Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot
2024-07-27 03:59:43 +00:00
parent 4f55271571
commit 0f2fc2fbaa
14 changed files with 72 additions and 33 deletions

View File

@@ -392,7 +392,9 @@ extern SDL_DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void);
* \param count a pointer filled in with the number of mappings returned, can
* be NULL.
* \returns an array of the mapping strings, NULL-terminated, or NULL on
* failure; call SDL_GetError() for more information. This is a single allocation that should be freed with SDL_free() when it is no longer needed.
* failure; call SDL_GetError() for more information. This is a
* single allocation that should be freed with SDL_free() when it is
* no longer needed.
*
* \since This function is available since SDL 3.0.0.
*/
@@ -403,7 +405,8 @@ extern SDL_DECLSPEC_FREE char ** SDLCALL SDL_GetGamepadMappings(int *count);
*
* \param guid a structure containing the GUID for which a mapping is desired.
* \returns a mapping string or NULL on failure; call SDL_GetError() for more
* information. This should be freed with SDL_free() when it is no longer needed.
* information. This should be freed with SDL_free() when it is no
* longer needed.
*
* \since This function is available since SDL 3.0.0.
*
@@ -419,7 +422,8 @@ extern SDL_DECLSPEC_FREE char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID gu
*
* \param gamepad the gamepad you want to get the current mapping for.
* \returns a string that has the gamepad's mapping or NULL if no mapping is
* available; call SDL_GetError() for more information. This should be freed with SDL_free() when it is no longer needed.
* available; call SDL_GetError() for more information. This should
* be freed with SDL_free() when it is no longer needed.
*
* \since This function is available since SDL 3.0.0.
*
@@ -465,7 +469,8 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasGamepad(void);
* \param count a pointer filled in with the number of gamepads returned, may
* be NULL.
* \returns a 0 terminated array of joystick instance IDs or NULL on failure;
* call SDL_GetError() for more information. This should be freed with SDL_free() when it is no longer needed.
* call SDL_GetError() for more information. This should be freed
* with SDL_free() when it is no longer needed.
*
* \since This function is available since SDL 3.0.0.
*
@@ -640,7 +645,8 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_Joys
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID.
* \returns the mapping string. Returns NULL if no mapping is available. This should be freed with SDL_free() when it is no longer needed.
* \returns the mapping string. Returns NULL if no mapping is available. This
* should be freed with SDL_free() when it is no longer needed.
*
* \since This function is available since SDL 3.0.0.
*
@@ -995,7 +1001,9 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
* \param gamepad a gamepad.
* \param count a pointer filled in with the number of bindings returned.
* \returns a NULL terminated array of pointers to bindings or NULL on
* failure; call SDL_GetError() for more information. This is a single allocation that should be freed with SDL_free() when it is no longer needed.
* failure; call SDL_GetError() for more information. This is a
* single allocation that should be freed with SDL_free() when it is
* no longer needed.
*
* \since This function is available since SDL 3.0.0.
*/