SDL: Sync SDL3 wiki -> header (b6764)

From b676413657875e1ba3af4eb038611db5deb13d9e Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Fri, 11 Oct 2024 20:51:42 +0000
Subject: [PATCH] Sync SDL3 wiki -> header

[ci skip]
---
 docs/README-highdpi.md | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/docs/README-highdpi.md b/docs/README-highdpi.md
index 41031eea6dd30..bec0125f43ffe 100644
--- a/docs/README-highdpi.md
+++ b/docs/README-highdpi.md
@@ -1,5 +1,5 @@
 
-SDL 3.0 has new support for high DPI displays. Interfaces provided by SDL uses the platform's native coordinates unless otherwise specified. 
+SDL 3.0 has new support for high DPI displays. Interfaces provided by SDL uses the platform's native coordinates unless otherwise specified.
 
 To reconcile platform differences in their approach to high-density scaling, SDL provides the following interfaces:
 - `SDL_GetWindowSize()`          retrieves the window dimensions in native coordinates.
@@ -24,7 +24,7 @@ Given a fullscreen window spanning a 3840x2160 monitor set to 2x display or 200%
 | `SDL_GetWindowPixelDensity()`  | 1.0             | 2.0        | 1.0                  |
 
 Observe the philosophical difference between the approaches taken by MacOS and Win32:
-- Win32 coordinate system always deals in physical device pixels, high DPI support is achieved by providing an advisory hint for the developer to enlarge drawn objects. Ignoring the advisory scale factor results in graphics appearing tiny. 
+- Win32 coordinate system always deals in physical device pixels, high DPI support is achieved by providing an advisory hint for the developer to enlarge drawn objects. Ignoring the advisory scale factor results in graphics appearing tiny.
 - MacOS coordinate system always deals in physical content sizes, high DPI support is achieved by providing an optional flag for the developer to request finer granularity. Omitting the granularity request results in graphics appearing coarse.
 
 ## Explanation