Clarify that the SDL_GetStringRule means that SDL will automatically free the memory later.

This commit is contained in:
Sam Lantinga
2024-07-17 23:20:23 -07:00
parent 0d24b6e9f3
commit d73c7311d5
23 changed files with 66 additions and 69 deletions

View File

@@ -389,12 +389,12 @@ extern SDL_DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void);
/**
* Get the current gamepad mappings.
*
* The returned pointer follows the SDL_GetStringRule.
* The returned pointer follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param count a pointer filled in with the number of mappings returned, can
* be NULL.
* \returns an array of the mapping strings, NULL-terminated. Returns NULL on
* error.
* error; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
@@ -403,7 +403,7 @@ extern SDL_DECLSPEC const char * const * SDLCALL SDL_GetGamepadMappings(int *cou
/**
* Get the gamepad mapping string for a given GUID.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* \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
@@ -419,7 +419,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_Joysti
/**
* Get the current mapping of a gamepad.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* Details about mappings are discussed with SDL_AddGamepadMapping().
*
@@ -499,7 +499,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
*
* This can be called before any gamepads are opened.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param instance_id the joystick instance ID.
* \returns the name of the selected gamepad. If no name can be found, this
@@ -517,7 +517,7 @@ extern SDL_DECLSPEC const char *SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID i
*
* This can be called before any gamepads are opened.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param instance_id the joystick instance ID.
* \returns the path of the selected gamepad. If no path can be found, this
@@ -650,7 +650,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_Joys
*
* This can be called before any gamepads are opened.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param instance_id the joystick instance ID.
* \returns the mapping string. Returns NULL if no mapping is available.
@@ -749,7 +749,7 @@ extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad
/**
* Get the implementation-dependent name for an opened gamepad.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad().
@@ -765,7 +765,7 @@ extern SDL_DECLSPEC const char *SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad)
/**
* Get the implementation-dependent path for an opened gamepad.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param gamepad a gamepad identifier previously returned by
* SDL_OpenGamepad().
@@ -892,7 +892,7 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *ga
*
* Returns the serial number of the gamepad, or NULL if it is not available.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param gamepad the gamepad object to query.
* \returns the serial number, or NULL if unavailable.
@@ -1052,7 +1052,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const c
/**
* Convert from an SDL_GamepadType enum to a string.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param type an enum value for a given SDL_GamepadType.
* \returns a string for the given type, or NULL if an invalid type is
@@ -1090,7 +1090,7 @@ extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const c
/**
* Convert from an SDL_GamepadAxis enum to a string.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param axis an enum value for a given SDL_GamepadAxis.
* \returns a string for the given axis, or NULL if an invalid axis is
@@ -1165,7 +1165,7 @@ extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(con
/**
* Convert from an SDL_GamepadButton enum to a string.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param button an enum value for a given SDL_GamepadButton.
* \returns a string for the given button, or NULL if an invalid button is
@@ -1453,7 +1453,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
* Return the sfSymbolsName for a given button on a gamepad on Apple
* platforms.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param gamepad the gamepad to query.
* \param button a button on the gamepad.
@@ -1468,7 +1468,7 @@ extern SDL_DECLSPEC const char* SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButto
/**
* Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
*
* The returned string follows the SDL_GetStringRule.
* The returned string follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param gamepad the gamepad to query.
* \param axis an axis on the gamepad.