Sync SDL3 wiki -> header
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@@ -267,7 +267,7 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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/**
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/**
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* Callback from the application to let the suspend continue.
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* Callback from the application to let the suspend continue.
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*
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*
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* \since This function is available since SDL 2.28.0.
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* \since This function is available since SDL 3.0.0.
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*/
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*/
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extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
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extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
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@@ -661,8 +661,8 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window);
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* On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist
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* On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist
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* property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
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* property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
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*
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*
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* The window size in pixels may differ from its size in screen coordinates
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* The window size in pixels may differ from its size in screen coordinates if
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* if the window is on a high density display (one with an OS scaling factor).
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* the window is on a high density display (one with an OS scaling factor).
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* Use SDL_GetWindowSize() to query the client area's size in screen
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* Use SDL_GetWindowSize() to query the client area's size in screen
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* coordinates, and SDL_GetWindowSizeInPixels() or SDL_GetRendererOutputSize()
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* coordinates, and SDL_GetWindowSizeInPixels() or SDL_GetRendererOutputSize()
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* to query the drawable size in pixels. Note that the drawable size can vary
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* to query the drawable size in pixels. Note that the drawable size can vary
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