diff --git a/include/SDL3/SDL_main.h b/include/SDL3/SDL_main.h index a20f2f846f..06a6beac3b 100644 --- a/include/SDL3/SDL_main.h +++ b/include/SDL3/SDL_main.h @@ -267,7 +267,7 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); /** * Callback from the application to let the suspend continue. * - * \since This function is available since SDL 2.28.0. + * \since This function is available since SDL 3.0.0. */ extern DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void); diff --git a/include/SDL3/SDL_video.h b/include/SDL3/SDL_video.h index 5040e17880..ba71957f4b 100644 --- a/include/SDL3/SDL_video.h +++ b/include/SDL3/SDL_video.h @@ -661,8 +661,8 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window); * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist * property to YES, otherwise you will not receive a High-DPI OpenGL canvas. * - * The window size in pixels may differ from its size in screen coordinates - * if the window is on a high density display (one with an OS scaling factor). + * The window size in pixels may differ from its size in screen coordinates if + * the window is on a high density display (one with an OS scaling factor). * Use SDL_GetWindowSize() to query the client area's size in screen * coordinates, and SDL_GetWindowSizeInPixels() or SDL_GetRendererOutputSize() * to query the drawable size in pixels. Note that the drawable size can vary