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Sync SDL3 wiki -> header

[ci skip]
SDL Wiki Bot 2 days ago
parent
commit
a6c68172be

+ 1 - 1
docs/README-harmonyos.md

@@ -853,7 +853,7 @@ Certificate Request:
                 NIST CURVE: P-256
         Attributes:
             Requested Extensions:
-                X509v3 Subject Key Identifier: 
+                X509v3 Subject Key Identifier:
                     [hex values for key identifier are here]
     Signature Algorithm: ecdsa-with-SHA256
     Signature Value:

+ 2 - 2
include/SDL3/SDL_hints.h

@@ -2840,8 +2840,8 @@ extern "C" {
 /**
  * A variable controlling whether the GCMouse API will be used on macOS.
  *
- * On supported versions of macOS, GCMouse is usually a better way to
- * read mouse input, but may cause problems in some scenarios (remote control
+ * On supported versions of macOS, GCMouse is usually a better way to read
+ * mouse input, but may cause problems in some scenarios (remote control
  * software that wants to send non-GCMouse input events, etc).
  *
  * When GCMouse is disabled, SDL will use standard Cocoa mouse events.

+ 2 - 2
include/SDL3/SDL_init.h

@@ -427,8 +427,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadata(const char *appname, const c
  *   application, like "My Game 2: Bad Guy's Revenge!". This will show up
  *   anywhere the OS shows the name of the application separately from window
  *   titles, such as volume control applets, etc. If not provided by the app,
- *   SDL will attempt to pick a reasonable default (the app's binary's name
- *   if the platform can provide it, or "SDL Application" if all else fails).
+ *   SDL will attempt to pick a reasonable default (the app's binary's name if
+ *   the platform can provide it, or "SDL Application" if all else fails).
  * - `SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is
  *   running; there are no rules on format, so "1.0.3beta2" and "April 22nd,
  *   2024" and a git hash are all valid options. This has no default.

+ 2 - 2
include/SDL3/SDL_keyboard.h

@@ -466,8 +466,8 @@ typedef enum SDL_Capitalization
  *
  * On HarmonyOS/OpenHarmony you can directly specify the input type:
  *
- * - `SDL_PROP_TEXTINPUT_OPENHARMONY_INPUTTYPE_NUMBER` - the text input type to
- *   use, overriding other properties. This is documented at
+ * - `SDL_PROP_TEXTINPUT_OPENHARMONY_INPUTTYPE_NUMBER` - the text input type
+ *   to use, overriding other properties. This is documented at
  *   https://developer.android.com/reference/android/text/InputType
  *
  * \param window the window to enable text input.

+ 2 - 1
include/SDL3/SDL_platform_defines.h

@@ -115,7 +115,8 @@
 #if defined(__OHOS__)
 
 /**
- * A preprocessor macro that is only defined if compiling for OpenHarmony/HarmonyOS.
+ * A preprocessor macro that is only defined if compiling for
+ * OpenHarmony/HarmonyOS.
  *
  * \since This macro is available since SDL 3.6.0.
  */

+ 11 - 5
include/SDL3/SDL_render.h

@@ -814,11 +814,17 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Rende
  *   texture.
  * - `SDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER`: the VkImageLayout for the
  *   VkImage, defaults to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
- * - `SDL_PROP_TEXTURE_CREATE_VULKAN_USAGE_NUMBER`: additional VK_IMAGE_USAGE bits that should be used when creating the texture.
- *   VkImage, defaults to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
- * - `SDL_PROP_TEXTURE_CREATE_VULKAN_ANDROID_HARDWARE_BUFFER_POINTER`: the AHardwareBuffer to sample from, if you want to use an existing Android hardware buffer as the texture. You must use SDL_PIXELFORMAT_EXTERNAL_OES for the texture format.
- *   You can't directly update the texture or use it as a render target. If the Android buffer contents change, you must recreate the texture to pick up the changes.
- *   The texture holds a reference to the buffer, so you can release your own reference once the texture has been created.
+ * - `SDL_PROP_TEXTURE_CREATE_VULKAN_USAGE_NUMBER`: additional VK_IMAGE_USAGE
+ *   bits that should be used when creating the texture. VkImage, defaults to
+ *   VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
+ * - `SDL_PROP_TEXTURE_CREATE_VULKAN_ANDROID_HARDWARE_BUFFER_POINTER`: the
+ *   AHardwareBuffer to sample from, if you want to use an existing Android
+ *   hardware buffer as the texture. You must use SDL_PIXELFORMAT_EXTERNAL_OES
+ *   for the texture format. You can't directly update the texture or use it
+ *   as a render target. If the Android buffer contents change, you must
+ *   recreate the texture to pick up the changes. The texture holds a
+ *   reference to the buffer, so you can release your own reference once the
+ *   texture has been created.
  *
  * With the GPU renderer:
  *

+ 4 - 3
include/SDL3/SDL_system.h

@@ -617,6 +617,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SendAndroidMessage(Uint32 command, int para
 #endif /* SDL_PLATFORM_ANDROID */
 
 #ifdef SDL_PLATFORM_OPENHARMONY
+
 /**
  * Query OpenHarmony API level of the current device.
  *
@@ -645,8 +646,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetOpenHarmonySDKVersion(void);
  * This path is unique to your application and cannot be written to by other
  * applications.
  *
- * Your internal storage path is typically:
- * `/data/storage/el2/base/files`.
+ * Your internal storage path is typically: `/data/storage/el2/base/files`.
  *
  * \returns the path used for internal storage or NULL on failure; call
  *          SDL_GetError() for more information.
@@ -659,7 +659,8 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetOpenHarmonyInternalStoragePath(v
  * Callback that presents SDL_RequestOpenHarmonyPermission() results.
  *
  * \param userdata an app-controlled pointer that is passed to the callback.
- * \param permission the OpenHarmony-specific permission name that was requested.
+ * \param permission the OpenHarmony-specific permission name that was
+ *                   requested.
  * \param granted true if permission is granted, false if denied.
  *
  * \since This datatype is available since SDL 3.6.0.

+ 5 - 4
include/SDL3/SDL_video.h

@@ -1399,7 +1399,8 @@ extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreatePopupWindow(SDL_Window *paren
  *   window, if you want to wrap an existing window.
  * - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional,
  *   another window to share pixel format with, useful for OpenGL windows
- * - `SDL_PROP_WINDOW_CREATE_WIN32_STYLE_EX_NUMBER`: the window style (WS_EX_*) flags to use instead of the defaults.
+ * - `SDL_PROP_WINDOW_CREATE_WIN32_STYLE_EX_NUMBER`: the window style
+ *   (WS_EX_*) flags to use instead of the defaults.
  *
  * These are additional supported properties with X11:
  *
@@ -1583,10 +1584,10 @@ extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowParent(SDL_Window *window)
  *
  * - `SDL_PROP_WINDOW_OPENHARMONY_XCOMPONENT_POINTER`: the OH_NativeXComponent
  *   associated with the window
- * - `SDL_PROP_WINDOW_OPENHARMONY_WINDOW_POINTER`: the OHNativeWindow associated
+ * - `SDL_PROP_WINDOW_OPENHARMONY_WINDOW_POINTER`: the OHNativeWindow
+ *   associated with the window
+ * - `SDL_PROP_WINDOW_OPENHARMONY_SURFACE_POINTER`: the EGLSurface associated
  *   with the window
- * - `SDL_PROP_WINDOW_OPENHARMONY_SURFACE_POINTER`: the EGLSurface associated with
- *   the window
  *
  * On iOS:
  *