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Sync SDL3 wiki -> header

SDL Wiki Bot 6 months ago
parent
commit
a3413e050b
2 changed files with 16 additions and 15 deletions
  1. 8 8
      include/SDL3/SDL_init.h
  2. 8 7
      include/SDL3/SDL_video.h

+ 8 - 8
include/SDL3/SDL_init.h

@@ -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

+ 8 - 7
include/SDL3/SDL_video.h

@@ -29,13 +29,14 @@
  * interacting with a window.
  *
  * The video subsystem is also interested in abstracting away some
- * platform-specific differences in OpenGL: context creation, swapping buffers,
- * etc. This may be crucial to your app, but also you are not required to use
- * OpenGL at all.
- * In fact, SDL can provide rendering to those windows as well, either with an
- * easy-to-use [2D API](https://wiki.libsdl.org/SDL3/CategoryRender)
- * or with a more-powerful [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU).
- * Of course, it can simply get out of your way and give you the window
+ * platform-specific differences in OpenGL: context creation, swapping
+ * buffers, etc. This may be crucial to your app, but also you are not
+ * required to use OpenGL at all. In fact, SDL can provide rendering to those
+ * windows as well, either with an easy-to-use
+ * [2D API](https://wiki.libsdl.org/SDL3/CategoryRender)
+ * or with a more-powerful
+ * [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU)
+ * . Of course, it can simply get out of your way and give you the window
  * handles you need to use Vulkan, Direct3D, Metal, or whatever else you like
  * directly, too.
  *