Sync SDL3 wiki -> header
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@@ -332,8 +332,8 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
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* constrained environment.
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*
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* \param src the data stream for the mappings to be added.
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* \param closeio if true, calls SDL_CloseIO() on `src` before returning,
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* even in the case of an error.
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* \param closeio if true, calls SDL_CloseIO() on `src` before returning, even
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* in the case of an error.
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* \returns the number of mappings added or -1 on failure; call SDL_GetError()
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* for more information.
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*
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@@ -381,8 +381,8 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file)
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*
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* This will generate gamepad events as needed if device mappings change.
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*
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* \returns true on success or false on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@@ -444,8 +444,8 @@ extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
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* \param instance_id the joystick instance ID.
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* \param mapping the mapping to use for this device, or NULL to clear the
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* mapping.
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* \returns true on success or false on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@@ -485,8 +485,8 @@ extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count);
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* Check if the given joystick is supported by the gamepad interface.
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*
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* \param instance_id the joystick instance ID.
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* \returns true if the given joystick is supported by the gamepad
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* interface, false if it isn't or it's an invalid index.
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* \returns true if the given joystick is supported by the gamepad interface,
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* false if it isn't or it's an invalid index.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@@ -815,8 +815,8 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
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* \param gamepad the gamepad object to adjust.
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* \param player_index player index to assign to this gamepad, or -1 to clear
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* the player index and turn off player LEDs.
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* \returns true on success or false on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@@ -940,8 +940,8 @@ extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *
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*
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* \param gamepad a gamepad identifier previously returned by
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* SDL_OpenGamepad().
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* \returns true if the gamepad has been opened and is currently
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* connected, or false if not.
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* \returns true if the gamepad has been opened and is currently connected, or
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* false if not.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@@ -988,8 +988,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(bool enabled);
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* If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
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* and check the state of the gamepad when you want gamepad information.
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*
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* \returns true if gamepad events are being processed, false
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* otherwise.
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* \returns true if gamepad events are being processed, false otherwise.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@@ -1259,8 +1258,8 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *ga
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* \param y a pointer filled with the y position, normalized 0 to 1, with the
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* origin in the upper left, may be NULL.
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* \param pressure a pointer filled with pressure value, may be NULL.
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* \returns true on success or false on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@@ -1289,8 +1288,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_
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* \param gamepad the gamepad to update.
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* \param type the type of sensor to enable/disable.
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* \param enabled whether data reporting should be enabled.
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* \returns true on success or false on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@@ -1333,8 +1332,8 @@ extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *game
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* \param type the type of sensor to query.
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* \param data a pointer filled with the current sensor state.
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* \param num_values the number of values to write to data.
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* \returns true on success or false on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@@ -1355,8 +1354,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad,
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* \param high_frequency_rumble the intensity of the high frequency (right)
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* rumble motor, from 0 to 0xFFFF.
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* \param duration_ms the duration of the rumble effect, in milliseconds.
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* \returns true on success or false on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@@ -1381,8 +1380,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16
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* \param right_rumble the intensity of the right trigger rumble motor, from 0
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* to 0xFFFF.
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* \param duration_ms the duration of the rumble effect, in milliseconds.
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* \returns true on success or false on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@@ -1403,8 +1402,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad,
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* \param red the intensity of the red LED.
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* \param green the intensity of the green LED.
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* \param blue the intensity of the blue LED.
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* \returns true on success or false on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@@ -1416,8 +1415,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 r
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* \param gamepad the gamepad to affect.
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* \param data the data to send to the gamepad.
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* \param size the size of the data to send to the gamepad.
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* \returns true on success or false on failure; call SDL_GetError()
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* for more information.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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