From 5608bf5866ee2b6749990f0e2b70026c0e43b3e5 Mon Sep 17 00:00:00 2001 From: SDL Wiki Bot Date: Wed, 18 Dec 2024 06:22:41 +0000 Subject: [PATCH] Sync SDL3 wiki -> header [ci skip] --- include/SDL3/SDL_pixels.h | 22 +++++++++++----------- include/SDL3/SDL_stdinc.h | 7 +++++-- 2 files changed, 16 insertions(+), 13 deletions(-) diff --git a/include/SDL3/SDL_pixels.h b/include/SDL3/SDL_pixels.h index 7d3debb185..c8d340682e 100644 --- a/include/SDL3/SDL_pixels.h +++ b/include/SDL3/SDL_pixels.h @@ -39,29 +39,29 @@ * understands two different color types, RGB and YCbCr, or in SDL also * referred to as YUV. * - * RGB colors consist of red, green, and blue channels of color that are - * added together to represent the colors we see on the screen. + * RGB colors consist of red, green, and blue channels of color that are added + * together to represent the colors we see on the screen. * * https://en.wikipedia.org/wiki/RGB_color_model * * YCbCr colors represent colors as a Y luma brightness component and red and - * blue chroma color offsets. This color representation takes advantage of - * the fact that the human eye is more sensitive to brightness than the color - * in an image. The Cb and Cr components are often compressed and have lower + * blue chroma color offsets. This color representation takes advantage of the + * fact that the human eye is more sensitive to brightness than the color in + * an image. The Cb and Cr components are often compressed and have lower * resolution than the luma component. * * https://en.wikipedia.org/wiki/YCbCr * - * When the color information in YCbCr is compressed, the Y pixels are left - * at full resolution and each Cr and Cb pixel represents an average of the - * color information in a block of Y pixels. The chroma location determines - * where in that block of pixels the color information is coming from. + * When the color information in YCbCr is compressed, the Y pixels are left at + * full resolution and each Cr and Cb pixel represents an average of the color + * information in a block of Y pixels. The chroma location determines where in + * that block of pixels the color information is coming from. * * The color range defines how much of the pixel to use when converting a * pixel into a color on the display. When the full color range is used, the * entire numeric range of the pixel bits is significant. When narrow color - * range is used, for historical reasons, the pixel uses only a portion of - * the numeric range to represent colors. + * range is used, for historical reasons, the pixel uses only a portion of the + * numeric range to represent colors. * * The color primaries and white point are a definition of the colors in the * color space relative to the standard XYZ color space. diff --git a/include/SDL3/SDL_stdinc.h b/include/SDL3/SDL_stdinc.h index e2423f8824..d9ef590c5f 100644 --- a/include/SDL3/SDL_stdinc.h +++ b/include/SDL3/SDL_stdinc.h @@ -96,6 +96,7 @@ void *alloca(size_t); #ifndef SDL_COMPILE_TIME_ASSERT #ifdef SDL_WIKI_DOCUMENTATION_SECTION + /** * A compile-time assertion. * @@ -115,8 +116,8 @@ void *alloca(size_t); * This is used with a C language trick that works on older compilers that * don't support better assertion techniques. * - * If you need an assertion that operates at runtime, on variable data, - * you should try SDL_assert instead. + * If you need an assertion that operates at runtime, on variable data, you + * should try SDL_assert instead. * * \param name a unique identifier for this assertion. * \param x the value to test. Must be a boolean value. @@ -2886,6 +2887,7 @@ extern SDL_DECLSPEC float SDLCALL SDL_randf_r(Uint64 *state); extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits_r(Uint64 *state); #ifndef SDL_PI_D + /** * The value of Pi, as a double-precision floating point literal. * @@ -2897,6 +2899,7 @@ extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits_r(Uint64 *state); #endif #ifndef SDL_PI_F + /** * The value of Pi, as a single-precision floating point literal. *