From 9fbc767d4fdabc9606095862e6a3da15de528080 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
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 a1c921a5694ff..9a6fbe91e8aaf 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.
*