From e7e2805475048699ef821a500bc4e82dd544307c Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Tue, 24 Feb 2026 15:05:20 +0000
Subject: [PATCH] Sync SDL3 wiki -> header
[ci skip]
(cherry picked from commit 5212b82c4f03ecb6364b95baabb22a94ac24a878)
---
docs/README-gdk.md | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/docs/README-gdk.md b/docs/README-gdk.md
index acba7bc3cce82..3af5ad46847b8 100644
--- a/docs/README-gdk.md
+++ b/docs/README-gdk.md
@@ -32,7 +32,8 @@ The Windows GDK port supports the full set of Win32 APIs, renderers, controllers
* Single-player games have some additional features available:
* Call `SDL_GetGDKDefaultUser` to get the default XUserHandle pointer.
- * `SDL_GetPrefPath` still works, but only for single-player titles.
+ * `SDL_GetPrefPath` and `SDL_Storage` still work, but only for single-player titles.
+ * To enable support for these APIs, use `SDL_SetHint` to set `SDL_GDK_SERVICE_CONFIGURATION_ID` to your SCID string at startup (it should be formatted like `"00000000-0000-0000-0000-000000000000"`)
These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values!