|
@@ -28,18 +28,18 @@
|
|
|
* Almost everything can simply call SDL_Init() near startup, with a handful
|
|
|
* of flags to specify subsystems to touch. These are here to make sure SDL
|
|
|
* does not even attempt to touch low-level pieces of the operating system
|
|
|
- * that you don't intend to use. For example, you might be using SDL for
|
|
|
- * video and input but chose an external library for audio, and in this case
|
|
|
- * you would just need to leave off the `SDL_INIT_AUDIO` flag to make sure
|
|
|
- * that external library has complete control.
|
|
|
+ * that you don't intend to use. For example, you might be using SDL for video
|
|
|
+ * and input but chose an external library for audio, and in this case you
|
|
|
+ * would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that
|
|
|
+ * external library has complete control.
|
|
|
*
|
|
|
* Most apps, when terminating, should call SDL_Quit(). This will clean up
|
|
|
* (nearly) everything that SDL might have allocated, and crucially, it'll
|
|
|
- * make sure that the display's resolution is back to what the user expects
|
|
|
- * if you had previously changed it for your game.
|
|
|
+ * make sure that the display's resolution is back to what the user expects if
|
|
|
+ * you had previously changed it for your game.
|
|
|
*
|
|
|
- * SDL3 apps are strongly encouraged to call SDL_SetAppMetadata at startup
|
|
|
- * to fill in details about the program. This is completely optional, but it
|
|
|
+ * SDL3 apps are strongly encouraged to call SDL_SetAppMetadata at startup to
|
|
|
+ * fill in details about the program. This is completely optional, but it
|
|
|
* helps in small ways (we can provide an About dialog box for the macOS menu,
|
|
|
* we can name the app in the system's audio mixer, etc). Those that want to
|
|
|
* provide a _lot_ of information should look at the more-detailed
|