Sync SDL3 wiki -> header
This commit is contained in:
@@ -63,12 +63,11 @@ typedef struct SDL_Gamepad SDL_Gamepad;
|
||||
/**
|
||||
* Standard gamepad types.
|
||||
*
|
||||
* This type does not necessarily map to first-party controllers
|
||||
* from Microsoft/Sony/Nintendo; in many cases, third-party controllers
|
||||
* can report as these, either because they were designed for a
|
||||
* specific console, or they simply most closely match that console's
|
||||
* controllers (does it have A/B/X/Y buttons or X/O/Square/Triangle?
|
||||
* Does it have a touchpad? etc).
|
||||
* This type does not necessarily map to first-party controllers from
|
||||
* Microsoft/Sony/Nintendo; in many cases, third-party controllers can report
|
||||
* as these, either because they were designed for a specific console, or they
|
||||
* simply most closely match that console's controllers (does it have A/B/X/Y
|
||||
* buttons or X/O/Square/Triangle? Does it have a touchpad? etc).
|
||||
*/
|
||||
typedef enum SDL_GamepadType
|
||||
{
|
||||
@@ -194,10 +193,10 @@ typedef enum SDL_GamepadAxis
|
||||
/**
|
||||
* Types of gamepad control bindings.
|
||||
*
|
||||
* A gamepad is a collection of bindings that map arbitrary joystick
|
||||
* buttons, axes and hat switches to specific positions on a generic
|
||||
* console-style gamepad. This enum is used as part of SDL_GamepadBinding
|
||||
* to specify those mappings.
|
||||
* A gamepad is a collection of bindings that map arbitrary joystick buttons,
|
||||
* axes and hat switches to specific positions on a generic console-style
|
||||
* gamepad. This enum is used as part of SDL_GamepadBinding to specify those
|
||||
* mappings.
|
||||
*
|
||||
* \since This enum is available since SDL 3.0.0.
|
||||
*/
|
||||
@@ -212,14 +211,13 @@ typedef enum SDL_GamepadBindingType
|
||||
/**
|
||||
* A mapping between one joystick input to a gamepad control.
|
||||
*
|
||||
* A gamepad has a collection of several bindings, to say, for
|
||||
* example, when joystick button number 5 is pressed, that should
|
||||
* be treated like the gamepad's "start" button.
|
||||
* A gamepad has a collection of several bindings, to say, for example, when
|
||||
* joystick button number 5 is pressed, that should be treated like the
|
||||
* gamepad's "start" button.
|
||||
*
|
||||
* SDL has these bindings built-in for many popular controllers,
|
||||
* and can add more with a simple text string. Those strings are
|
||||
* parsed into a collection of these structs to make it easier
|
||||
* to operate on the data.
|
||||
* SDL has these bindings built-in for many popular controllers, and can add
|
||||
* more with a simple text string. Those strings are parsed into a collection
|
||||
* of these structs to make it easier to operate on the data.
|
||||
*
|
||||
* \since This struct is available since SDL 3.0.0.
|
||||
*
|
||||
|
||||
Reference in New Issue
Block a user