mirror of https://github.com/libsdl-org/SDL
include: Filling in more documentation gaps.
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@ -312,7 +312,6 @@ typedef struct SDL_AudioSpec
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*
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* \sa SDL_CreateAudioStream
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*/
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struct SDL_AudioStream; /**< this is opaque to the outside world. */
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typedef struct SDL_AudioStream SDL_AudioStream;
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@ -36,10 +36,14 @@
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extern "C" {
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#endif
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/* This is a guess for the cacheline size used for padding.
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* Most x86 processors have a 64 byte cache line.
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* The 64-bit PowerPC processors have a 128 byte cache line.
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* We'll use the larger value to be generally safe.
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/**
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* A guess for the cacheline size used for padding.
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*
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* Most x86 processors have a 64 byte cache line. The 64-bit PowerPC
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* processors have a 128 byte cache line. We use the larger value to be
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* generally safe.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_CACHELINE_SIZE 128
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@ -66,10 +66,18 @@ extern "C" {
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*/
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#define SDL_MUSTLOCK(S) (((S)->flags & SDL_RLEACCEL) != 0)
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typedef struct SDL_BlitMap SDL_BlitMap; /* this is an opaque type. */
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/**
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* An opaque type used in SDL_Surface.
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*
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* This is used by SDL to keep track of how blit operations should work
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* internally; it is not for use directly by applications.
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*
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* \since This struct is available since SDL 3.0.0.
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*/
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typedef struct SDL_BlitMap SDL_BlitMap;
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/**
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* The scaling mode
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* The scaling mode.
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*
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* \since This enum is available since SDL 3.0.0.
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*/
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@ -81,7 +89,7 @@ typedef enum SDL_ScaleMode
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} SDL_ScaleMode;
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/**
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* The flip mode
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* The flip mode.
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*
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* \since This enum is available since SDL 3.0.0.
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*/
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@ -568,49 +568,125 @@ extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily();
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_IsTablet(void);
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/* Functions used by iOS app delegates to notify SDL about state changes.
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*
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* These functions allow iOS apps that have their own event handling to hook
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* into SDL to generate SDL events. These map directly to iOS-specific
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* events, but since they don't do anything iOS-specific internally, they
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* are available on all platforms, in case they might be useful for some
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* specific paradigm. Most apps do not need to use these directly; SDL's
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* internal event code will handle all this for windows created by
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* SDL_CreateWindow!
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*/
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/* Functions used by iOS app delegates to notify SDL about state changes. */
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/*
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/**
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* Let iOS apps with external event handling report
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* onApplicationWillTerminate.
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*
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* This functions allows iOS apps that have their own event handling to hook
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* into SDL to generate SDL events. This maps directly to an iOS-specific
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* event, but since it doesn't do anything iOS-specific internally, it is
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* available on all platforms, in case it might be useful for some specific
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* paradigm. Most apps do not need to use this directly; SDL's internal event
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* code will handle all this for windows created by SDL_CreateWindow!
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*
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* \threadsafety It is safe to call this function from any thread.
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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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extern DECLSPEC void SDLCALL SDL_OnApplicationWillTerminate(void);
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/*
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/**
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* Let iOS apps with external event handling report
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* onApplicationDidReceiveMemoryWarning.
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*
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* This functions allows iOS apps that have their own event handling to hook
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* into SDL to generate SDL events. This maps directly to an iOS-specific
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* event, but since it doesn't do anything iOS-specific internally, it is
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* available on all platforms, in case it might be useful for some specific
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* paradigm. Most apps do not need to use this directly; SDL's internal event
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* code will handle all this for windows created by SDL_CreateWindow!
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*
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* \threadsafety It is safe to call this function from any thread.
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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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extern DECLSPEC void SDLCALL SDL_OnApplicationDidReceiveMemoryWarning(void);
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/*
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/**
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* Let iOS apps with external event handling report
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* onApplicationWillResignActive.
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*
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* This functions allows iOS apps that have their own event handling to hook
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* into SDL to generate SDL events. This maps directly to an iOS-specific
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* event, but since it doesn't do anything iOS-specific internally, it is
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* available on all platforms, in case it might be useful for some specific
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* paradigm. Most apps do not need to use this directly; SDL's internal event
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* code will handle all this for windows created by SDL_CreateWindow!
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*
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* \threadsafety It is safe to call this function from any thread.
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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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extern DECLSPEC void SDLCALL SDL_OnApplicationWillResignActive(void);
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/*
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/**
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* Let iOS apps with external event handling report
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* onApplicationDidEnterBackground.
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*
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* This functions allows iOS apps that have their own event handling to hook
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* into SDL to generate SDL events. This maps directly to an iOS-specific
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* event, but since it doesn't do anything iOS-specific internally, it is
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* available on all platforms, in case it might be useful for some specific
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* paradigm. Most apps do not need to use this directly; SDL's internal event
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* code will handle all this for windows created by SDL_CreateWindow!
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*
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* \threadsafety It is safe to call this function from any thread.
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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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extern DECLSPEC void SDLCALL SDL_OnApplicationDidEnterBackground(void);
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/*
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/**
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* Let iOS apps with external event handling report
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* onApplicationWillEnterForeground.
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*
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* This functions allows iOS apps that have their own event handling to hook
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* into SDL to generate SDL events. This maps directly to an iOS-specific
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* event, but since it doesn't do anything iOS-specific internally, it is
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* available on all platforms, in case it might be useful for some specific
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* paradigm. Most apps do not need to use this directly; SDL's internal event
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* code will handle all this for windows created by SDL_CreateWindow!
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*
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* \threadsafety It is safe to call this function from any thread.
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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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extern DECLSPEC void SDLCALL SDL_OnApplicationWillEnterForeground(void);
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/*
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/**
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* Let iOS apps with external event handling report
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* onApplicationDidBecomeActive.
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*
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* This functions allows iOS apps that have their own event handling to hook
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* into SDL to generate SDL events. This maps directly to an iOS-specific
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* event, but since it doesn't do anything iOS-specific internally, it is
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* available on all platforms, in case it might be useful for some specific
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* paradigm. Most apps do not need to use this directly; SDL's internal event
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* code will handle all this for windows created by SDL_CreateWindow!
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*
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* \threadsafety It is safe to call this function from any thread.
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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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extern DECLSPEC void SDLCALL SDL_OnApplicationDidBecomeActive(void);
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#ifdef SDL_PLATFORM_IOS
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/*
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/**
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* Let iOS apps with external event handling report
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* onApplicationDidChangeStatusBarOrientation.
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*
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* This functions allows iOS apps that have their own event handling to hook
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* into SDL to generate SDL events. This maps directly to an iOS-specific
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* event, but since it doesn't do anything iOS-specific internally, it is
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* available on all platforms, in case it might be useful for some specific
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* paradigm. Most apps do not need to use this directly; SDL's internal event
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* code will handle all this for windows created by SDL_CreateWindow!
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*
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* \threadsafety It is safe to call this function from any thread.
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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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extern DECLSPEC void SDLCALL SDL_OnApplicationDidChangeStatusBarOrientation(void);
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@ -45,19 +45,20 @@ extern "C" {
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typedef Uint32 SDL_DisplayID;
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typedef Uint32 SDL_WindowID;
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/*
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* Global video properties.
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/* Global video properties... */
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/**
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* The pointer to the global `wl_display` object used by the Wayland video
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* backend.
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*
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* - `SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER`: the pointer to
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* the global `wl_display` object used by the Wayland video backend. Can be
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* set before the video subsystem is initialized to import an external
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* `wl_display` object from an application or toolkit for use in SDL, or
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* read after initialization to export the `wl_display` used by the
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* Wayland video backend. Setting this property after the video subsystem
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* has been initialized has no effect, and reading it when the video
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* subsystem is uninitialized will either return the user provided value,
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* if one was set prior to initialization, or NULL. See
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* docs/README-wayland.md for more information.
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* Can be set before the video subsystem is initialized to import an external
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* `wl_display` object from an application or toolkit for use in SDL, or read
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* after initialization to export the `wl_display` used by the Wayland video
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* backend. Setting this property after the video subsystem has been
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* initialized has no effect, and reading it when the video subsystem is
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* uninitialized will either return the user provided value, if one was set
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* prior to initialization, or NULL. See docs/README-wayland.md for more
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* information.
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*/
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#define SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "SDL.video.wayland.wl_display"
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