diff --git a/include/SDL3/SDL_storage.h b/include/SDL3/SDL_storage.h index 9a6fbe91e8..1543aa0ad7 100644 --- a/include/SDL3/SDL_storage.h +++ b/include/SDL3/SDL_storage.h @@ -34,16 +34,15 @@ * are usually two separate storage devices with entirely different * characteristics (and possibly different low-level APIs altogether!). * - * 2. **How to Access:** Another common mistake is applications assuming that all - * storage is universally writeable - again, many platforms treat game content - * and user data as two separate storage devices, and only user data is - * writeable while game content is read-only. + * 2. **How to Access:** Another common mistake is applications assuming that + * all storage is universally writeable - again, many platforms treat game + * content and user data as two separate storage devices, and only user data + * is writeable while game content is read-only. * - * 3. **When to Access:** The most - * common portability issue with filesystem access is _timing_ - you cannot - * always assume that the storage device is always accessible all of the time, - * nor can you assume that there are no limits to how long you have access to - * a particular device. + * 3. **When to Access:** The most common portability issue with filesystem + * access is _timing_ - you cannot always assume that the storage device is + * always accessible all of the time, nor can you assume that there are no + * limits to how long you have access to a particular device. * * Consider the following example: * @@ -92,13 +91,13 @@ * and saves are all presumed to be in the current working directory (which * may or may not be the game's installation folder!). * - * 2. **How to Access:** - * This code assumes that content paths are writeable, and that save data is - * also writeable despite being in the same location as the game data. + * 2. **How to Access:** This code assumes that content paths are writeable, + * and that save data is also writeable despite being in the same location as + * the game data. * - * 3. **When to Access:** This code assumes that they can be called at any time, - * since the filesystem is always accessible and has no limits on how long the - * filesystem is being accessed. + * 3. **When to Access:** This code assumes that they can be called at any + * time, since the filesystem is always accessible and has no limits on how + * long the filesystem is being accessed. * * Due to these assumptions, the filesystem code is not portable and will fail * under these common scenarios: @@ -200,12 +199,11 @@ * 1. **What to Access:** This code explicitly reads from a title or user * storage device based on the context of the function. * - * 2. **How to Access:** This code explicitly uses either a read or write function based on the - * context of the function. + * 2. **How to Access:** This code explicitly uses either a read or write + * function based on the context of the function. * - * 3. **When to Access:** This code explicitly opens - * the device when it needs to, and closes it when it is finished working with - * the filesystem. + * 3. **When to Access:** This code explicitly opens the device when it needs + * to, and closes it when it is finished working with the filesystem. * * The result is an application that is significantly more robust against the * increasing demands of platforms and their filesystems!