SDL: Sync SDL3 wiki -> header (aba30)

From aba3038353e0fcf2e91581ce6b81b33f0f70c392 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Sat, 27 Jan 2024 21:01:19 +0000
Subject: [PATCH] Sync SDL3 wiki -> header

---
 include/SDL3/SDL_render.h  | 114 ++++++++++++++++----------------
 include/SDL3/SDL_surface.h |  24 +++----
 include/SDL3/SDL_video.h   | 131 ++++++++++++++++++-------------------
 3 files changed, 131 insertions(+), 138 deletions(-)

diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h
index 3c88cec655a3..878f7a7cf0df 100644
--- a/include/SDL3/SDL_render.h
+++ b/include/SDL3/SDL_render.h
@@ -234,12 +234,12 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
  *
  * These are the supported properties:
  *
- * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering
- *   is displayed
- * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where
- *   rendering is displayed, if you want a software renderer without a window
- * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering
- *   driver to use, if a specific one is desired
+ * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
+ *   displayed
+ * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
+ *   is displayed, if you want a software renderer without a window
+ * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
+ *   to use, if a specific one is desired
  * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
  *   present synchronized with the refresh rate
  *
@@ -326,14 +326,14 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
  *
  * The following read-only properties are provided by SDL:
  *
- * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9
- *   associated with the renderer
+ * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
+ *   with the renderer
  * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
  *   with the renderer
  * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
  *   with the renderer
- * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the
- *   ID3D12CommandQueue associated with the renderer
+ * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
+ *   associated with the renderer
  *
  * \param renderer the rendering context
  * \returns a valid property ID on success or 0 on failure; call
@@ -447,10 +447,10 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
  *
  * These are the supported properties:
  *
- * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values
- *   in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
- * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values
- *   in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
+ * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
+ *   SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
+ * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
+ *   SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
  * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
  *   pixels, required
  * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
@@ -460,12 +460,12 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
  *
  * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
  *   associated with the texture, if you want to wrap an existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the
- *   ID3D11Texture2D associated with the U plane of a YUV texture, if you want
- *   to wrap an existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the
- *   ID3D11Texture2D associated with the V plane of a YUV texture, if you want
- *   to wrap an existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
+ *   associated with the U plane of a YUV texture, if you want to wrap an
+ *   existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
+ *   associated with the V plane of a YUV texture, if you want to wrap an
+ *   existing texture.
  *
  * With the direct3d12 renderer:
  *
@@ -482,9 +482,9 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
  *
  * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
  *   associated with the texture, if you want to wrap an existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint
- *   texture associated with the UV plane of an NV12 texture, if you want to
- *   wrap an existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
+ *   associated with the UV plane of an NV12 texture, if you want to wrap an
+ *   existing texture.
  * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
  *   associated with the U plane of a YUV texture, if you want to wrap an
  *   existing texture.
@@ -494,21 +494,19 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
  *
  * With the opengles2 renderer:
  *
- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
- *   texture associated with the texture, if you want to wrap an existing
- *   texture.
- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
- *   texture associated with the texture, if you want to wrap an existing
- *   texture.
- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint
- *   texture associated with the UV plane of an NV12 texture, if you want to
- *   wrap an existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint
- *   texture associated with the U plane of a YUV texture, if you want to wrap
- *   an existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint
- *   texture associated with the V plane of a YUV texture, if you want to wrap
- *   an existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
+ *   associated with the texture, if you want to wrap an existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
+ *   associated with the texture, if you want to wrap an existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
+ *   associated with the UV plane of an NV12 texture, if you want to wrap an
+ *   existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
+ *   associated with the U plane of a YUV texture, if you want to wrap an
+ *   existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
+ *   associated with the V plane of a YUV texture, if you want to wrap an
+ *   existing texture.
  *
  * \param renderer the rendering context
  * \param props the properties to use
@@ -554,8 +552,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
  *
  * With the direct3d11 renderer:
  *
- * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
- *   associated with the texture
+ * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
+ *   with the texture
  * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  *   associated with the U plane of a YUV texture
  * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
@@ -563,29 +561,29 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
  *
  * With the direct3d12 renderer:
  *
- * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
- *   associated with the texture
- * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
- *   associated with the U plane of a YUV texture
- * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
- *   associated with the V plane of a YUV texture
+ * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
+ *   with the texture
+ * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
+ *   with the U plane of a YUV texture
+ * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
+ *   with the V plane of a YUV texture
  *
  * With the opengl renderer:
  *
- * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
- *   associated with the texture
+ * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
+ *   with the texture
  * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  *   associated with the UV plane of an NV12 texture
- * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
- *   associated with the U plane of a YUV texture
- * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
- *   associated with the V plane of a YUV texture
+ * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
+ *   with the U plane of a YUV texture
+ * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
+ *   with the V plane of a YUV texture
  * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
  *   target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
- * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width
- *   of the texture (0.0 - 1.0)
- * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height
- *   of the texture (0.0 - 1.0)
+ * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
+ *   the texture (0.0 - 1.0)
+ * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
+ *   the texture (0.0 - 1.0)
  *
  * With the opengles2 renderer:
  *
@@ -597,8 +595,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
  *   associated with the U plane of a YUV texture
  * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  *   associated with the V plane of a YUV texture
- * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the
- *   texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
+ * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the texture
+ *   target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
  *
  * \param texture the texture to query
  * \returns a valid property ID on success or 0 on failure; call
diff --git a/include/SDL3/SDL_surface.h b/include/SDL3/SDL_surface.h
index db76dbe5e596..aeaca8d79619 100644
--- a/include/SDL3/SDL_surface.h
+++ b/include/SDL3/SDL_surface.h
@@ -262,21 +262,21 @@ extern DECLSPEC void SDLCALL SDL_DestroySurface(SDL_Surface *surface);
  *
  * The following properties are understood by SDL:
  *
- * - `SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER`: an SDL_ColorPrimaries
- *   value describing the surface colorspace
+ * - `SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER`: an SDL_ColorPrimaries value
+ *   describing the surface colorspace
  * - `SDL_PROP_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER`: an
  *   SDL_TransferCharacteristics value describing the surface colorspace
- * - `SDL_PROP_SURFACE_MAXCLL_NUMBER`: MaxCLL (Maximum Content Light
- *   Level) indicates the maximum light level of any single pixel (in cd/m2 or
- *   nits) of the entire playback sequence. MaxCLL is usually measured off the
- *   final delivered content after mastering. If one uses the full light level
- *   of the HDR mastering display and adds a hard clip at its maximum value,
+ * - `SDL_PROP_SURFACE_MAXCLL_NUMBER`: MaxCLL (Maximum Content Light Level)
+ *   indicates the maximum light level of any single pixel (in cd/m2 or nits)
+ *   of the entire playback sequence. MaxCLL is usually measured off the final
+ *   delivered content after mastering. If one uses the full light level of
+ *   the HDR mastering display and adds a hard clip at its maximum value,
  *   MaxCLL would be equal to the peak luminance of the mastering monitor.
- * - `SDL_PROP_SURFACE_MAXFALL_NUMBER`: MaxFALL (Maximum Frame Average
- *   Light Level) indicates the maximum value of the frame average light level
- *   (in cd/m2 or nits) of the entire playback sequence. MaxFALL is calculated
- *   by averaging the decoded luminance values of all the pixels within a
- *   frame. MaxFALL is usually much lower than MaxCLL.
+ * - `SDL_PROP_SURFACE_MAXFALL_NUMBER`: MaxFALL (Maximum Frame Average Light
+ *   Level) indicates the maximum value of the frame average light level (in
+ *   cd/m2 or nits) of the entire playback sequence. MaxFALL is calculated by
+ *   averaging the decoded luminance values of all the pixels within a frame.
+ *   MaxFALL is usually much lower than MaxCLL.
  *
  * \param surface the SDL_Surface structure to query
  * \returns a valid property ID on success or 0 on failure; call
diff --git a/include/SDL3/SDL_video.h b/include/SDL3/SDL_video.h
index 8da5becf3439..35ae37702159 100644
--- a/include/SDL3/SDL_video.h
+++ b/include/SDL3/SDL_video.h
@@ -827,46 +827,44 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
  *
  * These are the supported properties:
  *
- * - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window
- *   should be always on top
- * - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has
- *   no window decoration
+ * - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window should
+ *   be always on top
+ * - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has no
+ *   window decoration
  * - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should
  *   accept keyboard input (defaults true)
- * - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window
- *   should start in fullscreen mode at desktop resolution
+ * - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window should
+ *   start in fullscreen mode at desktop resolution
  * - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window
- * - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should
- *   start hidden
- * - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the
- *   window uses a high pixel density buffer if possible
+ * - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should start
+ *   hidden
+ * - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the window
+ *   uses a high pixel density buffer if possible
  * - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should
  *   start maximized
- * - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup
- *   menu
- * - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be
- *   used with Metal rendering
+ * - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup menu
+ * - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be used
+ *   with Metal rendering
  * - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should
  *   start minimized
- * - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window
- *   starts with grabbed mouse focus
- * - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be
- *   used with OpenGL rendering
- * - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be
- *   the parent of this window, required for windows with the "toolip" and
- *   "menu" properties
- * - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should
- *   be resizable
- * - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in
- *   UTF-8 encoding
+ * - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window starts
+ *   with grabbed mouse focus
+ * - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be used
+ *   with OpenGL rendering
+ * - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be the
+ *   parent of this window, required for windows with the "toolip" and "menu"
+ *   properties
+ * - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should be
+ *   resizable
+ * - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in UTF-8
+ *   encoding
  * - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show
  *   transparent in the areas with alpha of 0
- * - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a
- *   tooltip
- * - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a
- *   utility window, not showing in the task bar and window list
- * - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be
- *   used with Vulkan rendering
+ * - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a tooltip
+ * - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a utility
+ *   window, not showing in the task bar and window list
+ * - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be used
+ *   with Vulkan rendering
  * - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window
  * - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or
  *   `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is
@@ -880,18 +878,17 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
  * - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the
  *   `(__unsafe_unretained)` NSWindow associated with the window, if you want
  *   to wrap an existing window.
- * - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the
- *   `(__unsafe_unretained)` NSView associated with the window, defaults to
- *   `[window contentView]`
+ * - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the `(__unsafe_unretained)`
+ *   NSView associated with the window, defaults to `[window contentView]`
  *
  * These are additional supported properties on Wayland:
  *
- * - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true
- *   if the application wants to use the Wayland surface for a custom role and
+ * - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true if
+ *   the application wants to use the Wayland surface for a custom role and
  *   does not want it attached to an XDG toplevel window. See
  *   docs/README-wayland.md for more information on using custom surfaces.
- * - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN - true if
- *   the application wants an associated `wl_egl_window` object to be created,
+ * - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN - true if the
+ *   application wants an associated `wl_egl_window` object to be created,
  *   even if the window does not have the OpenGL property or flag set.
  * - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface
  *   associated with the window, if you want to wrap an existing window. See
@@ -899,8 +896,8 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
  *
  * These are additional supported properties on Windows:
  *
- * - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with
- *   the window, if you want to wrap an existing window.
+ * - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with the
+ *   window, if you want to wrap an existing window.
  * - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional,
  *   another window to share pixel format with, useful for OpenGL windows
  *
@@ -1009,10 +1006,10 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
  *
  * On Android:
  *
- * - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow
- *   associated with the window
- * - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated
+ * - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow associated
  *   with the window
+ * - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated with
+ *   the window
  *
  * On iOS:
  *
@@ -1023,12 +1020,12 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
  *
  * On KMS/DRM:
  *
- * - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index
- *   associated with the window (e.g. the X in /dev/dri/cardX)
- * - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with
- *   the window
- * - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device
- *   associated with the window
+ * - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index associated
+ *   with the window (e.g. the X in /dev/dri/cardX)
+ * - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with the
+ *   window
+ * - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device associated
+ *   with the window
  *
  * On macOS:
  *
@@ -1043,8 +1040,8 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
  *   associated with the window
  * - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType
  *   associated with the window
- * - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated
- *   with the window
+ * - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated with
+ *   the window
  *
  * On UWP:
  *
@@ -1053,12 +1050,10 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
  *
  * On Windows:
  *
- * - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the
- *   window
- * - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the
- *   window
- * - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated
- *   with the window
+ * - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the window
+ * - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the window
+ * - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated with
+ *   the window
  *
  * On Wayland:
  *
@@ -1066,14 +1061,14 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
  * show/hide calls. They will be null if the window is hidden and must be
  * queried each time it is shown.
  *
- * - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated
- *   with the window
- * - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated
- *   with the window
+ * - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated with
+ *   the window
+ * - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated with
+ *   the window
  * - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window
  *   associated with the window
- * - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface
- *   associated with the window
+ * - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface associated
+ *   with the window
  * - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role
  *   associated with the window
  * - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role
@@ -1083,12 +1078,12 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
  *
  * On X11:
  *
- * - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated
- *   with the window
- * - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated
- *   with the window
- * - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with
+ * - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated with
  *   the window
+ * - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated with
+ *   the window
+ * - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with the
+ *   window
  *
  * \param window the window to query
  * \returns a valid property ID on success or 0 on failure; call