SDL_GUIDToString() follows the SDL_GetStringRule

Also removed the distinction between SDL_GUID and SDL_JoystickGUID
This commit is contained in:
Sam Lantinga
2024-07-19 09:08:17 -07:00
parent 892df4bf4b
commit 61a7a0e579
44 changed files with 182 additions and 260 deletions

View File

@@ -282,7 +282,7 @@ typedef struct SDL_GamepadBinding
* existing gamepad.
*
* The mapping string has the format "GUID,name,mapping", where GUID is the
* string value from SDL_GetJoystickGUIDString(), name is the human readable
* string value from SDL_GUIDToString(), name is the human readable
* string for the device and mappings are gamepad mappings to joystick ones.
* Under Windows there is a reserved GUID of "xinput" that covers all XInput
* devices. The mapping format for joystick is:
@@ -414,7 +414,7 @@ extern SDL_DECLSPEC const char * const * SDLCALL SDL_GetGamepadMappings(int *cou
* \sa SDL_GetJoystickGUIDForID
* \sa SDL_GetJoystickGUID
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_JoystickGUID guid);
extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid);
/**
* Get the current mapping of a gamepad.
@@ -561,7 +561,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID in
* \sa SDL_GetGamepadGUIDString
* \sa SDL_GetGamepads
*/
extern SDL_DECLSPEC SDL_JoystickGUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id);
extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id);
/**
* Get the USB vendor ID of a gamepad, if available.