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@ -216,8 +216,8 @@ extern DECLSPEC int SDLCALL SDL_GetJoystickInstancePlayerIndex(SDL_JoystickID in
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* This can be called before any joysticks are opened.
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*
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* \param instance_id the joystick instance ID
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* \returns the GUID of the selected joystick. If called with an invalid instance_id,
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* this function returns a zero GUID.
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* \returns the GUID of the selected joystick. If called with an invalid
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* instance_id, this function returns a zero GUID.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -284,7 +284,8 @@ extern DECLSPEC Uint16 SDLCALL SDL_GetJoystickInstanceProductVersion(SDL_Joystic
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*
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* \param instance_id the joystick instance ID
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* \returns the SDL_JoystickType of the selected joystick. If called with an
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* invalid instance_id, this function returns `SDL_JOYSTICK_TYPE_UNKNOWN`.
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* invalid instance_id, this function returns
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* `SDL_JOYSTICK_TYPE_UNKNOWN`.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -70,7 +70,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasKeyboard(void);
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/**
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* Get a list of currently connected keyboards.
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*
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* 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.
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* Note that this will include any device or virtual driver that includes
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* keyboard functionality, including some mice, KVM switches, motherboard
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* power buttons, etc. You should wait for input from a device before you
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* consider it actively in use.
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*
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* \param count a pointer filled in with the number of keyboards returned
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* \returns a 0 terminated array of keyboards instance IDs which should be
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@ -90,7 +93,8 @@ extern DECLSPEC SDL_KeyboardID *SDLCALL SDL_GetKeyboards(int *count);
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* This function returns "" if the keyboard doesn't have a name.
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*
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* \param instance_id the keyboard instance ID
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* \returns the name of the selected keyboard, or NULL on failure; call SDL_GetError() for more information.
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* \returns the name of the selected keyboard, or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -95,12 +95,15 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasMouse(void);
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/**
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* Get a list of currently connected mice.
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*
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* 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.
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* Note that this will include any device or virtual driver that includes
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* mouse functionality, including some game controllers, KVM switches, etc.
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* You should wait for input from a device before you consider it actively in
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* use.
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*
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* \param count a pointer filled in with the number of mice returned
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* \returns a 0 terminated array of mouse instance IDs which should be
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* freed with SDL_free(), or NULL on error; call SDL_GetError() for
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* more details.
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* \returns a 0 terminated array of mouse instance IDs which should be freed
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* with SDL_free(), or NULL on error; call SDL_GetError() for more
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* details.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -115,7 +118,8 @@ extern DECLSPEC SDL_MouseID *SDLCALL SDL_GetMice(int *count);
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* This function returns "" if the mouse doesn't have a name.
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*
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* \param instance_id the mouse instance ID
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* \returns the name of the selected mouse, or NULL on failure; call SDL_GetError() for more information.
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* \returns the name of the selected mouse, or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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