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Removed SDL_GamepadBinding from the API
The text format is more expressive and widely used than the binary structure
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6 changed files with 50 additions and 160 deletions
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@ -127,33 +127,6 @@ typedef enum
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SDL_GAMEPAD_AXIS_MAX
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} SDL_GamepadAxis;
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typedef enum
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{
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SDL_GAMEPAD_BINDTYPE_NONE = 0,
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SDL_GAMEPAD_BINDTYPE_BUTTON,
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SDL_GAMEPAD_BINDTYPE_AXIS,
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SDL_GAMEPAD_BINDTYPE_HAT
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} SDL_GamepadBindingType;
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/**
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* Get the SDL joystick layer binding for this gamepad button/axis mapping
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*/
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typedef struct SDL_GamepadBinding
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{
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SDL_GamepadBindingType bindType;
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union
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{
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int button;
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int axis;
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struct {
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int hat;
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int hat_mask;
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} hat;
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} value;
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} SDL_GamepadBinding;
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/**
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* Add support for gamepads that SDL is unaware of or change the binding of an
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* existing gamepad.
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@ -748,21 +721,6 @@ extern DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char
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*/
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extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
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/**
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* Get the SDL joystick layer binding for a gamepad axis mapping.
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*
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* \param gamepad a gamepad
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* \param axis an axis enum value (one of the SDL_GamepadAxis values)
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* \returns a SDL_GamepadBinding describing the bind. On failure (like the
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* given Controller axis doesn't exist on the device), its
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* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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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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* \sa SDL_GetGamepadBindForButton
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*/
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extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
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/**
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* Query whether a gamepad has a given axis.
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*
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@ -828,21 +786,6 @@ extern DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const c
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*/
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extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
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/**
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* Get the SDL joystick layer binding for a gamepad button mapping.
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*
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* \param gamepad a gamepad
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* \param button an button enum value (an SDL_GamepadButton value)
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* \returns a SDL_GamepadBinding describing the bind. On failure (like the
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* given Controller button doesn't exist on the device), its
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* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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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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* \sa SDL_GetGamepadBindForAxis
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*/
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extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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/**
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* Query whether a gamepad has a given button.
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*
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