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docs: Filled in some category pages.
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4 changed files with 63 additions and 5 deletions
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@ -23,6 +23,26 @@
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* # CategoryError
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*
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* Simple error message routines for SDL.
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*
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* Most apps will interface with these APIs in exactly one function: when
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* almost any SDL function call reports failure, you can get a human-readable
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* string of the problem from SDL_GetError().
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*
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* These strings are maintained per-thread, and apps are welcome to set their
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* own errors, which is popular when building libraries on top of SDL for
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* other apps to consume. These strings are set by calling SDL_SetError.
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*
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* A common usage pattern is to have a function that returns true for success
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* and false for failure, and do this when something fails:
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*
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* ```c
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* if (something_went_wrong) {
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* return SDL_SetError("The thing broke in this specific way: %d", errcode);
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* }
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* ```
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*
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* It's also common to just return `false` in this case if the failing thing
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* is known to call SDL_SetError(), so errors simply propagate through.
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*/
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#ifndef SDL_error_h_
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@ -22,8 +22,6 @@
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/**
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* # CategoryHints
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*
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* Official documentation for SDL configuration variables
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*
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* This file contains functions to set and get configuration hints, as well as
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* listing each of them alphabetically.
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*
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@ -22,10 +22,30 @@
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/**
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* # CategoryInit
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*
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* SDL subsystem init and quit functions.
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* All SDL programs need to initialize the library before starting to work
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* with it.
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*
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* Almost everything can simply call SDL_Init() near startup, with a handful
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* of flags to specify subsystems to touch. These are here to make sure SDL
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* does not even attempt to touch low-level pieces of the operating system
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* that you don't intend to use. For example, you might be using SDL for
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* video and input but chose an external library for audio, and in this case
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* you would just need to leave off the `SDL_INIT_AUDIO` flag to make sure
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* that external library has complete control.
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*
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* Most apps, when terminating, should call SDL_Quit(). This will clean up
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* (nearly) everything that SDL might have allocated, and crucially, it'll
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* make sure that the display's resolution is back to what the user expects
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* if you had previously changed it for your game.
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*
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* SDL3 apps are strongly encouraged to call SDL_SetAppMetadata at startup
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* to fill in details about the program. This is completely optional, but it
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* helps in small ways (we can provide an About dialog box for the macOS menu,
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* we can name the app in the system's audio mixer, etc). Those that want to
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* provide a _lot_ of information should look at the more-detailed
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* SDL_SetAppMetadataProperty().
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*/
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#ifndef SDL_init_h_
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#define SDL_init_h_
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/**
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* # CategoryVideo
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*
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* SDL video functions.
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* SDL's video subsystem is largely interested in abstracting window
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* management from the underlying operating system. You can create windows,
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* manage them in various ways, set them fullscreen, and get events when
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* interesting things happen with them, such as the mouse or keyboard
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* interacting with a window.
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*
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* The video subsystem is also interested in abstracting away some
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* platform-specific differences in OpenGL: context creation, swapping buffers,
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* etc. This may be crucial to your app, but also you are not required to use
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* OpenGL at all.
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* In fact, SDL can provide rendering to those windows as well, either with an
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* easy-to-use [2D API](https://wiki.libsdl.org/SDL3/CategoryRender)
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* or with a more-powerful [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU).
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* Of course, it can simply get out of your way and give you the window
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* handles you need to use Vulkan, Direct3D, Metal, or whatever else you like
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* directly, too.
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*
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* The video subsystem covers a lot of functionality, out of necessity, so it
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* is worth perusing the list of functions just to see what's available, but
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* most apps can get by with simply creating a window and listening for
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* events, so start with SDL_CreateWindow() and SDL_PollEvent().
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*/
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#ifndef SDL_video_h_
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