Made return value descriptions more consistent across the API
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@@ -301,7 +301,7 @@ typedef struct SDL_GamepadBinding
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*
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* \param mapping the mapping string.
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* \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
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* -1 on error; call SDL_GetError() for more information.
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* -1 on failure; call SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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@@ -332,7 +332,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
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* \param src the data stream for the mappings to be added.
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* \param closeio if SDL_TRUE, calls SDL_CloseIO() on `src` before returning,
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* even in the case of an error.
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* \returns the number of mappings added or -1 on error; call SDL_GetError()
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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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* \threadsafety It is safe to call this function from any thread.
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@@ -360,7 +360,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src,
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* Windows, etc).
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*
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* \param file the mappings file to load.
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* \returns the number of mappings added or -1 on error; call SDL_GetError()
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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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* \threadsafety It is safe to call this function from any thread.
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@@ -393,8 +393,8 @@ extern SDL_DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void);
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*
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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. Returns NULL on
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* error; call SDL_GetError() for more information.
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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.
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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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@@ -406,7 +406,7 @@ extern SDL_DECLSPEC const char * const * SDLCALL SDL_GetGamepadMappings(int *cou
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* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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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 error; call SDL_GetError() for more
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* \returns a mapping string or NULL 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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@@ -470,7 +470,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasGamepad(void);
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*
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* \param count a pointer filled in with the number of gamepads returned.
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* \returns a 0 terminated array of joystick instance IDs which should be
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* freed with SDL_free(), or NULL on error; call SDL_GetError() for
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* freed with SDL_free(), or NULL on failure; call SDL_GetError() for
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* more details.
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*
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* \since This function is available since SDL 3.0.0.
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@@ -971,7 +971,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
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* SDL to crash.
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*
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* \param gamepad the gamepad object that you want to get a joystick from.
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* \returns an SDL_Joystick object; call SDL_GetError() for more information.
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* \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError() for more 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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@@ -1013,7 +1013,7 @@ 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 which should be
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* freed with SDL_free(), or NULL on error; call SDL_GetError() for
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* freed with SDL_free(), or NULL on failure; call SDL_GetError() for
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* more details.
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*
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* \since This function is available since SDL 3.0.0.
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@@ -1199,7 +1199,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad,
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*
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* \param gamepad a gamepad.
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* \param button a button index (one of the SDL_GamepadButton values).
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* \returns 1 for pressed state or 0 for not pressed state or error; call
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* \returns 1 for pressed state or 0 for not pressed state or failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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