headers: Fix up bullet lists, now that wikiheaders.pl can handle them.

This commit is contained in:
Ryan C. Gordon
2021-03-24 10:47:03 -04:00
parent c2152928fa
commit c486959e71
13 changed files with 33 additions and 117 deletions

View File

@@ -469,13 +469,9 @@ extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex);
* The display modes are sorted in this priority:
*
* - width -> largest to smallest
*
* - height -> largest to smallest
*
* - bits per pixel -> more colors to fewer colors
*
* - packed pixel layout -> largest to smallest
*
* - refresh rate -> highest to lowest
*
* \param displayIndex the index of the display to query
@@ -619,29 +615,18 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
* `flags` may be any of the following OR'd together:
*
* - `SDL_WINDOW_FULLSCREEN`: fullscreen window
*
* - `SDL_WINDOW_FULLSCREEN_DESKTOP: fullscreen window at desktop resolution
*
* - `SDL_WINDOW_FULLSCREEN_DESKTOP`: fullscreen window at desktop resolution
* - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context
*
* - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance
*
* - `SDL_WINDOW_METAL`: window usable with a Metal instance
*
* - `SDL_WINDOW_HIDDEN`: window is not visible
*
* - `SDL_WINDOW_BORDERLESS`: no window decoration
*
* - `SDL_WINDOW_RESIZABLE`: window can be resized
*
* - `SDL_WINDOW_MINIMIZED`: window is minimized
*
* - `SDL_WINDOW_MAXIMIZED`: window is maximized
*
* - `SDL_WINDOW_INPUT_GRABBED`: window has grabbed input focus
*
* - `SDL_WINDOW_ALLOW_HIGHDPI`: window should be created in high-DPI mode if
* supported (>= SDL 2.0.1)
* supported (>= SDL 2.0.1)
*
* `SDL_WINDOW_SHOWN` is ignored by SDL_CreateWindow(). The SDL_Window is
* implicitly shown if SDL_WINDOW_HIDDEN is not set. `SDL_WINDOW_SHOWN` may be
@@ -1594,7 +1579,7 @@ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
* There are some quirks to looking up OpenGL functions that require some
* extra care from the application. If you code carefully, you can handle
* these quirks without any platform-specific code, though:
*
* - On Windows, function pointers are specific to the current GL context;
* this means you need to have created a GL context and made it current before
* calling SDL_GL_GetProcAddress(). If you recreate your context or create a
@@ -1604,7 +1589,6 @@ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
* but it is still the way the wgl API is documented to work and you should
* expect crashes if you don't respect it. Store a copy of the function
* pointers that comes and goes with context lifespan.
*
* - On X11, function pointers returned by this function are valid for any
* context, and can even be looked up before a context is created at all. This
* means that, for at least some common OpenGL implementations, if you look up
@@ -1614,17 +1598,14 @@ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
* the appropriate extension with SDL_GL_ExtensionSupported(), or verifying
* that the version of OpenGL you're using offers the function as core
* functionality.
*
* - Some OpenGL drivers, on all platforms, *will* return NULL if a function
* isn't supported, but you can't count on this behavior. Check for extensions
* you use, and if you get a NULL anyway, act as if that extension wasn't
* available. This is probably a bug in the driver, but you can code
* defensively for this scenario anyhow.
*
* - Just because you're on Linux/Unix, don't assume you'll be using X11.
* Next-gen display servers are waiting to replace it, and may or may not make
* the same promises about function pointers.
*
* - OpenGL function pointers must be declared `APIENTRY` as in the example
* code. This will ensure the proper calling convention is followed on
* platforms where this matters (Win32) thereby avoiding stack corruption.