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@@ -301,14 +301,14 @@ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
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* While capturing is enabled, the current window will have the
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* `SDL_WINDOW_MOUSE_CAPTURE` flag set.
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*
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- * Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
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- * mouse while the user is pressing a button; this is to try and make mouse
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- * behavior more consistent between platforms, and deal with the common case
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- * of a user dragging the mouse outside of the window. This means that if you
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- * are calling SDL_CaptureMouse() only to deal with this situation, you no
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- * longer have to (although it is safe to do so). If this causes problems for
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- * your app, you can disable auto capture by setting the
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- * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
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+ * Please note that SDL will attempt to "auto capture" the mouse while the
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+ * user is pressing a button; this is to try and make mouse behavior more
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+ * consistent between platforms, and deal with the common case of a user
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+ * dragging the mouse outside of the window. This means that if you are calling
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+ * SDL_CaptureMouse() only to deal with this situation, you do not have to
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+ * (although it is safe to do so). If this causes problems for your app, you
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+ * can disable auto capture by setting the `SDL_HINT_MOUSE_AUTO_CAPTURE`
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+ * hint to zero.
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*
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* \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
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* \returns 0 on success or a negative error code on failure; call
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@@ -352,8 +352,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
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* hide the cursor and draw your own as part of your game's rendering, but it
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* will be bound to the framerate.
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*
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- * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
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- * provides twelve readily available system cursors to pick from.
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+ * Also, SDL_CreateSystemCursor() is available, which provides several
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+ * readily-available system cursors to pick from.
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*
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* \param data the color value for each pixel of the cursor
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* \param mask the mask value for each pixel of the cursor
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