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@@ -398,7 +398,7 @@ 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_FREE char ** SDLCALL SDL_GetGamepadMappings(int *count);
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+extern SDL_DECLSPEC char ** 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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@@ -413,7 +413,7 @@ extern SDL_DECLSPEC_FREE char ** SDLCALL SDL_GetGamepadMappings(int *count);
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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_FREE char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid);
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+extern SDL_DECLSPEC 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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@@ -432,7 +432,7 @@ extern SDL_DECLSPEC_FREE char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID gu
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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_FREE char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad);
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+extern SDL_DECLSPEC 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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@@ -477,7 +477,7 @@ 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_FREE SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count);
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+extern SDL_DECLSPEC 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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@@ -653,7 +653,7 @@ 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_FREE char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id);
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+extern SDL_DECLSPEC 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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@@ -1007,7 +1007,7 @@ 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_FREE SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
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+extern SDL_DECLSPEC SDL_GamepadBinding ** 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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