include: A ton of little documentation tweaks, fixes, and improvements.

This is just stuff I noticed while working on the wikiheaders updates. A
thorough pass over all the docs would not be terrible, and maybe a simple
script to check for consistency (does everything have a `\since` on it? etc)
might be nice, too.
This commit is contained in:
Ryan C. Gordon
2024-04-08 22:36:57 -04:00
parent 645073961d
commit ad090d2444
45 changed files with 1565 additions and 833 deletions

View File

@@ -146,6 +146,13 @@ typedef Uint32 SDL_AudioDeviceID;
#define SDL_AUDIO_DEVICE_DEFAULT_OUTPUT ((SDL_AudioDeviceID) 0xFFFFFFFF)
#define SDL_AUDIO_DEVICE_DEFAULT_CAPTURE ((SDL_AudioDeviceID) 0xFFFFFFFE)
/**
* Format specifier for audio data.
*
* \sa SDL_AudioFormat
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_AudioSpec
{
SDL_AudioFormat format; /**< Audio data format */
@@ -156,18 +163,30 @@ typedef struct SDL_AudioSpec
/* Calculate the size of each audio frame (in bytes) */
#define SDL_AUDIO_FRAMESIZE(x) (SDL_AUDIO_BYTESIZE((x).format) * (x).channels)
/* SDL_AudioStream is an audio conversion interface.
- It can handle resampling data in chunks without generating
artifacts, when it doesn't have the complete buffer available.
- It can handle incoming data in any variable size.
- It can handle input/output format changes on the fly.
- You push data as you have it, and pull it when you need it
- It can also function as a basic audio data queue even if you
just have sound that needs to pass from one place to another.
- You can hook callbacks up to them when more data is added or
requested, to manage data on-the-fly.
/**
* The opaque handle that represents an audio stream.
*
* SDL_AudioStream is an audio conversion interface.
*
* - It can handle resampling data in chunks without generating
* artifacts, when it doesn't have the complete buffer available.
* - It can handle incoming data in any variable size.
* - It can handle input/output format changes on the fly.
* - You push data as you have it, and pull it when you need it
* - It can also function as a basic audio data queue even if you
* just have sound that needs to pass from one place to another.
* - You can hook callbacks up to them when more data is added or
* requested, to manage data on-the-fly.
*
* Audio streams are the core of the SDL3 audio interface. You create
* one or more of them, bind them to an opened audio device, and feed
* data to them (or for recording, consume data from them).
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_CreateAudioStream
*/
struct SDL_AudioStream; /* this is opaque to the outside world. */
struct SDL_AudioStream; /**< this is opaque to the outside world. */
typedef struct SDL_AudioStream SDL_AudioStream;
@@ -903,7 +922,7 @@ extern DECLSPEC int SDLCALL SDL_GetAudioStreamQueued(SDL_AudioStream *stream);
extern DECLSPEC int SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream);
/**
* Clear any pending data in the stream without converting it
* Clear any pending data in the stream without converting it.
*
* \param stream The audio stream to clear
* \returns 0 on success or a negative error code on failure; call
@@ -1090,7 +1109,7 @@ extern DECLSPEC int SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *strea
/**
* Free an audio stream
* Free an audio stream.
*
* \param stream The audio stream to free
*