Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot
2024-05-03 02:54:35 +00:00
parent 760d7d276b
commit 10c2682647
4 changed files with 45 additions and 52 deletions

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@@ -63,12 +63,11 @@ typedef struct SDL_Gamepad SDL_Gamepad;
/**
* Standard gamepad types.
*
* This type does not necessarily map to first-party controllers
* from Microsoft/Sony/Nintendo; in many cases, third-party controllers
* can report as these, either because they were designed for a
* specific console, or they simply most closely match that console's
* controllers (does it have A/B/X/Y buttons or X/O/Square/Triangle?
* Does it have a touchpad? etc).
* This type does not necessarily map to first-party controllers from
* Microsoft/Sony/Nintendo; in many cases, third-party controllers can report
* as these, either because they were designed for a specific console, or they
* simply most closely match that console's controllers (does it have A/B/X/Y
* buttons or X/O/Square/Triangle? Does it have a touchpad? etc).
*/
typedef enum SDL_GamepadType
{
@@ -194,10 +193,10 @@ typedef enum SDL_GamepadAxis
/**
* Types of gamepad control bindings.
*
* A gamepad is a collection of bindings that map arbitrary joystick
* buttons, axes and hat switches to specific positions on a generic
* console-style gamepad. This enum is used as part of SDL_GamepadBinding
* to specify those mappings.
* A gamepad is a collection of bindings that map arbitrary joystick buttons,
* axes and hat switches to specific positions on a generic console-style
* gamepad. This enum is used as part of SDL_GamepadBinding to specify those
* mappings.
*
* \since This enum is available since SDL 3.0.0.
*/
@@ -212,14 +211,13 @@ typedef enum SDL_GamepadBindingType
/**
* A mapping between one joystick input to a gamepad control.
*
* A gamepad has a collection of several bindings, to say, for
* example, when joystick button number 5 is pressed, that should
* be treated like the gamepad's "start" button.
* A gamepad has a collection of several bindings, to say, for example, when
* joystick button number 5 is pressed, that should be treated like the
* gamepad's "start" button.
*
* SDL has these bindings built-in for many popular controllers,
* and can add more with a simple text string. Those strings are
* parsed into a collection of these structs to make it easier
* to operate on the data.
* SDL has these bindings built-in for many popular controllers, and can add
* more with a simple text string. Those strings are parsed into a collection
* of these structs to make it easier to operate on the data.
*
* \since This struct is available since SDL 3.0.0.
*