From 9fbc767d4fdabc9606095862e6a3da15de528080 Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Wed, 1 Jan 2025 08:05:08 -0800 Subject: [PATCH] Fixed formatting of SDL_storage documentation --- include/SDL3/SDL_storage.h | 27 ++++++++++++++++++--------- 1 file changed, 18 insertions(+), 9 deletions(-) diff --git a/include/SDL3/SDL_storage.h b/include/SDL3/SDL_storage.h index a1c921a569..9a6fbe91e8 100644 --- a/include/SDL3/SDL_storage.h +++ b/include/SDL3/SDL_storage.h @@ -32,11 +32,14 @@ * platforms (game consoles in particular) are more strict about what _type_ * of filesystem is being accessed; for example, game content and user data * are usually two separate storage devices with entirely different - * characteristics (and possibly different low-level APIs altogether!). 2. - * **How to Access:** Another common mistake is applications assuming that all + * characteristics (and possibly different low-level APIs altogether!). + * + * 2. **How to Access:** Another common mistake is applications assuming that all * storage is universally writeable - again, many platforms treat game content * and user data as two separate storage devices, and only user data is - * writeable while game content is read-only. 3. **When to Access:** The most + * writeable while game content is read-only. + * + * 3. **When to Access:** The most * common portability issue with filesystem access is _timing_ - you cannot * always assume that the storage device is always accessible all of the time, * nor can you assume that there are no limits to how long you have access to @@ -87,10 +90,13 @@ * * 1. **What to Access:** This code accesses a global filesystem; game data * and saves are all presumed to be in the current working directory (which - * may or may not be the game's installation folder!). 2. **How to Access:** + * may or may not be the game's installation folder!). + * + * 2. **How to Access:** * This code assumes that content paths are writeable, and that save data is - * also writeable despite being in the same location as the game data. 3. - * **When to Access:** This code assumes that they can be called at any time, + * also writeable despite being in the same location as the game data. + * + * 3. **When to Access:** This code assumes that they can be called at any time, * since the filesystem is always accessible and has no limits on how long the * filesystem is being accessed. * @@ -192,9 +198,12 @@ * Note the improvements that SDL_Storage makes: * * 1. **What to Access:** This code explicitly reads from a title or user - * storage device based on the context of the function. 2. **How to Access:** - * This code explicitly uses either a read or write function based on the - * context of the function. 3. **When to Access:** This code explicitly opens + * storage device based on the context of the function. + * + * 2. **How to Access:** This code explicitly uses either a read or write function based on the + * context of the function. + * + * 3. **When to Access:** This code explicitly opens * the device when it needs to, and closes it when it is finished working with * the filesystem. *