false in these cases). + * but these functions still exist and will simply return false in these + * cases). */ #ifndef SDL_cpuinfo_h_ diff --git a/include/SDL3/SDL_endian.h b/include/SDL3/SDL_endian.h index d1c1173284..86aa4aa6b0 100644 --- a/include/SDL3/SDL_endian.h +++ b/include/SDL3/SDL_endian.h @@ -28,13 +28,14 @@ * SDL_Swap32, SDL_Swap64, SDL_SwapFloat), or they swap to/from the system's * native byte order (SDL_Swap16LE, SDL_Swap16BE, SDL_Swap32LE, SDL_Swap32BE, * SDL_Swap32LE, SDL_Swap32BE, SDL_SwapFloatLE, SDL_SwapFloatBE). In the - * latter case, the functionality is provided by macros that become no-ops - * if a swap isn't necessary: on an x86 (littleendian) processor, SDL_Swap32LE + * latter case, the functionality is provided by macros that become no-ops if + * a swap isn't necessary: on an x86 (littleendian) processor, SDL_Swap32LE * does nothing, but SDL_Swap32BE reverses the bytes of the data. On a PowerPC * processor (bigendian), the macros behavior is reversed. * * The swap routines are inline functions, and attempt to use compiler - * intrinsics, inline assembly, and other magic to make byteswapping efficient. + * intrinsics, inline assembly, and other magic to make byteswapping + * efficient. */ #ifndef SDL_endian_h_ diff --git a/include/SDL3/SDL_events.h b/include/SDL3/SDL_events.h index 596bdd124b..c55154bea0 100644 --- a/include/SDL3/SDL_events.h +++ b/include/SDL3/SDL_events.h @@ -25,9 +25,9 @@ * Event queue management. * * It's extremely common--often required--that an app deal with SDL's event - * queue. Almost all useful information about interactions with the real - * world flow through here: the user interacting with the computer and app, - * hardware coming and going, the system changing in some way, etc. + * queue. Almost all useful information about interactions with the real world + * flow through here: the user interacting with the computer and app, hardware + * coming and going, the system changing in some way, etc. * * An app generally takes a moment, perhaps at the start of a new frame, to * examine any events that have occured since the last time and process or @@ -43,10 +43,10 @@ * beneficial for certain types of programs on low-power hardware. One may * also call SDL_AddEventWatch() to set a callback when new events arrive. * - * The app is free to generate their own events, too: SDL_PushEvent allows - * the app to put events onto the queue for later retrieval; - * SDL_RegisterEvents can guarantee that these events have a type that isn't - * in use by other parts of the system. + * The app is free to generate their own events, too: SDL_PushEvent allows the + * app to put events onto the queue for later retrieval; SDL_RegisterEvents + * can guarantee that these events have a type that isn't in use by other + * parts of the system. */ #ifndef SDL_events_h_ diff --git a/include/SDL3/SDL_joystick.h b/include/SDL3/SDL_joystick.h index f10b3ec729..580000206b 100644 --- a/include/SDL3/SDL_joystick.h +++ b/include/SDL3/SDL_joystick.h @@ -25,8 +25,8 @@ * SDL joystick support. * * This is the lower-level joystick handling. If you want the simpler option, - * where what each button does is well-defined, you should use the gamepad - * API instead. + * where what each button does is well-defined, you should use the gamepad API + * instead. * * The term "instance_id" is the current instantiation of a joystick device in * the system, if the joystick is removed and then re-inserted then it will diff --git a/include/SDL3/SDL_keycode.h b/include/SDL3/SDL_keycode.h index d1c474e3ae..3d7723d134 100644 --- a/include/SDL3/SDL_keycode.h +++ b/include/SDL3/SDL_keycode.h @@ -24,8 +24,8 @@ * * Defines constants which identify keyboard keys and modifiers. * - * Please refer to the Best Keyboard Practices document for - * details on what this information means and how best to use it. + * Please refer to the Best Keyboard Practices document for details on what + * this information means and how best to use it. * * https://wiki.libsdl.org/SDL3/BestKeyboardPractices */ diff --git a/include/SDL3/SDL_loadso.h b/include/SDL3/SDL_loadso.h index 11991788df..027462fe55 100644 --- a/include/SDL3/SDL_loadso.h +++ b/include/SDL3/SDL_loadso.h @@ -49,8 +49,8 @@ * - Once a library is unloaded, all pointers into it obtained through * SDL_LoadFunction() become invalid, even if the library is later reloaded. * Don't unload a library if you plan to use these pointers in the future. - * Notably: beware of giving one of these pointers to atexit(), since it - * may call that pointer after the library unloads. + * Notably: beware of giving one of these pointers to atexit(), since it may + * call that pointer after the library unloads. */ #ifndef SDL_loadso_h_ diff --git a/include/SDL3/SDL_main.h b/include/SDL3/SDL_main.h index 152a2cc5c0..fca557e5d7 100644 --- a/include/SDL3/SDL_main.h +++ b/include/SDL3/SDL_main.h @@ -35,12 +35,12 @@ * * SDL will take care of platform specific details on how it gets called. * - * This is also where an app can be configured to use the main callbacks, - * via the SDL_MAIN_USE_CALLBACKS macro. + * This is also where an app can be configured to use the main callbacks, via + * the SDL_MAIN_USE_CALLBACKS macro. * * This is a "single-header library," which is to say that including this - * header inserts code into your program, and you should only include it - * once in most cases. SDL.h does not include this header automatically. + * header inserts code into your program, and you should only include it once + * in most cases. SDL.h does not include this header automatically. * * For more information, see: * diff --git a/include/SDL3/SDL_scancode.h b/include/SDL3/SDL_scancode.h index d0a0c2df62..1259f80086 100644 --- a/include/SDL3/SDL_scancode.h +++ b/include/SDL3/SDL_scancode.h @@ -24,8 +24,8 @@ * * Defines keyboard scancodes. * - * Please refer to the Best Keyboard Practices document for - * details on what this information means and how best to use it. + * Please refer to the Best Keyboard Practices document for details on what + * this information means and how best to use it. * * https://wiki.libsdl.org/SDL3/BestKeyboardPractices */