Sync SDL3 wiki -> header

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SDL Wiki Bot
2024-06-03 18:41:23 +00:00
parent de5a8b61d0
commit 9c4fb449e2

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@@ -141,12 +141,12 @@ int SDL_AppInit(void **appstate, int argc, char **argv);
``` ```
This will be called _once_ before anything else. argc/argv work like they This will be called _once_ before anything else. argc/argv work like they
always do. If this returns 0, the app runs. If it returns < 0, the app calls always do. If this returns SDL_APP_CONTINUE, the app runs. If it returns
SDL_AppQuit and terminates with an exit code that reports an error to the SDL_APP_FAILURE, the app calls SDL_AppQuit and terminates with an exit
platform. If it returns > 0, the app calls SDL_AppQuit and terminates with code that reports an error to the platform. If it returns SDL_APP_SUCCESS,
an exit code that reports success to the platform. This function should not the app calls SDL_AppQuit and terminates with an exit code that reports
go into an infinite mainloop; it should do any one-time startup it requires success to the platform. This function should not go into an infinite
and then return. mainloop; it should do any one-time startup it requires and then return.
If you want to, you can assign a pointer to `*appstate`, and this pointer If you want to, you can assign a pointer to `*appstate`, and this pointer
will be made available to you in later functions calls in their `appstate` will be made available to you in later functions calls in their `appstate`
@@ -165,15 +165,15 @@ This is called over and over, possibly at the refresh rate of the display or
some other metric that the platform dictates. This is where the heart of your some other metric that the platform dictates. This is where the heart of your
app runs. It should return as quickly as reasonably possible, but it's not a app runs. It should return as quickly as reasonably possible, but it's not a
"run one memcpy and that's all the time you have" sort of thing. The app "run one memcpy and that's all the time you have" sort of thing. The app
should do any game updates, and render a frame of video. If it returns < 0, should do any game updates, and render a frame of video. If it returns
SDL will call SDL_AppQuit and terminate the process with an exit code that SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with an
reports an error to the platform. If it returns > 0, the app calls exit code that reports an error to the platform. If it returns
SDL_AppQuit and terminates with an exit code that reports success to the SDL_APP_SUCCESS, the app calls SDL_AppQuit and terminates with an exit code
platform. If it returns 0, then SDL_AppIterate will be called again at some that reports success to the platform. If it returns SDL_APP_CONTINUE, then
regular frequency. The platform may choose to run this more or less (perhaps SDL_AppIterate will be called again at some regular frequency. The platform
less in the background, etc), or it might just call this function in a loop may choose to run this more or less (perhaps less in the background, etc),
as fast as possible. You do not check the event queue in this function or it might just call this function in a loop as fast as possible. You do
(SDL_AppEvent exists for that). not check the event queue in this function (SDL_AppEvent exists for that).
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