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