From 202bd7b0ff97656501958fb0ba66ba6ab903e148 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Sat, 13 Apr 2024 13:24:25 +0000
Subject: [PATCH] Sync SDL3 wiki -> header
---
include/SDL3/SDL_blendmode.h | 4 ++--
include/SDL3/SDL_mouse.h | 10 +++++-----
include/SDL3/SDL_render.h | 4 ++--
3 files changed, 9 insertions(+), 9 deletions(-)
diff --git a/include/SDL3/SDL_blendmode.h b/include/SDL3/SDL_blendmode.h
index 0c6baa1f8a137..5913b35118429 100644
--- a/include/SDL3/SDL_blendmode.h
+++ b/include/SDL3/SDL_blendmode.h
@@ -147,8 +147,8 @@ typedef enum SDL_BlendFactor
* return with an error if the blend mode is not supported.
*
* 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.
+ * All renderers support the four blend modes listed in the SDL_BlendMode
+ * enumeration.
*
* - **direct3d**: Supports all operations with all factors. However, some
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
diff --git a/include/SDL3/SDL_mouse.h b/include/SDL3/SDL_mouse.h
index b29ba4e31ca72..ada70ffe7396b 100644
--- a/include/SDL3/SDL_mouse.h
+++ b/include/SDL3/SDL_mouse.h
@@ -304,11 +304,11 @@ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
* 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.
+ * 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
diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h
index b9bc104e1075f..f875433cee973 100644
--- a/include/SDL3/SDL_render.h
+++ b/include/SDL3/SDL_render.h
@@ -2099,8 +2099,8 @@ 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>`.
*
- * 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
+ * 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!
*