diff --git a/include/SDL3/SDL_blendmode.h b/include/SDL3/SDL_blendmode.h index 0c6baa1f8..5913b3511 100644 --- a/include/SDL3/SDL_blendmode.h +++ b/include/SDL3/SDL_blendmode.h @@ -147,8 +147,8 @@ typedef enum SDL_BlendFactor * return with an error if the blend mode is not supported. * * This list describes the support of custom blend modes for each renderer. - * All renderers support the four blend modes listed in the - * SDL_BlendMode enumeration. + * All renderers support the four blend modes listed in the SDL_BlendMode + * enumeration. * * - **direct3d**: Supports all operations with all factors. However, some * factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and diff --git a/include/SDL3/SDL_mouse.h b/include/SDL3/SDL_mouse.h index b29ba4e31..ada70ffe7 100644 --- a/include/SDL3/SDL_mouse.h +++ b/include/SDL3/SDL_mouse.h @@ -304,11 +304,11 @@ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); * Please note that SDL will attempt to "auto capture" the mouse while the * user is pressing a button; this is to try and make mouse behavior more * consistent between platforms, and deal with the common case of a user - * dragging the mouse outside of the window. This means that if you are calling - * SDL_CaptureMouse() only to deal with this situation, you do not have to - * (although it is safe to do so). If this causes problems for your app, you - * can disable auto capture by setting the `SDL_HINT_MOUSE_AUTO_CAPTURE` - * hint to zero. + * dragging the mouse outside of the window. This means that if you are + * calling SDL_CaptureMouse() only to deal with this situation, you do not + * have to (although it is safe to do so). If this causes problems for your + * app, you can disable auto capture by setting the + * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero. * * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable. * \returns 0 on success or a negative error code on failure; call diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h index b9bc104e1..f875433ce 100644 --- a/include/SDL3/SDL_render.h +++ b/include/SDL3/SDL_render.h @@ -2099,8 +2099,8 @@ extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer); * This function returns `void *`, so SDL doesn't have to include Metal's * headers, but it can be safely cast to an `id`. * - * This will return NULL if Metal refuses to give SDL a drawable to render - * to, which might happen if the window is hidden/minimized/offscreen. This + * This will return NULL if Metal refuses to give SDL a drawable to render to, + * which might happen if the window is hidden/minimized/offscreen. This * doesn't apply to command encoders for render targets, just the window's * backbuffer. Check your return values! *