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Sync wiki -> SDL2.

Ryan C. Gordon há 1 ano atrás
pai
commit
623a83f2b5
3 ficheiros alterados com 14 adições e 14 exclusões
  1. 7 8
      include/SDL_gamecontroller.h
  2. 5 4
      include/SDL_keyboard.h
  3. 2 2
      include/SDL_video.h

+ 7 - 8
include/SDL_gamecontroller.h

@@ -527,8 +527,8 @@ extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameControl
 /**
  * Get the Steam Input handle of an opened controller, if available.
  *
- * Returns an InputHandle_t for the controller that can be used with Steam Input API:
- * https://partner.steamgames.com/doc/api/ISteamInput
+ * Returns an InputHandle_t for the controller that can be used with Steam
+ * Input API: https://partner.steamgames.com/doc/api/ISteamInput
  *
  * \param gamecontroller the game controller object to query.
  * \returns the gamepad handle, or 0 if unavailable.
@@ -704,13 +704,12 @@ SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameController
  *
  * The axis indices start at index 0.
  *
- * For thumbsticks, the state is a value ranging from -32768 (up/left)
- * to 32767 (down/right).
+ * For thumbsticks, the state is a value ranging from -32768 (up/left) to
+ * 32767 (down/right).
  *
- * Triggers range from 0 when released to 32767 when fully pressed, and
- * never return a negative value. Note that this differs from the value
- * reported by the lower-level SDL_GetJoystickAxis(), which normally uses
- * the full range.
+ * Triggers range from 0 when released to 32767 when fully pressed, and never
+ * return a negative value. Note that this differs from the value reported by
+ * the lower-level SDL_GetJoystickAxis(), which normally uses the full range.
  *
  * \param gamecontroller a game controller
  * \param axis an axis index (one of the SDL_GameControllerAxis values)

+ 5 - 4
include/SDL_keyboard.h

@@ -298,10 +298,11 @@ extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
 extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void);
 
 /**
- * Set the rectangle used to type Unicode text inputs. Native input methods
- * will place a window with word suggestions near it, without covering the
- * text being inputted.
- * 
+ * Set the rectangle used to type Unicode text inputs.
+ *
+ * Native input methods will place a window with word suggestions near it,
+ * without covering the text being inputted.
+ *
  * To start text input in a given location, this function is intended to be
  * called before SDL_StartTextInput, although some platforms support moving
  * the rectangle even while text input (and a composition) is active.

+ 2 - 2
include/SDL_video.h

@@ -1347,8 +1347,8 @@ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window);
  *
  * Note that this function will update _at least_ the rectangles specified,
  * but this is only intended as an optimization; in practice, this might
- * update more of the screen (or all of the screen!), depending on what
- * method SDL uses to send pixels to the system.
+ * update more of the screen (or all of the screen!), depending on what method
+ * SDL uses to send pixels to the system.
  *
  * \param window the window to update
  * \param rects an array of SDL_Rect structures representing areas of the