SDL_GetGamepads() follows the SDL_GetStringRule

This commit is contained in:
Sam Lantinga
2024-07-18 17:04:57 -07:00
parent 4961af4569
commit 5ce0aacaa4
3 changed files with 10 additions and 9 deletions

View File

@@ -468,17 +468,18 @@ 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.
* \returns a 0 terminated array of joystick instance IDs which should be
* freed with SDL_free(), or NULL on failure; call SDL_GetError() for
* more details.
* The returned array follows the SDL_GetStringRule, and will be automatically freed later.
*
* \param count a pointer filled in with the number of gamepads returned, may be NULL.
* \returns a 0 terminated array of joystick instance IDs or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_HasGamepad
* \sa SDL_OpenGamepad
*/
extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count);
extern SDL_DECLSPEC const SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count);
/**
* Check if the given joystick is supported by the gamepad interface.