Added the ability to specify a gamepad type in the mapping

Also renamed most cases of SDL_GAMEPAD_TYPE_UNKNOWN to SDL_GAMEPAD_TYPE_STANDARD, and SDL_GetGamepadType() will return SDL_GAMEPAD_TYPE_UNKNOWN only if the gamepad is invalid.
This commit is contained in:
Sam Lantinga 2023-07-17 12:14:37 -07:00
parent 57820071a4
commit b271e92c6e
14 changed files with 530 additions and 65 deletions

View file

@ -942,3 +942,7 @@ SDL_DYNAPI_PROC(SDL_JoystickID,SDL_GetGamepadInstanceID,(SDL_Gamepad *a),(a),ret
SDL_DYNAPI_PROC(SDL_JoystickPowerLevel,SDL_GetGamepadPowerLevel,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetGamepadMapping,(SDL_JoystickID a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_strndup,(const char *a, size_t b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadTypeFromString,(const char *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadStringForType,(SDL_GamepadType a),(a),return)
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetRealGamepadInstanceType,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetRealGamepadType,(SDL_Gamepad *a),(a),return)