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@@ -389,7 +389,7 @@ 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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- * The returned pointer follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -403,7 +403,7 @@ extern SDL_DECLSPEC const char * const * SDLCALL SDL_GetGamepadMappings(int *cou
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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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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -419,7 +419,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID g
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/**
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* Get the current mapping of a gamepad.
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*
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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -468,7 +468,7 @@ 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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- * The returned array follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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 be NULL.
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* \returns a 0 terminated array of joystick instance IDs or NULL on failure; call SDL_GetError() for
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@@ -500,7 +500,7 @@ 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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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -518,7 +518,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID
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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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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -651,7 +651,7 @@ 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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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -750,7 +750,7 @@ 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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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -766,7 +766,7 @@ extern SDL_DECLSPEC 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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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -893,7 +893,7 @@ 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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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -1053,7 +1053,7 @@ 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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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -1091,7 +1091,7 @@ 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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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -1166,7 +1166,7 @@ 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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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -1454,7 +1454,7 @@ 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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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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@@ -1469,7 +1469,7 @@ extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButt
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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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- * The returned string follows the SDL_GetStringRule, and will be automatically freed later.
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+ * This returns temporary memory which will be automatically freed later, and 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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