docs: Filled in some category pages.
This commit is contained in:
@@ -22,7 +22,27 @@
|
||||
/**
|
||||
* # CategoryVideo
|
||||
*
|
||||
* SDL video functions.
|
||||
* SDL's video subsystem is largely interested in abstracting window
|
||||
* management from the underlying operating system. You can create windows,
|
||||
* manage them in various ways, set them fullscreen, and get events when
|
||||
* interesting things happen with them, such as the mouse or keyboard
|
||||
* interacting with a window.
|
||||
*
|
||||
* The video subsystem is also interested in abstracting away some
|
||||
* platform-specific differences in OpenGL: context creation, swapping buffers,
|
||||
* etc. This may be crucial to your app, but also you are not required to use
|
||||
* OpenGL at all.
|
||||
* In fact, SDL can provide rendering to those windows as well, either with an
|
||||
* easy-to-use [2D API](https://wiki.libsdl.org/SDL3/CategoryRender)
|
||||
* or with a more-powerful [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU).
|
||||
* Of course, it can simply get out of your way and give you the window
|
||||
* handles you need to use Vulkan, Direct3D, Metal, or whatever else you like
|
||||
* directly, too.
|
||||
*
|
||||
* The video subsystem covers a lot of functionality, out of necessity, so it
|
||||
* is worth perusing the list of functions just to see what's available, but
|
||||
* most apps can get by with simply creating a window and listening for
|
||||
* events, so start with SDL_CreateWindow() and SDL_PollEvent().
|
||||
*/
|
||||
|
||||
#ifndef SDL_video_h_
|
||||
|
||||
Reference in New Issue
Block a user