SDL: Sync SDL3 wiki -> header (9332d)

From 9332de9f258c3c9238c6f85d71e00d70c5f2a661 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Sat, 29 Jun 2024 00:09:51 +0000
Subject: [PATCH] Sync SDL3 wiki -> header

---
 include/SDL3/SDL_hints.h    | 18 ++++++++++++------
 include/SDL3/SDL_keyboard.h | 15 ++++++++++-----
 2 files changed, 22 insertions(+), 11 deletions(-)

diff --git a/include/SDL3/SDL_hints.h b/include/SDL3/SDL_hints.h
index 07e2ea82fbc73..08c8b37a1ccec 100644
--- a/include/SDL3/SDL_hints.h
+++ b/include/SDL3/SDL_hints.h
@@ -943,20 +943,26 @@ extern "C" {
 #define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
 
 /**
- * A variable describing what IME elements the OS should render natively over the game.
+ * A variable describing what IME elements the OS should render natively over
+ * the game.
  *
- * By default IME UI is handled using native components by the OS, however this interferes with fullscreen games in some cases.
+ * By default IME UI is handled using native components by the OS, however
+ * this interferes with fullscreen games in some cases.
  *
- * The variable can be set to a comma separated list containing the following items:
+ * The variable can be set to a comma separated list containing the following
+ * items:
  *
  * - "none" or "0": Native UI elements will not be displayed.
- * - "composition": Native UI elements will be used for the IME composition string.
+ * - "composition": Native UI elements will be used for the IME composition
+ *   string.
  * - "candidates": Native UI elements will be used for the IME candidate list.
  * - "all" or "1": Native UI elements will be used for all IME UI. (default)
  *
- * If native UI is used for the composition string, then SDL_EVENT_TEXT_EDITING will not be sent.
+ * If native UI is used for the composition string, then
+ * SDL_EVENT_TEXT_EDITING will not be sent.
  *
- * If native UI is used for the candidates list, then SDL_EVENT_TEXT_EDITING_CANDIDATES will not be sent.
+ * If native UI is used for the candidates list, then
+ * SDL_EVENT_TEXT_EDITING_CANDIDATES will not be sent.
  *
  * This hint should be set before SDL is initialized.
  *
diff --git a/include/SDL3/SDL_keyboard.h b/include/SDL3/SDL_keyboard.h
index 50ee5927da9e6..232cde110f691 100644
--- a/include/SDL3/SDL_keyboard.h
+++ b/include/SDL3/SDL_keyboard.h
@@ -420,11 +420,14 @@ extern SDL_DECLSPEC int SDLCALL SDL_ClearComposition(SDL_Window *window);
 /**
  * Set the area used to type Unicode text input.
  *
- * Native input methods may place a window with word suggestions near the cursor, without covering the text being entered.
+ * Native input methods may place a window with word suggestions near the
+ * cursor, without covering the text being entered.
  *
  * \param window the window for which to set the text input area.
- * \param rect the SDL_Rect representing the text input area, in window coordinates, or NULL to clear it.
- * \param cursor the offset of the current cursor location relative to `rect->x`, in window coordinates.
+ * \param rect the SDL_Rect representing the text input area, in window
+ *             coordinates, or NULL to clear it.
+ * \param cursor the offset of the current cursor location relative to
+ *               `rect->x`, in window coordinates.
  * \returns 0 on success or a negative error code on failure; call
  *          SDL_GetError() for more information.
  *
@@ -441,8 +444,10 @@ extern SDL_DECLSPEC int SDLCALL SDL_SetTextInputArea(SDL_Window *window, const S
  * This returns the values previously set by SDL_SetTextInputArea().
  *
  * \param window the window for which to query the text input area.
- * \param rect a pointer to an SDL_Rect filled in with the text input area, may be NULL.
- * \param cursor a pointer to the offset of the current cursor location relative to `rect->x`, may be NULL.
+ * \param rect a pointer to an SDL_Rect filled in with the text input area,
+ *             may be NULL.
+ * \param cursor a pointer to the offset of the current cursor location
+ *               relative to `rect->x`, may be NULL.
  * \returns 0 on success or a negative error code on failure; call
  *          SDL_GetError() for more information.
  *