mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-02-17 09:04:07 +00:00
JANITORIAL: Fix typos in comments in various files (#10058)
This commit is contained in:
@@ -17,7 +17,7 @@ rules we need to obey to cooperate with those scripts.
|
||||
## The wiki and headers share the same text.
|
||||
|
||||
There is a massive Perl script (`build-scripts/wikiheaders.pl`, hereafter
|
||||
refered to as "wikiheaders") that can read both the wiki and the public
|
||||
referred to as "wikiheaders") that can read both the wiki and the public
|
||||
headers, and move changes in one across to the other.
|
||||
|
||||
If you prefer to use the wiki, go ahead and edit there. If you prefer to use
|
||||
|
||||
@@ -110,7 +110,7 @@ to actually run if main() were to continue on, since we're just
|
||||
getting started.
|
||||
|
||||
There's a lot of little details that are beyond the scope of this
|
||||
document, but that's the biggest intial set of hurdles to porting
|
||||
document, but that's the biggest initial set of hurdles to porting
|
||||
your app to the web.
|
||||
|
||||
|
||||
|
||||
@@ -151,7 +151,7 @@ In general, the same process in the Windows GDK instructions work. There are jus
|
||||
* For Xbox Series consoles, use the Gaming.Xbox.Scarlett.x64 target
|
||||
* The Xbox One target sets the `SDL_PLATFORM_XBOXONE` define and the Xbox Series target sets the `SDL_PLATFORM_XBOXSERIES` define
|
||||
* You don't need to link against the Xbox.Services Thunks lib nor include that dll in your package (it doesn't exist for Xbox)
|
||||
* The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatability reasons)
|
||||
* The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatibility reasons)
|
||||
* To create a package, use:
|
||||
`makepkg pack /f PackageLayout.xml /lt /d . /pd Package`
|
||||
* To install the package, use:
|
||||
|
||||
@@ -70,7 +70,7 @@ The SDL 1.2 audio compatibility API has also been removed, as it was a simplifie
|
||||
|
||||
SDL3 will not implicitly initialize the audio subsystem on your behalf if you open a device without doing so. Please explicitly call SDL_Init(SDL_INIT_AUDIO) at some point.
|
||||
|
||||
SDL2 refered to audio devices that record sound as "capture" devices, and ones that play sound to speakers as "output" devices. In SDL3, we've changed this terminology to be "recording" devices and "playback" devices, which we hope is more clear.
|
||||
SDL2 referred to audio devices that record sound as "capture" devices, and ones that play sound to speakers as "output" devices. In SDL3, we've changed this terminology to be "recording" devices and "playback" devices, which we hope is more clear.
|
||||
|
||||
SDL3's audio subsystem offers an enormous amount of power over SDL2, but if you just want a simple migration of your existing code, you can ignore most of it. The simplest migration path from SDL2 looks something like this:
|
||||
|
||||
@@ -1918,7 +1918,7 @@ a corresponding event has been received:
|
||||
* SDL_RestoreWindow() (SDL_EVENT_WINDOW_RESTORED)
|
||||
* SDL_SetWindowFullscreen() (SDL_EVENT_WINDOW_ENTER_FULLSCREEN / SDL_EVENT_WINDOW_LEAVE_FULLSCREEN)
|
||||
|
||||
If it is required that operations be applied immediately after one of the preceeding calls, the `SDL_SyncWindow()` function
|
||||
If it is required that operations be applied immediately after one of the preceding calls, the `SDL_SyncWindow()` function
|
||||
will attempt to wait until all pending window operations have completed. The `SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS` hint
|
||||
can also be set to automatically synchronize after all calls to an asynchronous window operation, mimicking the behavior
|
||||
of SDL 2. Be aware that synchronizing can potentially block for long periods of time, as it may have to wait for window
|
||||
|
||||
@@ -31,7 +31,7 @@ int main(int argc, char *argv[])
|
||||
```
|
||||
For a release binary is recommendable to reset the IOP always.
|
||||
|
||||
Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
|
||||
Remember to do a clean compilation every time you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
|
||||
|
||||
## Getting PS2 Dev
|
||||
[Installing PS2 Dev](https://github.com/ps2dev/ps2dev)
|
||||
|
||||
Reference in New Issue
Block a user