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include: A ton of little documentation tweaks, fixes, and improvements.
This is just stuff I noticed while working on the wikiheaders updates. A thorough pass over all the docs would not be terrible, and maybe a simple script to check for consistency (does everything have a `\since` on it? etc) might be nice, too.
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45 changed files with 1565 additions and 833 deletions
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@ -62,14 +62,14 @@ extern "C" {
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#endif
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/**
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* The name of the software renderer
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* The name of the software renderer.
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*/
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#define SDL_SOFTWARE_RENDERER "software"
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/**
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* Flags used when creating a rendering context
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* Flags used when creating a rendering context.
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*/
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typedef enum
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typedef enum SDL_RendererFlags
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{
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SDL_RENDERER_PRESENTVSYNC = 0x00000004 /**< Present is synchronized with the refresh rate */
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} SDL_RendererFlags;
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@ -88,7 +88,7 @@ typedef struct SDL_RendererInfo
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} SDL_RendererInfo;
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/**
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* Vertex structure
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* Vertex structure.
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*/
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typedef struct SDL_Vertex
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{
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@ -100,7 +100,7 @@ typedef struct SDL_Vertex
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/**
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* The access pattern allowed for a texture.
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*/
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typedef enum
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typedef enum SDL_TextureAccess
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{
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SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
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SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
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@ -108,9 +108,9 @@ typedef enum
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} SDL_TextureAccess;
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/**
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* How the logical size is mapped to the output
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* How the logical size is mapped to the output.
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*/
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typedef enum
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typedef enum SDL_RendererLogicalPresentation
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{
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SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
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SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
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@ -2078,7 +2078,7 @@ extern DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
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extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
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/**
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* Get the Metal command encoder for the current frame
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* Get the Metal command encoder for the current frame.
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*
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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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