Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot 2023-05-17 19:59:14 +00:00
parent 26e780bc9e
commit 5836e057de
3 changed files with 54 additions and 39 deletions

View File

@ -235,7 +235,8 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, U
* best option for you, based on what is available on the user's system.
*
* By default the rendering size matches the window size in pixels, but you
* can call SDL_SetRenderLogicalPresentation() to change the content size and scaling options.
* can call SDL_SetRenderLogicalPresentation() to change the content size and
* scaling options.
*
* \param window the window where rendering is displayed
* \param name the name of the rendering driver to initialize, or NULL to
@ -821,8 +822,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer)
* then copied to the output during presentation.
*
* You can disable logical coordinates by setting the mode to
* SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full
* pixel resolution of the output window.
* SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
* resolution of the output window.
*
* You can convert coordinates in an event into rendering coordinates using
* SDL_ConvertEventToRenderCoordinates().

View File

@ -410,10 +410,14 @@ extern DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetDisplayOrientation(SDL_Dis
/**
* Get the content scale of a display.
*
* The content scale is the expected scale for content based on the DPI settings of the display. For example, a 4K display might have a 2.0 (200%) display scale, which means that the user expects UI elements to be twice as big on this display, to aid in readability.
* The content scale is the expected scale for content based on the DPI
* settings of the display. For example, a 4K display might have a 2.0 (200%)
* display scale, which means that the user expects UI elements to be twice as
* big on this display, to aid in readability.
*
* \param displayID the instance ID of the display to query
* \returns The content scale of the display, or 0.0f on error; call SDL_GetError() for more details.
* \returns The content scale of the display, or 0.0f on error; call
* SDL_GetError() for more details.
*
* \since This function is available since SDL 3.0.0.
*
@ -556,12 +560,20 @@ extern DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForWindow(SDL_Window *window
/**
* Get the content display scale relative to a window's pixel size.
*
* This is a combination of the window pixel density and the display content scale, and is the expected scale for displaying content in this window. For example, if a 3840x2160 window had a display scale of 2.0, the user expects the content to take twice as many pixels and be the same physical size as if it were being displayed in a 1920x1080 window with a display scale of 1.0.
* This is a combination of the window pixel density and the display content
* scale, and is the expected scale for displaying content in this window. For
* example, if a 3840x2160 window had a display scale of 2.0, the user expects
* the content to take twice as many pixels and be the same physical size as
* if it were being displayed in a 1920x1080 window with a display scale of
* 1.0.
*
* Conceptually this value corresponds to the scale display setting, and is updated when that setting is changed, or the window moves to a display with a different scale setting.
* Conceptually this value corresponds to the scale display setting, and is
* updated when that setting is changed, or the window moves to a display with
* a different scale setting.
*
* \param window the window to query
* \returns the display scale, or 0.0f on failure; call SDL_GetError() for more information.
* \returns the display scale, or 0.0f on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 3.0.0.
*/
@ -648,11 +660,12 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window);
* On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist
* property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
*
* The window pixel size may differ from its window coordinate size if the window is on a high pixel density display.
* Use SDL_GetWindowSize() to query the client area's size in window
* coordinates, and SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize()
* to query the drawable size in pixels. Note that the drawable size can vary
* after the window is created and should be queried again if you get an
* The window pixel size may differ from its window coordinate size if the
* window is on a high pixel density display. Use SDL_GetWindowSize() to query
* the client area's size in window coordinates, and
* SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to query the
* drawable size in pixels. Note that the drawable size can vary after the
* window is created and should be queried again if you get an
* SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event.
*
* If the window is set fullscreen, the width and height parameters `w` and
@ -712,11 +725,12 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreateWindow(const char *title, int w, i
* On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist
* property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
*
* The window pixel size may differ from its window coordinate size if the window is on a high pixel density display.
* Use SDL_GetWindowSize() to query the client area's size in window
* coordinates, and SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize()
* to query the drawable size in pixels. Note that the drawable size can vary
* after the window is created and should be queried again if you get an
* The window pixel size may differ from its window coordinate size if the
* window is on a high pixel density display. Use SDL_GetWindowSize() to query
* the client area's size in window coordinates, and
* SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to query the
* drawable size in pixels. Note that the drawable size can vary after the
* window is created and should be queried again if you get an
* SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event.
*
* If the window is set fullscreen, the width and height parameters `w` and
@ -1020,9 +1034,9 @@ extern DECLSPEC int SDLCALL SDL_SetWindowSize(SDL_Window *window, int w, int h);
* NULL can safely be passed as the `w` or `h` parameter if the width or
* height value is not desired.
*
* The window pixel size may differ from its window coordinate size if the window is on a high pixel density display.
* Use SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to get the
* real client area size in pixels.
* The window pixel size may differ from its window coordinate size if the
* window is on a high pixel density display. Use SDL_GetWindowSizeInPixels()
* or SDL_GetRenderOutputSize() to get the real client area size in pixels.
*
* \param window the window to query the width and height from
* \param w a pointer filled in with the width of the window, may be NULL