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Sync SDL3 wiki -> header

SDL Wiki Bot 1 năm trước cách đây
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commit
675216e81b
3 tập tin đã thay đổi với 19 bổ sung10 xóa
  1. 4 3
      include/SDL3/SDL_joystick.h
  2. 6 2
      include/SDL3/SDL_keyboard.h
  3. 9 5
      include/SDL3/SDL_mouse.h

+ 4 - 3
include/SDL3/SDL_joystick.h

@@ -216,8 +216,8 @@ extern DECLSPEC int SDLCALL SDL_GetJoystickInstancePlayerIndex(SDL_JoystickID in
  * This can be called before any joysticks are opened.
  *
  * \param instance_id the joystick instance ID
- * \returns the GUID of the selected joystick. If called with an invalid instance_id,
- *          this function returns a zero GUID.
+ * \returns the GUID of the selected joystick. If called with an invalid
+ *          instance_id, this function returns a zero GUID.
  *
  * \since This function is available since SDL 3.0.0.
  *
@@ -284,7 +284,8 @@ extern DECLSPEC Uint16 SDLCALL SDL_GetJoystickInstanceProductVersion(SDL_Joystic
  *
  * \param instance_id the joystick instance ID
  * \returns the SDL_JoystickType of the selected joystick. If called with an
- *          invalid instance_id, this function returns `SDL_JOYSTICK_TYPE_UNKNOWN`.
+ *          invalid instance_id, this function returns
+ *          `SDL_JOYSTICK_TYPE_UNKNOWN`.
  *
  * \since This function is available since SDL 3.0.0.
  *

+ 6 - 2
include/SDL3/SDL_keyboard.h

@@ -70,7 +70,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasKeyboard(void);
 /**
  * Get a list of currently connected keyboards.
  *
- * Note that this will include any device or virtual driver that includes keyboard functionality, including some mice, KVM switches, motherboard power buttons, etc. You should wait for input from a device before you consider it actively in use.
+ * Note that this will include any device or virtual driver that includes
+ * keyboard functionality, including some mice, KVM switches, motherboard
+ * power buttons, etc. You should wait for input from a device before you
+ * consider it actively in use.
  *
  * \param count a pointer filled in with the number of keyboards returned
  * \returns a 0 terminated array of keyboards instance IDs which should be
@@ -90,7 +93,8 @@ extern DECLSPEC SDL_KeyboardID *SDLCALL SDL_GetKeyboards(int *count);
  * This function returns "" if the keyboard doesn't have a name.
  *
  * \param instance_id the keyboard instance ID
- * \returns the name of the selected keyboard, or NULL on failure; call SDL_GetError() for more information.
+ * \returns the name of the selected keyboard, or NULL on failure; call
+ *          SDL_GetError() for more information.
  *
  * \since This function is available since SDL 3.0.0.
  *

+ 9 - 5
include/SDL3/SDL_mouse.h

@@ -95,12 +95,15 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasMouse(void);
 /**
  * Get a list of currently connected mice.
  *
- * Note that this will include any device or virtual driver that includes mouse functionality, including some game controllers, KVM switches, etc. You should wait for input from a device before you consider it actively in use.
+ * Note that this will include any device or virtual driver that includes
+ * mouse functionality, including some game controllers, KVM switches, etc.
+ * You should wait for input from a device before you consider it actively in
+ * use.
  *
  * \param count a pointer filled in with the number of mice returned
- * \returns a 0 terminated array of mouse instance IDs which should be
- *          freed with SDL_free(), or NULL on error; call SDL_GetError() for
- *          more details.
+ * \returns a 0 terminated array of mouse instance IDs which should be freed
+ *          with SDL_free(), or NULL on error; call SDL_GetError() for more
+ *          details.
  *
  * \since This function is available since SDL 3.0.0.
  *
@@ -115,7 +118,8 @@ extern DECLSPEC SDL_MouseID *SDLCALL SDL_GetMice(int *count);
  * This function returns "" if the mouse doesn't have a name.
  *
  * \param instance_id the mouse instance ID
- * \returns the name of the selected mouse, or NULL on failure; call SDL_GetError() for more information.
+ * \returns the name of the selected mouse, or NULL on failure; call
+ *          SDL_GetError() for more information.
  *
  * \since This function is available since SDL 3.0.0.
  *