Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot 2024-03-23 23:32:24 +00:00
parent 1855ce68af
commit 675216e81b
3 changed files with 19 additions and 10 deletions

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@ -216,8 +216,8 @@ extern DECLSPEC int SDLCALL SDL_GetJoystickInstancePlayerIndex(SDL_JoystickID in
* This can be called before any joysticks are opened.
*
* \param instance_id the joystick instance ID
* \returns the GUID of the selected joystick. If called with an invalid instance_id,
* this function returns a zero GUID.
* \returns the GUID of the selected joystick. If called with an invalid
* instance_id, this function returns a zero GUID.
*
* \since This function is available since SDL 3.0.0.
*
@ -284,7 +284,8 @@ extern DECLSPEC Uint16 SDLCALL SDL_GetJoystickInstanceProductVersion(SDL_Joystic
*
* \param instance_id the joystick instance ID
* \returns the SDL_JoystickType of the selected joystick. If called with an
* invalid instance_id, this function returns `SDL_JOYSTICK_TYPE_UNKNOWN`.
* invalid instance_id, this function returns
* `SDL_JOYSTICK_TYPE_UNKNOWN`.
*
* \since This function is available since SDL 3.0.0.
*

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@ -70,7 +70,10 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasKeyboard(void);
/**
* Get a list of currently connected keyboards.
*
* 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.
* 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.
*
* \param count a pointer filled in with the number of keyboards returned
* \returns a 0 terminated array of keyboards instance IDs which should be
@ -90,7 +93,8 @@ extern DECLSPEC SDL_KeyboardID *SDLCALL SDL_GetKeyboards(int *count);
* This function returns "" if the keyboard doesn't have a name.
*
* \param instance_id the keyboard instance ID
* \returns the name of the selected keyboard, or NULL on failure; call SDL_GetError() for more information.
* \returns the name of the selected keyboard, or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*

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@ -95,12 +95,15 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasMouse(void);
/**
* Get a list of currently connected mice.
*
* 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.
* 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.
*
* \param count a pointer filled in with the number of mice returned
* \returns a 0 terminated array of mouse instance IDs which should be
* freed with SDL_free(), or NULL on error; call SDL_GetError() for
* more details.
* \returns a 0 terminated array of mouse instance IDs which should be freed
* with SDL_free(), or NULL on error; call SDL_GetError() for more
* details.
*
* \since This function is available since SDL 3.0.0.
*
@ -115,7 +118,8 @@ extern DECLSPEC SDL_MouseID *SDLCALL SDL_GetMice(int *count);
* This function returns "" if the mouse doesn't have a name.
*
* \param instance_id the mouse instance ID
* \returns the name of the selected mouse, or NULL on failure; call SDL_GetError() for more information.
* \returns the name of the selected mouse, or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*