diff --git a/include/SDL_gamecontroller.h b/include/SDL_gamecontroller.h index 3d23972e7..de019ae74 100644 --- a/include/SDL_gamecontroller.h +++ b/include/SDL_gamecontroller.h @@ -532,7 +532,7 @@ typedef enum * unless you are parsing SDL_GameController mappings in your own code. * * Note specially that "righttrigger" and "lefttrigger" map to - * SDL_CONTROLLER_AXIS_TRIGGERRIGHT and SDL_CONTROLLER_AXIS_TRIGGERLEFT, + * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`, * respectively. * * \param str string representing a SDL_GameController axis diff --git a/include/SDL_render.h b/include/SDL_render.h index 573270575..a3fc09ebc 100644 --- a/include/SDL_render.h +++ b/include/SDL_render.h @@ -1425,7 +1425,7 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer, * frequently. * * `pitch` specifies the number of bytes between rows in the destination - * `pixels data. This allows you to write to a subrectangle or have padded + * `pixels` data. This allows you to write to a subrectangle or have padded * rows in the destination. Generally, `pitch` should equal the number of * pixels per row in the `pixels` data times the number of bytes per pixel, * but it might contain additional padding (for example, 24bit RGB Windows diff --git a/include/SDL_video.h b/include/SDL_video.h index fb85bec20..159d6cb30 100644 --- a/include/SDL_video.h +++ b/include/SDL_video.h @@ -1378,12 +1378,13 @@ extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window); * the video hardware. Each table is an array of 256 16-bit quantities, * representing a mapping between the input and output for that channel. The * input is the index into the array, and the output is the 16-bit gamma value - * at that index, scaled to the output color precision. Despite the name and - * signature, this method sets the gamma ramp of the entire display, not an - * individual window. A window is considered to be owned by the display that - * contains the window's center pixel. (The index of this display can be - * retrieved using SDL_GetWindowDisplayIndex().) The gamma ramp set will not - * follow the window if it is moved to another display. + * at that index, scaled to the output color precision. + * + * Despite the name and signature, this method sets the gamma ramp of the + * entire display, not an individual window. A window is considered to be + * owned by the display that contains the window's center pixel. (The index of + * this display can be retrieved using SDL_GetWindowDisplayIndex().) The gamma + * ramp set will not follow the window if it is moved to another display. * * \param window the window used to select the display whose gamma ramp will * be changed