Updated "see also" references to be more consistent

Fixes https://github.com/libsdl-org/SDL/issues/9282
This commit is contained in:
Sam Lantinga 2024-03-17 11:00:15 -07:00
parent d972244d3a
commit d8a54cd4f8
26 changed files with 279 additions and 439 deletions

View file

@ -251,7 +251,7 @@ typedef struct SDL_GamepadBinding
extern DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
/**
* Load a set of gamepad mappings from a seekable SDL data stream.
* Load a set of gamepad mappings from an SDL_IOStream.
*
* You can call this function several times, if needed, to load different
* database files.
@ -277,6 +277,7 @@ extern DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
*
* \sa SDL_AddGamepadMapping
* \sa SDL_AddGamepadMappingsFromFile
* \sa SDL_GetGamepadMapping
* \sa SDL_GetGamepadMappingForGUID
*/
extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, SDL_bool closeio);
@ -302,6 +303,7 @@ extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, SDL_
*
* \sa SDL_AddGamepadMapping
* \sa SDL_AddGamepadMappingsFromIO
* \sa SDL_GetGamepadMapping
* \sa SDL_GetGamepadMappingForGUID
*/
extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file);
@ -363,6 +365,7 @@ extern DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_JoystickGUID gui
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AddGamepadMapping
* \sa SDL_GetGamepadInstanceMapping
* \sa SDL_GetGamepadMappingForGUID
* \sa SDL_SetGamepadMapping
*/
@ -409,6 +412,7 @@ extern DECLSPEC SDL_JoystickID *SDLCALL SDL_GetGamepads(int *count);
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetJoysticks
* \sa SDL_OpenGamepad
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
@ -425,7 +429,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadName
* \sa SDL_OpenGamepad
* \sa SDL_GetGamepads
*/
extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstanceName(SDL_JoystickID instance_id);
@ -441,7 +445,7 @@ extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstanceName(SDL_JoystickID in
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadPath
* \sa SDL_OpenGamepad
* \sa SDL_GetGamepads
*/
extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstancePath(SDL_JoystickID instance_id);
@ -456,7 +460,7 @@ extern DECLSPEC const char *SDLCALL SDL_GetGamepadInstancePath(SDL_JoystickID in
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadPlayerIndex
* \sa SDL_OpenGamepad
* \sa SDL_GetGamepads
*/
extern DECLSPEC int SDLCALL SDL_GetGamepadInstancePlayerIndex(SDL_JoystickID instance_id);
@ -473,6 +477,7 @@ extern DECLSPEC int SDLCALL SDL_GetGamepadInstancePlayerIndex(SDL_JoystickID ins
*
* \sa SDL_GetGamepadGUID
* \sa SDL_GetGamepadGUIDString
* \sa SDL_GetGamepads
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadInstanceGUID(SDL_JoystickID instance_id);
@ -487,6 +492,9 @@ extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadInstanceGUID(SDL_Joystick
* index, this function returns zero
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadVendor
* \sa SDL_GetGamepads
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceVendor(SDL_JoystickID instance_id);
@ -501,6 +509,9 @@ extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceVendor(SDL_JoystickID insta
* invalid index, this function returns zero
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadProduct
* \sa SDL_GetGamepads
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProduct(SDL_JoystickID instance_id);
@ -515,6 +526,9 @@ extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProduct(SDL_JoystickID inst
* invalid index, this function returns zero
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadProductVersion
* \sa SDL_GetGamepads
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProductVersion(SDL_JoystickID instance_id);
@ -527,6 +541,10 @@ extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProductVersion(SDL_Joystick
* \returns the gamepad type.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadType
* \sa SDL_GetGamepads
* \sa SDL_GetRealGamepadInstanceType
*/
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadInstanceType(SDL_JoystickID instance_id);
@ -539,6 +557,10 @@ extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadInstanceType(SDL_JoystickI
* \returns the gamepad type.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadInstanceType
* \sa SDL_GetGamepads
* \sa SDL_GetRealGamepadType
*/
extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadInstanceType(SDL_JoystickID instance_id);
@ -552,6 +574,9 @@ extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadInstanceType(SDL_Joyst
* no mapping is available.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepads
* \sa SDL_GetGamepadMapping
*/
extern DECLSPEC char *SDLCALL SDL_GetGamepadInstanceMapping(SDL_JoystickID instance_id);
@ -639,8 +664,6 @@ extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *g
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_OpenGamepad
*/
extern DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadInstanceID(SDL_Gamepad *gamepad);
@ -655,7 +678,6 @@ extern DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadInstanceID(SDL_Gamepad *gam
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadInstanceName
* \sa SDL_OpenGamepad
*/
extern DECLSPEC const char *SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
@ -708,6 +730,8 @@ extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *game
* \returns the player index for gamepad, or -1 if it's not available.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetGamepadPlayerIndex
*/
extern DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
@ -721,6 +745,8 @@ extern DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadPlayerIndex
*/
extern DECLSPEC int SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index);
@ -733,6 +759,8 @@ extern DECLSPEC int SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int
* \returns the USB vendor ID, or zero if unavailable.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadInstanceVendor
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad);
@ -745,6 +773,8 @@ extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad);
* \returns the USB product ID, or zero if unavailable.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadInstanceProduct
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad);
@ -757,6 +787,8 @@ extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad);
* \returns the USB product version, or zero if unavailable.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadInstanceProductVersion
*/
extern DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad);
@ -818,9 +850,6 @@ extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_GetGamepadPowerLevel(SDL_Game
* connected, or SDL_FALSE if not.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CloseGamepad
* \sa SDL_OpenGamepad
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
@ -854,6 +883,7 @@ extern DECLSPEC SDL_Joystick *SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepa
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GamepadEventsEnabled
* \sa SDL_UpdateGamepads
*/
extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled);
@ -966,7 +996,7 @@ extern DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char
*
* \sa SDL_GetGamepadAxisFromString
*/
extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
extern DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
/**
* Query whether a gamepad has a given axis.
@ -979,6 +1009,9 @@ extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis
* \returns SDL_TRUE if the gamepad has this axis, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GamepadHasButton
* \sa SDL_GetGamepadAxis
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
@ -1001,6 +1034,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_Ga
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GamepadHasAxis
* \sa SDL_GetGamepadButton
*/
extern DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
@ -1018,6 +1052,8 @@ extern DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_Game
* `SDL_GAMEPAD_BUTTON_INVALID` if no match was found.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadStringForButton
*/
extern DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str);
@ -1048,6 +1084,8 @@ extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadBut
* \returns SDL_TRUE if the gamepad has this button, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GamepadHasAxis
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
@ -1061,6 +1099,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GamepadHasButton
* \sa SDL_GetGamepadAxis
*/
extern DECLSPEC Uint8 SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
@ -1098,6 +1137,8 @@ extern DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL_Gam
* \returns number of touchpads
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetNumGamepadTouchpadFingers
*/
extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad);
@ -1110,6 +1151,9 @@ extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad);
* \returns number of supported simultaneous fingers
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadTouchpadFinger
* \sa SDL_GetNumGamepadTouchpads
*/
extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad);
@ -1127,6 +1171,8 @@ extern DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepa
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetNumGamepadTouchpadFingers
*/
extern DECLSPEC int SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
@ -1138,6 +1184,10 @@ extern DECLSPEC int SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, i
* \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGamepadSensorData
* \sa SDL_GetGamepadSensorDataRate
* \sa SDL_SetGamepadSensorEnabled
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type);
@ -1151,6 +1201,9 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GamepadHasSensor
* \sa SDL_GamepadSensorEnabled
*/
extern DECLSPEC int SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, SDL_bool enabled);
@ -1162,6 +1215,8 @@ extern DECLSPEC int SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SD
* \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetGamepadSensorEnabled
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type);
@ -1237,6 +1292,8 @@ extern DECLSPEC int SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_f
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RumbleGamepad
*/
extern DECLSPEC int SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);