SDL: include: Removed some SDL2 references in the documentation.

From f01b34fd8d3a6d8775d48602b76f837ab66927ec Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Sat, 13 Apr 2024 09:23:22 -0400
Subject: [PATCH] include: Removed some SDL2 references in the documentation.

---
 include/SDL3/SDL_blendmode.h | 13 +++----------
 include/SDL3/SDL_mouse.h     | 20 ++++++++++----------
 include/SDL3/SDL_render.h    |  8 ++++----
 include/SDL3/SDL_touch.h     |  2 --
 include/SDL3/SDL_version.h   |  3 ---
 include/SDL3/SDL_video.h     |  6 ++----
 6 files changed, 19 insertions(+), 33 deletions(-)

diff --git a/include/SDL3/SDL_blendmode.h b/include/SDL3/SDL_blendmode.h
index 3b00790c33090..0c6baa1f8a137 100644
--- a/include/SDL3/SDL_blendmode.h
+++ b/include/SDL3/SDL_blendmode.h
@@ -146,8 +146,8 @@ typedef enum SDL_BlendFactor
  * either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
  * return with an error if the blend mode is not supported.
  *
- * This list describes the support of custom blend modes for each renderer in
- * SDL 2.0.6. All renderers support the four blend modes listed in the
+ * This list describes the support of custom blend modes for each renderer.
+ * All renderers support the four blend modes listed in the
  * SDL_BlendMode enumeration.
  *
  * - **direct3d**: Supports all operations with all factors. However, some
@@ -155,14 +155,7 @@ typedef enum SDL_BlendFactor
  *   `SDL_BLENDOPERATION_MAXIMUM`.
  * - **direct3d11**: Same as Direct3D 9.
  * - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
- *   factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL
- *   2.0.6.
- * - **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
- *   factors. Color and alpha factors need to be the same. OpenGL ES 1
- *   implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT`
- *   and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha
- *   operations being different from each other. May support color and alpha
- *   factors being different from each other.
+ *   factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly here.
  * - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
  *   `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
  *   operations with all factors.
diff --git a/include/SDL3/SDL_mouse.h b/include/SDL3/SDL_mouse.h
index c3a2e071ffb48..b29ba4e31ca72 100644
--- a/include/SDL3/SDL_mouse.h
+++ b/include/SDL3/SDL_mouse.h
@@ -301,14 +301,14 @@ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
  * While capturing is enabled, the current window will have the
  * `SDL_WINDOW_MOUSE_CAPTURE` flag set.
  *
- * Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
- * mouse while the user is pressing a button; this is to try and make mouse
- * behavior more consistent between platforms, and deal with the common case
- * of a user dragging the mouse outside of the window. This means that if you
- * are calling SDL_CaptureMouse() only to deal with this situation, you no
- * longer have to (although it is safe to do so). If this causes problems for
- * your app, you can disable auto capture by setting the
- * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
+ * Please note that SDL will attempt to "auto capture" the mouse while the
+ * user is pressing a button; this is to try and make mouse behavior more
+ * consistent between platforms, and deal with the common case of a user
+ * dragging the mouse outside of the window. This means that if you are calling
+ * SDL_CaptureMouse() only to deal with this situation, you do not have to
+ * (although it is safe to do so). If this causes problems for your app, you
+ * can disable auto capture by setting the `SDL_HINT_MOUSE_AUTO_CAPTURE`
+ * hint to zero.
  *
  * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
  * \returns 0 on success or a negative error code on failure; call
@@ -352,8 +352,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
  * hide the cursor and draw your own as part of your game's rendering, but it
  * will be bound to the framerate.
  *
- * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
- * provides twelve readily available system cursors to pick from.
+ * Also, SDL_CreateSystemCursor() is available, which provides several
+ * readily-available system cursors to pick from.
  *
  * \param data the color value for each pixel of the cursor
  * \param mask the mask value for each pixel of the cursor
diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h
index a48c16c155197..b9bc104e1075f 100644
--- a/include/SDL3/SDL_render.h
+++ b/include/SDL3/SDL_render.h
@@ -2099,10 +2099,10 @@ extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
  * This function returns `void *`, so SDL doesn't have to include Metal's
  * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
  *
- * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
- * SDL a drawable to render to, which might happen if the window is
- * hidden/minimized/offscreen. This doesn't apply to command encoders for
- * render targets, just the window's backbuffer. Check your return values!
+ * This will return NULL if Metal refuses to give SDL a drawable to render
+ * to, which might happen if the window is hidden/minimized/offscreen. This
+ * doesn't apply to command encoders for render targets, just the window's
+ * backbuffer. Check your return values!
  *
  * \param renderer The renderer to query
  * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
diff --git a/include/SDL3/SDL_touch.h b/include/SDL3/SDL_touch.h
index a81712a60c29c..d7a6da4d0994b 100644
--- a/include/SDL3/SDL_touch.h
+++ b/include/SDL3/SDL_touch.h
@@ -83,8 +83,6 @@ typedef struct SDL_Finger
  * Therefore the returned list might be empty, although devices are available.
  * After using all devices at least once the number will be correct.
  *
- * This was fixed for Android in SDL 2.0.1.
- *
  * \param count a pointer filled in with the number of devices returned, can
  *              be NULL.
  * \returns a 0 terminated array of touch device IDs which should be freed
diff --git a/include/SDL3/SDL_version.h b/include/SDL3/SDL_version.h
index 9f6394c2f90b4..c9bb6b31f8b78 100644
--- a/include/SDL3/SDL_version.h
+++ b/include/SDL3/SDL_version.h
@@ -150,9 +150,6 @@ extern DECLSPEC int SDLCALL SDL_GetVersion(SDL_Version * ver);
  * If SDL wasn't built from a git repository with the appropriate tools, this
  * will return an empty string.
  *
- * Prior to SDL 2.0.16, before development moved to GitHub, this returned a
- * hash for a Mercurial repository.
- *
  * You shouldn't use this function for anything but logging it for debugging
  * purposes. The string is not intended to be reliable in any way.
  *
diff --git a/include/SDL3/SDL_video.h b/include/SDL3/SDL_video.h
index 2e8840be769dc..9b7748367be7a 100644
--- a/include/SDL3/SDL_video.h
+++ b/include/SDL3/SDL_video.h
@@ -2199,8 +2199,7 @@ extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window *window);
 /**
  * Check whether the screensaver is currently enabled.
  *
- * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2
- * the screensaver was enabled by default.
+ * The screensaver is disabled by default.
  *
  * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`.
  *
@@ -2233,8 +2232,7 @@ extern DECLSPEC int SDLCALL SDL_EnableScreenSaver(void);
  * If you disable the screensaver, it is automatically re-enabled when SDL
  * quits.
  *
- * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2
- * the screensaver was enabled by default.
+ * The screensaver is disabled by default.
  *
  * \returns 0 on success or a negative error code on failure; call
  *          SDL_GetError() for more information.