Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot 2023-11-30 15:22:19 +00:00
parent df0fd55891
commit e4582e6edc
5 changed files with 130 additions and 75 deletions

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@ -317,9 +317,10 @@ extern DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void);
* You must free the returned pointer with SDL_free() when you are done with
* it, but you do _not_ free each string in the array.
*
* \param count a pointer filled in with the number of mappings returned, can be NULL.
* \returns an array of the mapping strings, NULL-terminated. Must be freed with SDL_free().
* Returns NULL on error.
* \param count a pointer filled in with the number of mappings returned, can
* be NULL.
* \returns an array of the mapping strings, NULL-terminated. Must be freed
* with SDL_free(). Returns NULL on error.
*
* \since This function is available since SDL 3.0.0.
*/

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@ -300,10 +300,11 @@ extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
extern DECLSPEC SDL_bool SDLCALL SDL_TextInputShown(void);
/**
* Set the rectangle used to type Unicode text inputs. Native input methods
* will place a window with word suggestions near it, without covering the
* text being inputted.
*
* Set the rectangle used to type Unicode text inputs.
*
* Native input methods will place a window with word suggestions near it,
* without covering the text being inputted.
*
* To start text input in a given location, this function is intended to be
* called before SDL_StartTextInput, although some platforms support moving
* the rectangle even while text input (and a composition) is active.

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@ -251,9 +251,12 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
* These are the supported properties:
*
* - "window" (pointer) - the window where rendering is displayed
* - "surface" (pointer) - the surface where rendering is displayed, if you want a software renderer without a window
* - "name" (string) - the name of the rendering driver to use, if a specific one is desired
* - "present_vsync" (boolean) - true if you want present synchronized with the refresh rate
* - "surface" (pointer) - the surface where rendering is displayed, if you
* want a software renderer without a window
* - "name" (string) - the name of the rendering driver to use, if a specific
* one is desired
* - "present_vsync" (boolean) - true if you want present synchronized with
* the refresh rate
*
* \param props the properties to use
* \returns a valid rendering context or NULL if there was an error; call
@ -447,36 +450,52 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
*
* These are the supported properties:
*
* - "format" (number) - one of the enumerated values in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
* - "access" (number) - one of the enumerated values in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
* - "format" (number) - one of the enumerated values in SDL_PixelFormatEnum,
* defaults to the best RGBA format for the renderer
* - "access" (number) - one of the enumerated values in SDL_TextureAccess,
* defaults to SDL_TEXTUREACCESS_STATIC
* - "width" (number) - the width of the texture in pixels, required
* - "height" (number) - the height of the texture in pixels, required
*
* With the direct3d11 renderer:
*
* - "d3d11.texture" (pointer) - the ID3D11Texture2D associated with the texture, if you want to wrap an existing texture.
* - "d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d11.texture" (pointer) - the ID3D11Texture2D associated with the
* texture, if you want to wrap an existing texture.
* - "d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
*
* With the direct3d12 renderer:
*
* - "d3d12.texture" (pointer) - the ID3D12Resource associated with the texture, if you want to wrap an existing texture.
* - "d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d12.texture" (pointer) - the ID3D12Resource associated with the
* texture, if you want to wrap an existing texture.
* - "d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
*
* With the opengl renderer:
*
* - "opengl.texture" (number) - the GLuint texture associated with the texture, if you want to wrap an existing texture.
* - "opengl.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengl.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - "opengl.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
* - "opengl.texture" (number) - the GLuint texture associated with the
* texture, if you want to wrap an existing texture.
* - "opengl.texture_uv" (number) - the GLuint texture associated with the UV
* plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengl.texture_u" (number) - the GLuint texture associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "opengl.texture_v" (number) - the GLuint texture associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
*
* With the opengles2 renderer:
*
* - "opengles2.texture" (number) - the GLuint texture associated with the texture, if you want to wrap an existing texture.
* - "opengles2.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengles2.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - "opengles2.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
* - "opengles2.texture" (number) - the GLuint texture associated with the
* texture, if you want to wrap an existing texture.
* - "opengles2.texture_uv" (number) - the GLuint texture associated with the
* UV plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengles2.texture_u" (number) - the GLuint texture associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "opengles2.texture_v" (number) - the GLuint texture associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
*
* \param renderer the rendering context
* \param props the properties to use
@ -501,31 +520,47 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
*
* With the direct3d11 renderer:
*
* - "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated with the texture
* - "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U plane of a YUV texture
* - "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V plane of a YUV texture
* - "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated
* with the texture
* - "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated
* with the U plane of a YUV texture
* - "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated
* with the V plane of a YUV texture
*
* With the direct3d12 renderer:
*
* - "SDL.texture.d3d12.texture" (pointer) - the ID3D12Resource associated with the texture
* - "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U plane of a YUV texture
* - "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V plane of a YUV texture
* - "SDL.texture.d3d12.texture" (pointer) - the ID3D12Resource associated
* with the texture
* - "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated
* with the U plane of a YUV texture
* - "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated
* with the V plane of a YUV texture
*
* With the opengl renderer:
*
* - "SDL.texture.opengl.texture" (number) - the GLuint texture associated with the texture
* - "SDL.texture.opengl.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture
* - "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
* - "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
* - "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the texture (0.0 - 1.0)
* - "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the texture (0.0 - 1.0)
* - "SDL.texture.opengl.texture" (number) - the GLuint texture associated
* with the texture
* - "SDL.texture.opengl.texture_uv" (number) - the GLuint texture associated
* with the UV plane of an NV12 texture
* - "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated
* with the U plane of a YUV texture
* - "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated
* with the V plane of a YUV texture
* - "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the
* texture (0.0 - 1.0)
* - "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the
* texture (0.0 - 1.0)
*
* With the opengles2 renderer:
*
* - "SDL.texture.opengles2.texture" (number) - the GLuint texture associated with the texture
* - "SDL.texture.opengles2.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture
* - "SDL.texture.opengles2.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
* - "SDL.texture.opengles2.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
* - "SDL.texture.opengles2.texture" (number) - the GLuint texture associated
* with the texture
* - "SDL.texture.opengles2.texture_uv" (number) - the GLuint texture
* associated with the UV plane of an NV12 texture
* - "SDL.texture.opengles2.texture_u" (number) - the GLuint texture
* associated with the U plane of a YUV texture
* - "SDL.texture.opengles2.texture_v" (number) - the GLuint texture
* associated with the V plane of a YUV texture
*
* \param texture the texture to query
* \returns a valid property ID on success or 0 on failure; call
@ -1565,15 +1600,14 @@ extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
*
* In all other cases, you can ignore this function.
*
* This call makes SDL flush any pending rendering work it was queueing up
* to do later in a single batch, and marks any internal cached state as
* invalid, so it'll prepare all its state again later, from scratch.
* This call makes SDL flush any pending rendering work it was queueing up to
* do later in a single batch, and marks any internal cached state as invalid,
* so it'll prepare all its state again later, from scratch.
*
* This means you do not need to save state in your rendering code to protect
* the SDL renderer. However, there lots of arbitrary pieces of Direct3D
* and OpenGL state that can confuse things; you should use your best
* judgement and be prepared to make changes if specific state needs to be
* protected.
* the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
* OpenGL state that can confuse things; you should use your best judgement
* and be prepared to make changes if specific state needs to be protected.
*
* \param renderer the rendering context
* \returns 0 on success or a negative error code on failure; call

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@ -68,16 +68,16 @@ typedef struct SDL_Finger
* Get a list of registered touch devices.
*
* On some platforms SDL first sees the touch device if it was actually used.
* Therefore the returned list might be empty, although devices are
* available. After using all devices at least once the number will be
* correct.
* Therefore the returned list might be empty, although devices are available.
* After using all devices at least once the number will be correct.
*
* This was fixed for Android in SDL 2.0.1.
*
* \param count a pointer filled in with the number of devices returned, can be NULL.
* \returns a 0 terminated array of touch device IDs which should be
* freed with SDL_free(), or NULL on error; call SDL_GetError() for
* more details.
* \param count a pointer filled in with the number of devices returned, can
* be NULL.
* \returns a 0 terminated array of touch device 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.
*/
@ -89,8 +89,8 @@ extern DECLSPEC SDL_TouchID *SDLCALL SDL_GetTouchDevices(int *count);
* You do not own the returned string, do not modify or free it.
*
* \param touchID the touch device instance ID.
* \returns touch device name, or NULL on error; call SDL_GetError() for
* more details.
* \returns touch device name, or NULL on error; call SDL_GetError() for more
* details.
*
* \since This function is available since SDL 3.0.0.
*/

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@ -750,7 +750,8 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreateWindow(const char *title, int w, i
* input events. - 'SDL_WINDOW_POPUP_MENU': The popup window is a popup menu.
* The topmost popup menu will implicitly gain the keyboard focus.
*
* The following flags are not relevant to popup window creation and will be ignored:
* The following flags are not relevant to popup window creation and will be
* ignored:
*
* - 'SDL_WINDOW_MINIMIZED'
* - 'SDL_WINDOW_MAXIMIZED'
@ -803,45 +804,63 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
*
* - "always-on-top" (boolean) - true if the window should be always on top
* - "borderless" (boolean) - true if the window has no window decoration
* - "focusable" (boolean) - true if the window should accept keyboard input (defaults true)
* - "fullscreen" (boolean) - true if the window should start in fullscreen mode at desktop resolution
* - "focusable" (boolean) - true if the window should accept keyboard input
* (defaults true)
* - "fullscreen" (boolean) - true if the window should start in fullscreen
* mode at desktop resolution
* - "height" (number) - the height of the window
* - "hidden" (boolean) - true if the window should start hidden
* - "high-pixel-density" (boolean) - true if the window uses a high pixel density buffer if possible
* - "high-pixel-density" (boolean) - true if the window uses a high pixel
* density buffer if possible
* - "maximized" (boolean) - true if the window should start maximized
* - "menu" (boolean) - true if the window is a popup menu
* - "metal" (string) - true if the window will be used with Metal rendering
* - "minimized" (boolean) - true if the window should start minimized
* - "mouse-grabbed" (boolean) - true if the window starts with grabbed mouse focus
* - "opengl" (boolean) - true if the window will be used with OpenGL rendering
* - "parent" (pointer) - an SDL_Window that will be the parent of this window, required for windows with the "toolip" and "menu" properties
* - "mouse-grabbed" (boolean) - true if the window starts with grabbed mouse
* focus
* - "opengl" (boolean) - true if the window will be used with OpenGL
* rendering
* - "parent" (pointer) - an SDL_Window that will be the parent of this
* window, required for windows with the "toolip" and "menu" properties
* - "resizable" (boolean) - true if the window should be resizable
* - "title" (string) - the title of the window, in UTF-8 encoding
* - "transparent" (string) - true if the window show transparent in the areas with alpha of 0
* - "transparent" (string) - true if the window show transparent in the areas
* with alpha of 0
* - "tooltip" (boolean) - true if the window is a tooltip
* - "utility" (boolean) - true if the window is a utility window, not showing in the task bar and window list
* - "utility" (boolean) - true if the window is a utility window, not showing
* in the task bar and window list
* - "vulkan" (string) - true if the window will be used with Vulkan rendering
* - "width" (number) - the width of the window
* - "x" (number) - the x position of the window, or `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for windows with the "parent" property set.
* - "y" (number) - the y position of the window, or `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for windows with the "parent" property set.
* - "x" (number) - the x position of the window, or `SDL_WINDOWPOS_CENTERED`,
* defaults to `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for
* windows with the "parent" property set.
* - "y" (number) - the y position of the window, or `SDL_WINDOWPOS_CENTERED`,
* defaults to `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for
* windows with the "parent" property set.
*
* On macOS:
*
* - "cocoa.window" (pointer) - the (__unsafe_unretained) NSWindow associated with the window, if you want to wrap an existing window.
* - "cocoa.view" (pointer) - the (__unsafe_unretained) NSView associated with the window, defaults to [window contentView]
* - "cocoa.window" (pointer) - the (__unsafe_unretained) NSWindow associated
* with the window, if you want to wrap an existing window.
* - "cocoa.view" (pointer) - the (__unsafe_unretained) NSView associated with
* the window, defaults to [window contentView]
*
* On Windows:
*
* - "win32.hwnd" (pointer) - the HWND associated with the window, if you want to wrap an existing window.
* - "win32.pixel_format_hwnd" (pointer) - optional, another window to share pixel format with, useful for OpenGL windows
* - "win32.hwnd" (pointer) - the HWND associated with the window, if you want
* to wrap an existing window.
* - "win32.pixel_format_hwnd" (pointer) - optional, another window to share
* pixel format with, useful for OpenGL windows
*
* On X11:
*
* - "x11.window" (number) - the X11 Window associated with the window, if you want to wrap an existing window.
* - "x11.window" (number) - the X11 Window associated with the window, if you
* want to wrap an existing window.
*
* The SDL_Window is implicitly shown if the "hidden" property is not set.
*
* Windows with the "tooltip" and "menu" properties are popup windows and have the behaviors and guidelines outlined in `SDL_CreatePopupWindow()`.
* Windows with the "tooltip" and "menu" properties are popup windows and have
* the behaviors and guidelines outlined in `SDL_CreatePopupWindow()`.
*
* \param props the properties to use
* \returns the window that was created or NULL on failure; call