Sync SDL3 wiki -> header
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@@ -392,7 +392,9 @@ extern SDL_DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void);
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* \param count a pointer filled in with the number of mappings returned, can
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* be NULL.
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* \returns an array of the mapping strings, NULL-terminated, or NULL on
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* 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.
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* failure; call SDL_GetError() for more information. This is a
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* single allocation that should be freed with SDL_free() when it is
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* no longer needed.
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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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@@ -403,7 +405,8 @@ extern SDL_DECLSPEC_FREE char ** SDLCALL SDL_GetGamepadMappings(int *count);
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*
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* \param guid a structure containing the GUID for which a mapping is desired.
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* \returns a mapping string or NULL on failure; call SDL_GetError() for more
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* information. This should be freed with SDL_free() when it is no longer needed.
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* information. This should be freed with SDL_free() when it is no
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* longer needed.
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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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@@ -419,7 +422,8 @@ extern SDL_DECLSPEC_FREE char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID gu
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*
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* \param gamepad the gamepad you want to get the current mapping for.
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* \returns a string that has the gamepad's mapping or NULL if no mapping is
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* available; call SDL_GetError() for more information. This should be freed with SDL_free() when it is no longer needed.
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* available; call SDL_GetError() for more information. This should
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* be freed with SDL_free() when it is no longer needed.
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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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@@ -465,7 +469,8 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasGamepad(void);
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* \param count a pointer filled in with the number of gamepads returned, may
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* be NULL.
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* \returns a 0 terminated array of joystick instance IDs or NULL on failure;
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* call SDL_GetError() for more information. This should be freed with SDL_free() when it is no longer needed.
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* call SDL_GetError() for more information. This should be freed
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* with SDL_free() when it is no longer needed.
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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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@@ -640,7 +645,8 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_Joys
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* This can be called before any gamepads are opened.
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*
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* \param instance_id the joystick instance ID.
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* \returns the mapping string. Returns NULL if no mapping is available. This should be freed with SDL_free() when it is no longer needed.
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* \returns the mapping string. Returns NULL if no mapping is available. This
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* should be freed with SDL_free() when it is no longer needed.
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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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@@ -995,7 +1001,9 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
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* \param gamepad a gamepad.
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* \param count a pointer filled in with the number of bindings returned.
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* \returns a NULL terminated array of pointers to bindings or NULL on
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* 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.
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* failure; call SDL_GetError() for more information. This is a
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* single allocation that should be freed with SDL_free() when it is
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* no longer needed.
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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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