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