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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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@@ -276,7 +276,7 @@ SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GamepadAxis,SDL_GetGamepadAxisFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_GamepadBinding**,SDL_GetGamepadBindings,(SDL_Gamepad *a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(const SDL_GamepadBinding* const*,SDL_GetGamepadBindings,(SDL_Gamepad *a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint8,SDL_GetGamepadButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GamepadButton,SDL_GetGamepadButtonFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_GamepadButtonLabel,SDL_GetGamepadButtonLabel,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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@@ -3543,7 +3543,7 @@ SDL_Gamepad *SDL_GetGamepadFromPlayerIndex(int player_index)
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/*
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* Get the SDL joystick layer bindings for this gamepad
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*/
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SDL_GamepadBinding **SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count)
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const SDL_GamepadBinding * const*SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count)
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{
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SDL_GamepadBinding **bindings = NULL;
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@@ -3574,7 +3574,7 @@ SDL_GamepadBinding **SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count)
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}
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SDL_UnlockJoysticks();
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return bindings;
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return SDL_FreeLater(bindings);
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}
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int SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
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