Updated headers with latest wikiheaders tweaks.

This commit is contained in:
Ryan C. Gordon
2024-06-14 02:09:55 -04:00
parent c0c0c64a1d
commit 51902d4ac5
44 changed files with 1699 additions and 1686 deletions

View File

@@ -299,7 +299,7 @@ typedef struct SDL_GamepadBinding
* "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
* ```
*
* \param mapping the mapping string
* \param mapping the mapping string.
* \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
* -1 on error; call SDL_GetError() for more information.
*
@@ -329,9 +329,9 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
* processing it, so take this into consideration if you are in a memory
* constrained environment.
*
* \param src the data stream for the mappings to be added
* \param src the data stream for the mappings to be added.
* \param closeio if SDL_TRUE, calls SDL_CloseIO() on `src` before returning,
* even in the case of an error
* even in the case of an error.
* \returns the number of mappings added or -1 on error; call SDL_GetError()
* for more information.
*
@@ -359,7 +359,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src,
* specified will be ignored (i.e. mappings for Linux will be ignored in
* Windows, etc).
*
* \param file the mappings file to load
* \param file the mappings file to load.
* \returns the number of mappings added or -1 on error; call SDL_GetError()
* for more information.
*
@@ -406,7 +406,7 @@ extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count);
*
* The returned string must be freed with SDL_free().
*
* \param guid a structure containing the GUID for which a mapping is desired
* \param guid a structure containing the GUID for which a mapping is desired.
* \returns a mapping string or NULL on error; call SDL_GetError() for more
* information.
*
@@ -424,7 +424,7 @@ extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_JoystickGUID
*
* Details about mappings are discussed with SDL_AddGamepadMapping().
*
* \param gamepad the gamepad you want to get the current mapping for
* \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.
*
@@ -442,9 +442,9 @@ extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
*
* Details about mappings are discussed with SDL_AddGamepadMapping().
*
* \param instance_id the joystick instance ID
* \param instance_id the joystick instance ID.
* \param mapping the mapping to use for this device, or NULL to clear the
* mapping
* mapping.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -469,7 +469,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasGamepad(void);
/**
* Get a list of currently connected gamepads.
*
* \param count a pointer filled in with the number of gamepads returned
* \param count a pointer filled in with the number of gamepads returned.
* \returns a 0 terminated array of joystick instance IDs which should be
* freed with SDL_free(), or NULL on error; call SDL_GetError() for
* more details.
@@ -484,7 +484,7 @@ extern SDL_DECLSPEC SDL_JoystickID *SDLCALL SDL_GetGamepads(int *count);
/**
* Check if the given joystick is supported by the gamepad interface.
*
* \param instance_id the joystick instance ID
* \param instance_id the joystick instance ID.
* \returns SDL_TRUE if the given joystick is supported by the gamepad
* interface, SDL_FALSE if it isn't or it's an invalid index.
*
@@ -502,7 +502,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
*
* The returned string follows the SDL_GetStringRule.
*
* \param instance_id the joystick instance ID
* \param instance_id the joystick instance ID.
* \returns the name of the selected gamepad. If no name can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
@@ -520,7 +520,7 @@ extern SDL_DECLSPEC const char *SDLCALL SDL_GetGamepadInstanceName(SDL_JoystickI
*
* The returned string follows the SDL_GetStringRule.
*
* \param instance_id the joystick instance ID
* \param instance_id the joystick instance ID.
* \returns the path of the selected gamepad. If no path can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
@@ -536,8 +536,8 @@ extern SDL_DECLSPEC const char *SDLCALL SDL_GetGamepadInstancePath(SDL_JoystickI
*
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID
* \returns the player index of a gamepad, or -1 if it's not available
* \param instance_id the joystick instance ID.
* \returns the player index of a gamepad, or -1 if it's not available.
*
* \since This function is available since SDL 3.0.0.
*
@@ -551,9 +551,9 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadInstancePlayerIndex(SDL_JoystickID
*
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID
* \param instance_id the joystick instance ID.
* \returns the GUID of the selected gamepad. If called on an invalid index,
* this function returns a zero GUID
* this function returns a zero GUID.
*
* \since This function is available since SDL 3.0.0.
*
@@ -569,9 +569,9 @@ extern SDL_DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadInstanceGUID(SDL_Joys
* This can be called before any gamepads are opened. If the vendor ID isn't
* available this function returns 0.
*
* \param instance_id the joystick instance ID
* \param instance_id the joystick instance ID.
* \returns the USB vendor ID of the selected gamepad. If called on an invalid
* index, this function returns zero
* index, this function returns zero.
*
* \since This function is available since SDL 3.0.0.
*
@@ -586,9 +586,9 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceVendor(SDL_JoystickID i
* This can be called before any gamepads are opened. If the product ID isn't
* available this function returns 0.
*
* \param instance_id the joystick instance ID
* \param instance_id the joystick instance ID.
* \returns the USB product ID of the selected gamepad. If called on an
* invalid index, this function returns zero
* invalid index, this function returns zero.
*
* \since This function is available since SDL 3.0.0.
*
@@ -603,9 +603,9 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProduct(SDL_JoystickID
* This can be called before any gamepads are opened. If the product version
* isn't available this function returns 0.
*
* \param instance_id the joystick instance ID
* \param instance_id the joystick instance ID.
* \returns the product version of the selected gamepad. If called on an
* invalid index, this function returns zero
* invalid index, this function returns zero.
*
* \since This function is available since SDL 3.0.0.
*
@@ -619,7 +619,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadInstanceProductVersion(SDL_Joys
*
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID
* \param instance_id the joystick instance ID.
* \returns the gamepad type.
*
* \since This function is available since SDL 3.0.0.
@@ -635,7 +635,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadInstanceType(SDL_Joyst
*
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID
* \param instance_id the joystick instance ID.
* \returns the gamepad type.
*
* \since This function is available since SDL 3.0.0.
@@ -651,7 +651,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadInstanceType(SDL_J
*
* This can be called before any gamepads are opened.
*
* \param instance_id the joystick instance ID
* \param instance_id the joystick instance ID.
* \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
* no mapping is available.
*
@@ -665,7 +665,7 @@ extern SDL_DECLSPEC char *SDLCALL SDL_GetGamepadInstanceMapping(SDL_JoystickID i
/**
* Open a gamepad for use.
*
* \param instance_id the joystick instance ID
* \param instance_id the joystick instance ID.
* \returns a gamepad identifier or NULL if an error occurred; call
* SDL_GetError() for more information.
*
@@ -680,7 +680,7 @@ extern SDL_DECLSPEC SDL_Gamepad *SDLCALL SDL_OpenGamepad(SDL_JoystickID instance
* Get the SDL_Gamepad associated with a joystick instance ID, if it has been
* opened.
*
* \param instance_id the joystick instance ID of the gamepad
* \param instance_id the joystick instance ID of the gamepad.
* \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been
* opened yet; call SDL_GetError() for more information.
*
@@ -691,7 +691,7 @@ extern SDL_DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromInstanceID(SDL_Joysti
/**
* Get the SDL_Gamepad associated with a player index.
*
* \param player_index the player index, which different from the instance ID
* \param player_index the player index, which different from the instance ID.
* \returns the SDL_Gamepad associated with a player index.
*
* \since This function is available since SDL 3.0.0.
@@ -720,7 +720,7 @@ extern SDL_DECLSPEC SDL_Gamepad *SDLCALL SDL_GetGamepadFromPlayerIndex(int playe
* simple trigger rumble
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad()
* SDL_OpenGamepad().
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
@@ -741,7 +741,7 @@ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepa
* Get the instance ID of an opened gamepad.
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad()
* SDL_OpenGamepad().
* \returns the instance ID of the specified gamepad on success or 0 on
* failure; call SDL_GetError() for more information.
*
@@ -755,7 +755,7 @@ extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadInstanceID(SDL_Gamepad
* The returned string follows the SDL_GetStringRule.
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad()
* SDL_OpenGamepad().
* \returns the implementation dependent name for the gamepad, or NULL if
* there is no name or the identifier passed is invalid.
*
@@ -771,7 +771,7 @@ extern SDL_DECLSPEC const char *SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad)
* The returned string follows the SDL_GetStringRule.
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad()
* SDL_OpenGamepad().
* \returns the implementation dependent path for the gamepad, or NULL if
* there is no path or the identifier passed is invalid.
*
@@ -825,7 +825,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad);
* Set the player index of an opened gamepad.
*
* \param gamepad the gamepad object to adjust.
* \param player_index Player index to assign to this gamepad, or -1 to clear
* \param player_index player index to assign to this gamepad, or -1 to clear
* the player index and turn off player LEDs.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
@@ -953,7 +953,7 @@ extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *
* Check if a gamepad has been opened and is currently connected.
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad()
* SDL_OpenGamepad().
* \returns SDL_TRUE if the gamepad has been opened and is currently
* connected, or SDL_FALSE if not.
*
@@ -973,7 +973,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad);
* SDL_CloseJoystick() on it, for example, since doing so will likely cause
* SDL to crash.
*
* \param gamepad the gamepad object that you want to get a joystick from
* \param gamepad the gamepad object that you want to get a joystick from.
* \returns an SDL_Joystick object; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
@@ -986,7 +986,7 @@ extern SDL_DECLSPEC SDL_Joystick *SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *ga
* If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself
* and check the state of the gamepad when you want gamepad information.
*
* \param enabled whether to process gamepad events or not
* \param enabled whether to process gamepad events or not.
*
* \since This function is available since SDL 3.0.0.
*
@@ -1013,8 +1013,8 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
/**
* Get the SDL joystick layer bindings for a gamepad.
*
* \param gamepad a gamepad
* \param count a pointer filled in with the number of bindings returned
* \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 which should be
* freed with SDL_free(), or NULL on error; call SDL_GetError() for
* more details.
@@ -1042,7 +1042,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
* You do not normally need to call this function unless you are parsing
* SDL_Gamepad mappings in your own code.
*
* \param str string representing a SDL_GamepadType type
* \param str string representing a SDL_GamepadType type.
* \returns the SDL_GamepadType enum corresponding to the input string, or
* `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found.
*
@@ -1057,7 +1057,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const c
*
* The returned string follows the SDL_GetStringRule.
*
* \param type an enum value for a given SDL_GamepadType
* \param type an enum value for a given SDL_GamepadType.
* \returns a string for the given type, or NULL if an invalid type is
* specified. The string returned is of the format used by
* SDL_Gamepad mapping strings.
@@ -1080,7 +1080,7 @@ extern SDL_DECLSPEC const char *SDLCALL SDL_GetGamepadStringForType(SDL_GamepadT
* `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`,
* respectively.
*
* \param str string representing a SDL_Gamepad axis
* \param str string representing a SDL_Gamepad axis.
* \returns the SDL_GamepadAxis enum corresponding to the input string, or
* `SDL_GAMEPAD_AXIS_INVALID` if no match was found.
*
@@ -1095,7 +1095,7 @@ extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const c
*
* The returned string follows the SDL_GetStringRule.
*
* \param axis an enum value for a given SDL_GamepadAxis
* \param axis an enum value for a given SDL_GamepadAxis.
* \returns a string for the given axis, or NULL if an invalid axis is
* specified. The string returned is of the format used by
* SDL_Gamepad mapping strings.
@@ -1112,8 +1112,8 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_Gamepad
* This merely reports whether the gamepad's mapping defined this axis, as
* that is all the information SDL has about the physical device.
*
* \param gamepad a gamepad
* \param axis an axis enum value (an SDL_GamepadAxis value)
* \param gamepad a gamepad.
* \param axis an axis enum value (an SDL_GamepadAxis value).
* \returns SDL_TRUE if the gamepad has this axis, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
@@ -1135,8 +1135,8 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SD
* return a negative value. Note that this differs from the value reported by
* the lower-level SDL_GetJoystickAxis(), which normally uses the full range.
*
* \param gamepad a gamepad
* \param axis an axis index (one of the SDL_GamepadAxis values)
* \param gamepad a gamepad.
* \param axis an axis index (one of the SDL_GamepadAxis values).
* \returns axis state (including 0) on success or 0 (also) on failure; call
* SDL_GetError() for more information.
*
@@ -1155,7 +1155,7 @@ extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_
* You do not normally need to call this function unless you are parsing
* SDL_Gamepad mappings in your own code.
*
* \param str string representing a SDL_Gamepad axis
* \param str string representing a SDL_Gamepad axis.
* \returns the SDL_GamepadButton enum corresponding to the input string, or
* `SDL_GAMEPAD_BUTTON_INVALID` if no match was found.
*
@@ -1170,7 +1170,7 @@ extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(con
*
* The returned string follows the SDL_GetStringRule.
*
* \param button an enum value for a given SDL_GamepadButton
* \param button an enum value for a given SDL_GamepadButton.
* \returns a string for the given button, or NULL if an invalid button is
* specified. The string returned is of the format used by
* SDL_Gamepad mapping strings.
@@ -1187,8 +1187,8 @@ extern SDL_DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_Gamepa
* This merely reports whether the gamepad's mapping defined this button, as
* that is all the information SDL has about the physical device.
*
* \param gamepad a gamepad
* \param button a button enum value (an SDL_GamepadButton value)
* \param gamepad a gamepad.
* \param button a button enum value (an SDL_GamepadButton value).
* \returns SDL_TRUE if the gamepad has this button, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
@@ -1200,8 +1200,8 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad,
/**
* Get the current state of a button on a gamepad.
*
* \param gamepad a gamepad
* \param button a button index (one of the SDL_GamepadButton values)
* \param gamepad a gamepad.
* \param button a button index (one of the SDL_GamepadButton values).
* \returns 1 for pressed state or 0 for not pressed state or error; call
* SDL_GetError() for more information.
*
@@ -1215,9 +1215,9 @@ extern SDL_DECLSPEC Uint8 SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL
/**
* Get the label of a button on a gamepad.
*
* \param type the type of gamepad to check
* \param button a button index (one of the SDL_GamepadButton values)
* \returns the SDL_GamepadButtonLabel enum corresponding to the button label
* \param type the type of gamepad to check.
* \param button a button index (one of the SDL_GamepadButton values).
* \returns the SDL_GamepadButtonLabel enum corresponding to the button label.
*
* \since This function is available since SDL 3.0.0.
*
@@ -1228,9 +1228,9 @@ extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForT
/**
* Get the label of a button on a gamepad.
*
* \param gamepad a gamepad
* \param button a button index (one of the SDL_GamepadButton values)
* \returns the SDL_GamepadButtonLabel enum corresponding to the button label
* \param gamepad a gamepad.
* \param button a button index (one of the SDL_GamepadButton values).
* \returns the SDL_GamepadButtonLabel enum corresponding to the button label.
*
* \since This function is available since SDL 3.0.0.
*
@@ -1241,8 +1241,8 @@ extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL
/**
* Get the number of touchpads on a gamepad.
*
* \param gamepad a gamepad
* \returns number of touchpads
* \param gamepad a gamepad.
* \returns number of touchpads.
*
* \since This function is available since SDL 3.0.0.
*
@@ -1254,9 +1254,9 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad)
* Get the number of supported simultaneous fingers on a touchpad on a game
* gamepad.
*
* \param gamepad a gamepad
* \param touchpad a touchpad
* \returns number of supported simultaneous fingers
* \param gamepad a gamepad.
* \param touchpad a touchpad.
* \returns number of supported simultaneous fingers.
*
* \since This function is available since SDL 3.0.0.
*
@@ -1268,15 +1268,15 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *ga
/**
* Get the current state of a finger on a touchpad on a gamepad.
*
* \param gamepad a gamepad
* \param touchpad a touchpad
* \param finger a finger
* \param state filled with state
* \param gamepad a gamepad.
* \param touchpad a touchpad.
* \param finger a finger.
* \param state filled with state.
* \param x filled with x position, normalized 0 to 1, with the origin in the
* upper left
* upper left.
* \param y filled with y position, normalized 0 to 1, with the origin in the
* upper left
* \param pressure filled with pressure value
* upper left.
* \param pressure filled with pressure value.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -1289,8 +1289,8 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepa
/**
* Return whether a gamepad has a particular sensor.
*
* \param gamepad The gamepad to query
* \param type The type of sensor to query
* \param gamepad the gamepad to query.
* \param type the type of sensor to query.
* \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
@@ -1304,9 +1304,9 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad,
/**
* Set whether data reporting for a gamepad sensor is enabled.
*
* \param gamepad The gamepad to update
* \param type The type of sensor to enable/disable
* \param enabled Whether data reporting should be enabled
* \param gamepad the gamepad to update.
* \param type the type of sensor to enable/disable.
* \param enabled whether data reporting should be enabled.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -1320,8 +1320,8 @@ extern SDL_DECLSPEC int SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad
/**
* Query whether sensor data reporting is enabled for a gamepad.
*
* \param gamepad The gamepad to query
* \param type The type of sensor to query
* \param gamepad the gamepad to query.
* \param type the type of sensor to query.
* \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
@@ -1333,8 +1333,8 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamep
/**
* Get the data rate (number of events per second) of a gamepad sensor.
*
* \param gamepad The gamepad to query
* \param type The type of sensor to query
* \param gamepad the gamepad to query.
* \param type the type of sensor to query.
* \returns the data rate, or 0.0f if the data rate is not available.
*
* \since This function is available since SDL 3.0.0.
@@ -1347,10 +1347,10 @@ extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *game
* The number of values and interpretation of the data is sensor dependent.
* See SDL_sensor.h for the details for each type of sensor.
*
* \param gamepad The gamepad to query
* \param type The type of sensor to query
* \param data A pointer filled with the current sensor state
* \param num_values The number of values to write to data
* \param gamepad the gamepad to query.
* \param type the type of sensor to query.
* \param data a pointer filled with the current sensor state.
* \param num_values the number of values to write to data.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -1367,13 +1367,13 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, S
* This function requires you to process SDL events or call
* SDL_UpdateJoysticks() to update rumble state.
*
* \param gamepad The gamepad to vibrate
* \param low_frequency_rumble The intensity of the low frequency (left)
* rumble motor, from 0 to 0xFFFF
* \param high_frequency_rumble The intensity of the high frequency (right)
* rumble motor, from 0 to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
* \returns 0, or -1 if rumble isn't supported on this gamepad
* \param gamepad the gamepad to vibrate.
* \param low_frequency_rumble the intensity of the low frequency (left)
* rumble motor, from 0 to 0xFFFF.
* \param high_frequency_rumble the intensity of the high frequency (right)
* rumble motor, from 0 to 0xFFFF.
* \param duration_ms the duration of the rumble effect, in milliseconds.
* \returns 0, or -1 if rumble isn't supported on this gamepad.
*
* \since This function is available since SDL 3.0.0.
*/
@@ -1392,12 +1392,12 @@ extern SDL_DECLSPEC int SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 l
* This function requires you to process SDL events or call
* SDL_UpdateJoysticks() to update rumble state.
*
* \param gamepad The gamepad to vibrate
* \param left_rumble The intensity of the left trigger rumble motor, from 0
* to 0xFFFF
* \param right_rumble The intensity of the right trigger rumble motor, from 0
* to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
* \param gamepad the gamepad to vibrate.
* \param left_rumble the intensity of the left trigger rumble motor, from 0
* to 0xFFFF.
* \param right_rumble the intensity of the right trigger rumble motor, from 0
* to 0xFFFF.
* \param duration_ms the duration of the rumble effect, in milliseconds.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -1416,10 +1416,10 @@ extern SDL_DECLSPEC int SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad,
* For gamepads with a single color LED, the maximum of the RGB values will be
* used as the LED brightness.
*
* \param gamepad The gamepad to update
* \param red The intensity of the red LED
* \param green The intensity of the green LED
* \param blue The intensity of the blue LED
* \param gamepad the gamepad to update.
* \param red the intensity of the red LED.
* \param green the intensity of the green LED.
* \param blue the intensity of the blue LED.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -1430,9 +1430,9 @@ extern SDL_DECLSPEC int SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 re
/**
* Send a gamepad specific effect packet.
*
* \param gamepad The gamepad to affect
* \param data The data to send to the gamepad
* \param size The size of the data to send to the gamepad
* \param gamepad the gamepad to affect.
* \param data the data to send to the gamepad.
* \param size the size of the data to send to the gamepad.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -1444,7 +1444,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, cons
* Close a gamepad previously opened with SDL_OpenGamepad().
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad()
* SDL_OpenGamepad().
*
* \since This function is available since SDL 3.0.0.
*
@@ -1458,9 +1458,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
*
* The returned string follows the SDL_GetStringRule.
*
* \param gamepad the gamepad to query
* \param button a button on the gamepad
* \returns the sfSymbolsName or NULL if the name can't be found
* \param gamepad the gamepad to query.
* \param button a button on the gamepad.
* \returns the sfSymbolsName or NULL if the name can't be found.
*
* \since This function is available since SDL 3.0.0.
*
@@ -1473,9 +1473,9 @@ extern SDL_DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButto
*
* The returned string follows the SDL_GetStringRule.
*
* \param gamepad the gamepad to query
* \param axis an axis on the gamepad
* \returns the sfSymbolsName or NULL if the name can't be found
* \param gamepad the gamepad to query.
* \param axis an axis on the gamepad.
* \returns the sfSymbolsName or NULL if the name can't be found.
*
* \since This function is available since SDL 3.0.0.
*