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SDL_GetGamepadBindings() follows the SDL_GetStringRule
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@@ -1023,15 +1023,17 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
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/**
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* Get the SDL joystick layer bindings for a gamepad.
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*
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* This returns temporary memory which will be automatically freed later, and
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* can be claimed with SDL_ClaimTemporaryMemory().
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*
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* \param gamepad a gamepad.
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* \param count a pointer filled in with the number of bindings returned.
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* \returns a NULL terminated array of pointers to bindings which should be
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* freed with SDL_free(), or NULL on failure; call SDL_GetError() for
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* more details.
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* \returns a NULL terminated array of pointers to bindings or NULL on failure; call SDL_GetError() for
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* 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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extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
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extern SDL_DECLSPEC const SDL_GamepadBinding * const * SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
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/**
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* Manually pump gamepad updates if not using the loop.
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