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

@@ -59,7 +59,7 @@ extern "C" {
struct SDL_Gamepad;
typedef struct SDL_Gamepad SDL_Gamepad;
typedef enum
typedef enum SDL_GamepadType
{
SDL_GAMEPAD_TYPE_UNKNOWN = 0,
SDL_GAMEPAD_TYPE_STANDARD,
@@ -95,7 +95,7 @@ typedef enum
*
* You can query the labels for the face buttons using SDL_GetGamepadButtonLabel()
*/
typedef enum
typedef enum SDL_GamepadButton
{
SDL_GAMEPAD_BUTTON_INVALID = -1,
SDL_GAMEPAD_BUTTON_SOUTH, /* Bottom face button (e.g. Xbox A button) */
@@ -134,7 +134,7 @@ typedef enum
*
* For a complete set, you should look at the button and gamepad type and have a set of symbols that work well with your art style.
*/
typedef enum
typedef enum SDL_GamepadButtonLabel
{
SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN,
SDL_GAMEPAD_BUTTON_LABEL_A,
@@ -158,7 +158,7 @@ typedef enum
* (fully pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
* same range that will be reported by the lower-level SDL_GetJoystickAxis().
*/
typedef enum
typedef enum SDL_GamepadAxis
{
SDL_GAMEPAD_AXIS_INVALID = -1,
SDL_GAMEPAD_AXIS_LEFTX,
@@ -170,7 +170,7 @@ typedef enum
SDL_GAMEPAD_AXIS_MAX
} SDL_GamepadAxis;
typedef enum
typedef enum SDL_GamepadBindingType
{
SDL_GAMEPAD_BINDTYPE_NONE = 0,
SDL_GAMEPAD_BINDTYPE_BUTTON,
@@ -886,7 +886,7 @@ extern DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *game
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
/**
* Get the underlying joystick from a gamepad
* Get the underlying joystick from a gamepad.
*
* This function will give you a SDL_Joystick object, which allows you to use
* the SDL_Joystick functions with a SDL_Gamepad object. This would be useful
@@ -935,7 +935,7 @@ extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled);
extern DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
/**
* Get the SDL joystick layer bindings for a gamepad
* Get the SDL joystick layer bindings for a gamepad.
*
* \param gamepad a gamepad
* \param count a pointer filled in with the number of bindings returned
@@ -1350,7 +1350,7 @@ extern DECLSPEC int SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint
extern DECLSPEC int SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue);
/**
* Send a gamepad specific effect packet
* Send a gamepad specific effect packet.
*
* \param gamepad The gamepad to affect
* \param data The data to send to the gamepad