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