SDL_AddGamepadMappingsFromFile() has been made into a real function
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@@ -175,8 +175,8 @@ extern DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
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* processing it, so take this into consideration if you are in a memory
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* constrained environment.
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*
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* \param rw the data stream for the mappings to be added
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* \param freerw non-zero to close the stream after being read
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* \param src the data stream for the mappings to be added
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* \param freesrc non-zero to close the stream after being read
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* \returns the number of mappings added or -1 on error; call SDL_GetError()
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* for more information.
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*
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@@ -186,14 +186,32 @@ extern DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping);
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* \sa SDL_AddGamepadMappingsFromFile
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* \sa SDL_GetGamepadMappingForGUID
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*/
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extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromRW(SDL_RWops *rw, int freerw);
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extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromRW(SDL_RWops *src, int freesrc);
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/**
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* Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
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* Load a set of gamepad mappings from a file.
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*
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* Convenience macro.
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* You can call this function several times, if needed, to load different
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* database files.
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*
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* If a new mapping is loaded for an already known gamepad GUID, the later
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* version will overwrite the one currently loaded.
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*
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* Mappings not belonging to the current platform or with no platform field
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* specified will be ignored (i.e. mappings for Linux will be ignored in
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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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* 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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* \sa SDL_AddGamepadMapping
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* \sa SDL_AddGamepadMappingsFromRW
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* \sa SDL_GetGamepadMappingForGUID
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*/
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#define SDL_AddGamepadMappingsFromFile(file) SDL_AddGamepadMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
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extern DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file);
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/**
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* Get the number of mappings installed.
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