include: Removed some SDL2 references in the documentation.

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Ryan C. Gordon 2024-04-13 09:23:22 -04:00
parent 98e9f361a8
commit f01b34fd8d
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6 changed files with 19 additions and 33 deletions

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@ -301,14 +301,14 @@ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
* While capturing is enabled, the current window will have the
* `SDL_WINDOW_MOUSE_CAPTURE` flag set.
*
* Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
* mouse while the user is pressing a button; this is to try and make mouse
* behavior more consistent between platforms, and deal with the common case
* of a user dragging the mouse outside of the window. This means that if you
* are calling SDL_CaptureMouse() only to deal with this situation, you no
* longer have to (although it is safe to do so). If this causes problems for
* your app, you can disable auto capture by setting the
* `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
* Please note that SDL will attempt to "auto capture" the mouse while the
* user is pressing a button; this is to try and make mouse behavior more
* consistent between platforms, and deal with the common case of a user
* dragging the mouse outside of the window. This means that if you are calling
* SDL_CaptureMouse() only to deal with this situation, you do not have to
* (although it is safe to do so). If this causes problems for your app, you
* can disable auto capture by setting the `SDL_HINT_MOUSE_AUTO_CAPTURE`
* hint to zero.
*
* \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
* \returns 0 on success or a negative error code on failure; call
@ -352,8 +352,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
* hide the cursor and draw your own as part of your game's rendering, but it
* will be bound to the framerate.
*
* Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
* provides twelve readily available system cursors to pick from.
* Also, SDL_CreateSystemCursor() is available, which provides several
* readily-available system cursors to pick from.
*
* \param data the color value for each pixel of the cursor
* \param mask the mask value for each pixel of the cursor