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@@ -389,9 +389,6 @@ extern SDL_DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void);
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/**
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* Get the current gamepad mappings.
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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 count a pointer filled in with the number of mappings returned, can
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* be NULL.
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* \returns an array of the mapping strings, NULL-terminated, or NULL on
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@@ -399,14 +396,11 @@ extern SDL_DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void);
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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 const char * const * SDLCALL SDL_GetGamepadMappings(int *count);
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+extern SDL_DECLSPEC_TEMP const char * const * SDLCALL SDL_GetGamepadMappings(int *count);
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/**
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* Get the gamepad mapping string for a given GUID.
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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 guid a structure containing the GUID for which a mapping is desired.
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* \returns a mapping string or NULL on failure; call SDL_GetError() for more
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* information.
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@@ -416,14 +410,11 @@ extern SDL_DECLSPEC const char * const * SDLCALL SDL_GetGamepadMappings(int *cou
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* \sa SDL_GetJoystickGUIDForID
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* \sa SDL_GetJoystickGUID
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*/
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-extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid);
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/**
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* Get the current mapping of 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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* Details about mappings are discussed with SDL_AddGamepadMapping().
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*
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* \param gamepad the gamepad you want to get the current mapping for.
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@@ -437,7 +428,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID g
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* \sa SDL_GetGamepadMappingForGUID
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* \sa SDL_SetGamepadMapping
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*/
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-extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
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/**
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* Set the current mapping of a joystick or gamepad.
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@@ -471,9 +462,6 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasGamepad(void);
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/**
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* Get a list of currently connected gamepads.
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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 count a pointer filled in with the number of gamepads returned, may
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* be NULL.
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* \returns a 0 terminated array of joystick instance IDs or NULL on failure;
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@@ -484,7 +472,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasGamepad(void);
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* \sa SDL_HasGamepad
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* \sa SDL_OpenGamepad
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*/
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-extern SDL_DECLSPEC const SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count);
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+extern SDL_DECLSPEC_TEMP const SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count);
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/**
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* Check if the given joystick is supported by the gamepad interface.
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@@ -505,9 +493,6 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
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*
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* This can be called before any gamepads are opened.
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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 instance_id the joystick instance ID.
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* \returns the name of the selected gamepad. If no name can be found, this
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* function returns NULL; call SDL_GetError() for more information.
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@@ -517,16 +502,13 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id);
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* \sa SDL_GetGamepadName
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* \sa SDL_GetGamepads
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*/
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-extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID instance_id);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID instance_id);
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/**
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* Get the implementation dependent path of a gamepad.
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*
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* This can be called before any gamepads are opened.
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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 instance_id the joystick instance ID.
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* \returns the path of the selected gamepad. If no path can be found, this
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* function returns NULL; call SDL_GetError() for more information.
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@@ -536,7 +518,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID
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* \sa SDL_GetGamepadPath
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* \sa SDL_GetGamepads
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*/
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-extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID instance_id);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID instance_id);
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/**
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* Get the player index of a gamepad.
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@@ -657,9 +639,6 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_Joys
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*
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* This can be called before any gamepads are opened.
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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 instance_id the joystick instance ID.
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* \returns the mapping string. Returns NULL if no mapping is available.
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*
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@@ -668,7 +647,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_Joys
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* \sa SDL_GetGamepads
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* \sa SDL_GetGamepadMapping
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*/
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-extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id);
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/**
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* Open a gamepad for use.
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@@ -757,9 +736,6 @@ extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad
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/**
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* Get the implementation-dependent name for an opened 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 identifier previously returned by
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* SDL_OpenGamepad().
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* \returns the implementation dependent name for the gamepad, or NULL if
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@@ -769,14 +745,11 @@ extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad
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*
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* \sa SDL_GetGamepadNameForID
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*/
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-extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad);
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/**
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* Get the implementation-dependent path for an opened 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 identifier previously returned by
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* SDL_OpenGamepad().
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* \returns the implementation dependent path for the gamepad, or NULL if
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@@ -786,7 +759,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad
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*
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* \sa SDL_GetGamepadPathForID
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*/
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-extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
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/**
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* Get the type of an opened gamepad.
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@@ -902,15 +875,12 @@ extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *ga
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*
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* Returns the serial number of the gamepad, or NULL if it is not available.
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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 the gamepad object to query.
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* \returns the serial number, or NULL if unavailable.
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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 const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad);
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/**
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* Get the Steam Input handle of an opened gamepad, if available.
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@@ -1022,9 +992,6 @@ 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 or NULL on
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@@ -1032,7 +999,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
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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 const SDL_GamepadBinding * const * SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
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+extern SDL_DECLSPEC_TEMP 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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@@ -1066,9 +1033,6 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const c
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/**
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* Convert from an SDL_GamepadType enum to a string.
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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 type an enum value for a given SDL_GamepadType.
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* \returns a string for the given type, or NULL if an invalid type is
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* specified. The string returned is of the format used by
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@@ -1078,7 +1042,7 @@ extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const c
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*
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* \sa SDL_GetGamepadTypeFromString
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*/
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-extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type);
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/**
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* Convert a string into SDL_GamepadAxis enum.
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@@ -1105,9 +1069,6 @@ extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const c
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/**
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* Convert from an SDL_GamepadAxis enum to a string.
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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 axis an enum value for a given SDL_GamepadAxis.
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* \returns a string for the given axis, or NULL if an invalid axis is
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* specified. The string returned is of the format used by
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@@ -1117,7 +1078,7 @@ extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const c
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*
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* \sa SDL_GetGamepadAxisFromString
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*/
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-extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
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/**
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* Query whether a gamepad has a given axis.
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@@ -1181,9 +1142,6 @@ extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(con
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/**
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* Convert from an SDL_GamepadButton enum to a string.
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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 button an enum value for a given SDL_GamepadButton.
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* \returns a string for the given button, or NULL if an invalid button is
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* specified. The string returned is of the format used by
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@@ -1193,7 +1151,7 @@ extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(con
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*
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* \sa SDL_GetGamepadButtonFromString
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*/
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-extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
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/**
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* Query whether a gamepad has a given button.
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@@ -1470,9 +1428,6 @@ extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
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* Return the sfSymbolsName for a given button on a gamepad on Apple
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* platforms.
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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 the gamepad to query.
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* \param button a button on the gamepad.
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* \returns the sfSymbolsName or NULL if the name can't be found.
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@@ -1481,14 +1436,11 @@ extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad);
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*
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* \sa SDL_GetGamepadAppleSFSymbolsNameForAxis
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*/
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-extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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/**
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* Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
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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 the gamepad to query.
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* \param axis an axis on the gamepad.
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* \returns the sfSymbolsName or NULL if the name can't be found.
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@@ -1497,7 +1449,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButt
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*
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* \sa SDL_GetGamepadAppleSFSymbolsNameForButton
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*/
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-extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
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+extern SDL_DECLSPEC_TEMP const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
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/* Ends C function definitions when using C++ */
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