Sync wiki -> SDL2.
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3 changed files with 14 additions and 14 deletions
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@ -527,8 +527,8 @@ extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameControl
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/**
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* Get the Steam Input handle of an opened controller, if available.
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*
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* Returns an InputHandle_t for the controller that can be used with Steam Input API:
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* https://partner.steamgames.com/doc/api/ISteamInput
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* Returns an InputHandle_t for the controller that can be used with Steam
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* Input API: https://partner.steamgames.com/doc/api/ISteamInput
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*
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* \param gamecontroller the game controller object to query.
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* \returns the gamepad handle, or 0 if unavailable.
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@ -704,13 +704,12 @@ SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameController
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*
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* The axis indices start at index 0.
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*
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* For thumbsticks, the state is a value ranging from -32768 (up/left)
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* to 32767 (down/right).
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* For thumbsticks, the state is a value ranging from -32768 (up/left) to
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* 32767 (down/right).
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*
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* Triggers range from 0 when released to 32767 when fully pressed, and
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* never return a negative value. Note that this differs from the value
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* reported by the lower-level SDL_GetJoystickAxis(), which normally uses
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* the full range.
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* Triggers range from 0 when released to 32767 when fully pressed, and never
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* return a negative value. Note that this differs from the value reported by
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* the lower-level SDL_GetJoystickAxis(), which normally uses the full range.
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*
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* \param gamecontroller a game controller
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* \param axis an axis index (one of the SDL_GameControllerAxis values)
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@ -298,9 +298,10 @@ extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
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extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void);
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/**
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* Set the rectangle used to type Unicode text inputs. Native input methods
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* will place a window with word suggestions near it, without covering the
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* text being inputted.
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* Set the rectangle used to type Unicode text inputs.
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*
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* Native input methods will place a window with word suggestions near it,
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* without covering the text being inputted.
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*
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* To start text input in a given location, this function is intended to be
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* called before SDL_StartTextInput, although some platforms support moving
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@ -1347,8 +1347,8 @@ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window);
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*
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* Note that this function will update _at least_ the rectangles specified,
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* but this is only intended as an optimization; in practice, this might
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* update more of the screen (or all of the screen!), depending on what
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* method SDL uses to send pixels to the system.
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* update more of the screen (or all of the screen!), depending on what method
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* SDL uses to send pixels to the system.
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*
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* \param window the window to update
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* \param rects an array of SDL_Rect structures representing areas of the
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