Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot 2024-06-29 00:09:51 +00:00
parent a7d4f0a76c
commit 9332de9f25
2 changed files with 22 additions and 11 deletions

View file

@ -943,20 +943,26 @@ extern "C" {
#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES" #define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
/** /**
* A variable describing what IME elements the OS should render natively over the game. * A variable describing what IME elements the OS should render natively over
* the game.
* *
* By default IME UI is handled using native components by the OS, however this interferes with fullscreen games in some cases. * By default IME UI is handled using native components by the OS, however
* this interferes with fullscreen games in some cases.
* *
* The variable can be set to a comma separated list containing the following items: * The variable can be set to a comma separated list containing the following
* items:
* *
* - "none" or "0": Native UI elements will not be displayed. * - "none" or "0": Native UI elements will not be displayed.
* - "composition": Native UI elements will be used for the IME composition string. * - "composition": Native UI elements will be used for the IME composition
* string.
* - "candidates": Native UI elements will be used for the IME candidate list. * - "candidates": Native UI elements will be used for the IME candidate list.
* - "all" or "1": Native UI elements will be used for all IME UI. (default) * - "all" or "1": Native UI elements will be used for all IME UI. (default)
* *
* If native UI is used for the composition string, then SDL_EVENT_TEXT_EDITING will not be sent. * If native UI is used for the composition string, then
* SDL_EVENT_TEXT_EDITING will not be sent.
* *
* If native UI is used for the candidates list, then SDL_EVENT_TEXT_EDITING_CANDIDATES will not be sent. * If native UI is used for the candidates list, then
* SDL_EVENT_TEXT_EDITING_CANDIDATES will not be sent.
* *
* This hint should be set before SDL is initialized. * This hint should be set before SDL is initialized.
* *

View file

@ -420,11 +420,14 @@ extern SDL_DECLSPEC int SDLCALL SDL_ClearComposition(SDL_Window *window);
/** /**
* Set the area used to type Unicode text input. * Set the area used to type Unicode text input.
* *
* Native input methods may place a window with word suggestions near the cursor, without covering the text being entered. * Native input methods may place a window with word suggestions near the
* cursor, without covering the text being entered.
* *
* \param window the window for which to set the text input area. * \param window the window for which to set the text input area.
* \param rect the SDL_Rect representing the text input area, in window coordinates, or NULL to clear it. * \param rect the SDL_Rect representing the text input area, in window
* \param cursor the offset of the current cursor location relative to `rect->x`, in window coordinates. * coordinates, or NULL to clear it.
* \param cursor the offset of the current cursor location relative to
* `rect->x`, in window coordinates.
* \returns 0 on success or a negative error code on failure; call * \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information. * SDL_GetError() for more information.
* *
@ -441,8 +444,10 @@ extern SDL_DECLSPEC int SDLCALL SDL_SetTextInputArea(SDL_Window *window, const S
* This returns the values previously set by SDL_SetTextInputArea(). * This returns the values previously set by SDL_SetTextInputArea().
* *
* \param window the window for which to query the text input area. * \param window the window for which to query the text input area.
* \param rect a pointer to an SDL_Rect filled in with the text input area, may be NULL. * \param rect a pointer to an SDL_Rect filled in with the text input area,
* \param cursor a pointer to the offset of the current cursor location relative to `rect->x`, may be NULL. * may be NULL.
* \param cursor a pointer to the offset of the current cursor location
* relative to `rect->x`, may be NULL.
* \returns 0 on success or a negative error code on failure; call * \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information. * SDL_GetError() for more information.
* *