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Sync SDL3 wiki -> header

SDL Wiki Bot 11 hónapja
szülő
commit
10c2682647

+ 15 - 17
include/SDL3/SDL_gamepad.h

@@ -63,12 +63,11 @@ typedef struct SDL_Gamepad SDL_Gamepad;
 /**
  * Standard gamepad types.
  *
- * This type does not necessarily map to first-party controllers
- * from Microsoft/Sony/Nintendo; in many cases, third-party controllers
- * can report as these, either because they were designed for a
- * specific console, or they simply most closely match that console's
- * controllers (does it have A/B/X/Y buttons or X/O/Square/Triangle?
- * Does it have a touchpad? etc).
+ * This type does not necessarily map to first-party controllers from
+ * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report
+ * as these, either because they were designed for a specific console, or they
+ * simply most closely match that console's controllers (does it have A/B/X/Y
+ * buttons or X/O/Square/Triangle? Does it have a touchpad? etc).
  */
 typedef enum SDL_GamepadType
 {
@@ -194,10 +193,10 @@ typedef enum SDL_GamepadAxis
 /**
  * Types of gamepad control bindings.
  *
- * A gamepad is a collection of bindings that map arbitrary joystick
- * buttons, axes and hat switches to specific positions on a generic
- * console-style gamepad. This enum is used as part of SDL_GamepadBinding
- * to specify those mappings.
+ * A gamepad is a collection of bindings that map arbitrary joystick buttons,
+ * axes and hat switches to specific positions on a generic console-style
+ * gamepad. This enum is used as part of SDL_GamepadBinding to specify those
+ * mappings.
  *
  * \since This enum is available since SDL 3.0.0.
  */
@@ -212,14 +211,13 @@ typedef enum SDL_GamepadBindingType
 /**
  * A mapping between one joystick input to a gamepad control.
  *
- * A gamepad has a collection of several bindings, to say, for
- * example, when joystick button number 5 is pressed, that should
- * be treated like the gamepad's "start" button.
+ * A gamepad has a collection of several bindings, to say, for example, when
+ * joystick button number 5 is pressed, that should be treated like the
+ * gamepad's "start" button.
  *
- * SDL has these bindings built-in for many popular controllers,
- * and can add more with a simple text string. Those strings are
- * parsed into a collection of these structs to make it easier
- * to operate on the data.
+ * SDL has these bindings built-in for many popular controllers, and can add
+ * more with a simple text string. Those strings are parsed into a collection
+ * of these structs to make it easier to operate on the data.
  *
  * \since This struct is available since SDL 3.0.0.
  *

+ 4 - 4
include/SDL3/SDL_joystick.h

@@ -110,8 +110,8 @@ typedef Uint32 SDL_JoystickID;
  * type of device, and will report it through SDL_GetJoystickType (or
  * SDL_GetJoystickInstanceType).
  *
- * This is by no means a complete list of everything that can be plugged
- * into a computer.
+ * This is by no means a complete list of everything that can be plugged into
+ * a computer.
  *
  * \since This enum is available since SDL 3.0.0.
  */
@@ -132,8 +132,8 @@ typedef enum SDL_JoystickType
 /**
  * Possible connection states for a joystick device.
  *
- * This is used by SDL_GetJoystickConnectionState to report how a device
- * is connected to the system.
+ * This is used by SDL_GetJoystickConnectionState to report how a device is
+ * connected to the system.
  *
  * \since This enum is available since SDL 3.0.0.
  */

+ 19 - 22
include/SDL3/SDL_mutex.h

@@ -133,8 +133,8 @@ extern "C" {
 /**
  * A means to serialize access to a resource between threads.
  *
- * Mutexes (short for "mutual exclusion") are a synchronization primitive
- * that allows exactly one thread to proceed at a time.
+ * Mutexes (short for "mutual exclusion") are a synchronization primitive that
+ * allows exactly one thread to proceed at a time.
  *
  * Wikipedia has a thorough explanation of the concept:
  *
@@ -261,20 +261,18 @@ extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_Mutex *mutex);
 /**
  * A mutex that allows read-only threads to run in parallel.
  *
- * A rwlock is roughly the same concept as SDL_Mutex, but allows
- * threads that request read-only access to all hold the lock at
- * the same time. If a thread requests write access, it will block
- * until all read-only threads have released the lock, and no one
- * else can hold the thread (for reading or writing) at the same
- * time as the writing thread.
+ * A rwlock is roughly the same concept as SDL_Mutex, but allows threads that
+ * request read-only access to all hold the lock at the same time. If a thread
+ * requests write access, it will block until all read-only threads have
+ * released the lock, and no one else can hold the thread (for reading or
+ * writing) at the same time as the writing thread.
  *
- * This can be more efficient in cases where several threads need
- * to access data frequently, but changes to that data are rare.
+ * This can be more efficient in cases where several threads need to access
+ * data frequently, but changes to that data are rare.
  *
- * There are other rules that apply to rwlocks that don't apply
- * to mutexes, about how threads are scheduled and when they can
- * be recursively locked. These are documented in the other rwlock
- * functions.
+ * There are other rules that apply to rwlocks that don't apply to mutexes,
+ * about how threads are scheduled and when they can be recursively locked.
+ * These are documented in the other rwlock functions.
  *
  * \since This struct is available since SDL 3.0.0.
  */
@@ -517,11 +515,10 @@ extern DECLSPEC void SDLCALL SDL_DestroyRWLock(SDL_RWLock *rwlock);
 /**
  * A means to manage access to a resource, by count, between threads.
  *
- * Semaphores (specifically, "counting semaphores"), let X number of
- * threads request access at the same time, each thread granted access
- * decrementing a counter. When the counter reaches zero, future requests
- * block until a prior thread releases their request, incrementing the
- * counter again.
+ * Semaphores (specifically, "counting semaphores"), let X number of threads
+ * request access at the same time, each thread granted access decrementing a
+ * counter. When the counter reaches zero, future requests block until a prior
+ * thread releases their request, incrementing the counter again.
  *
  * Wikipedia has a thorough explanation of the concept:
  *
@@ -671,9 +668,9 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetSemaphoreValue(SDL_Semaphore *sem);
 /**
  * A means to block multiple threads until a condition is satisfied.
  *
- * Condition variables, paired with an SDL_Mutex, let an app
- * halt multiple threads until a condition has occurred, at which
- * time the app can release one or all waiting threads.
+ * Condition variables, paired with an SDL_Mutex, let an app halt multiple
+ * threads until a condition has occurred, at which time the app can release
+ * one or all waiting threads.
  *
  * Wikipedia has a thorough explanation of the concept:
  *

+ 7 - 9
include/SDL3/SDL_storage.h

@@ -45,13 +45,12 @@ extern "C" {
 /**
  * Function interface for SDL_Storage.
  *
- * Apps that want to supply a custom implementation of SDL_Storage
- * will fill in all the functions in this struct, and then pass it to
- * SDL_OpenStorage to create a custom SDL_Storage object.
+ * Apps that want to supply a custom implementation of SDL_Storage will fill
+ * in all the functions in this struct, and then pass it to SDL_OpenStorage to
+ * create a custom SDL_Storage object.
  *
  * It is not usually necessary to do this; SDL provides standard
- * implementations for many things you might expect to do with
- * an SDL_Storage.
+ * implementations for many things you might expect to do with an SDL_Storage.
  *
  * \since This struct is available since SDL 3.0.0.
  */
@@ -91,10 +90,9 @@ typedef struct SDL_StorageInterface
 /**
  * An abstract interface for filesystem access.
  *
- * This is an opaque datatype. One can create this object
- * using standard SDL functions like SDL_OpenTitleStorage or
- * SDL_OpenUserStorage, etc, or create an object with a custom
- * implementation using SDL_OpenStorage.
+ * This is an opaque datatype. One can create this object using standard SDL
+ * functions like SDL_OpenTitleStorage or SDL_OpenUserStorage, etc, or create
+ * an object with a custom implementation using SDL_OpenStorage.
  *
  * \since This struct is available since SDL 3.0.0.
  */