glfwUpdateGamepadMappings function
! @brief Adds the specified SDL_GameControllerDB gamepad mappings.
This function parses the specified ASCII encoded string and updates the
internal list with any gamepad mappings it finds. This string may
contain either a single gamepad mapping or many mappings separated by
newlines. The parser supports the full format of the gamecontrollerdb.txt
source file including empty lines and comments.
See @ref gamepad_mapping for a description of the format.
If there is already a gamepad mapping for a given GUID in the internal list, it will be replaced by the one passed to this function. If the library is terminated and re-initialized the internal list will revert to the built-in default.
@paramin
string The string containing the gamepad mappings.
@return GLFW_TRUE
if successful, or GLFW_FALSE
if an
error
(@ref error_handling) occurred.
@errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref GLFW_INVALID_VALUE.
@thread_safety This function must only be called from the main thread.
@sa @ref gamepad @sa @ref glfwJoystickIsGamepad @sa @ref glfwGetGamepadName
@since Added in version 3.3.
@ingroup input
GLFWAPI int glfwUpdateGamepadMappings(const char* string)
Implementation
int glfwUpdateGamepadMappings(String string) {
final glfwUpdateGamepadMappingsLookupFunction = libglfw.lookupFunction<
Int32 Function(Pointer<Utf8> string),
int Function(Pointer<Utf8> string)>('glfwUpdateGamepadMappings');
final stringPointer = string.toNativeUtf8();
final result = glfwUpdateGamepadMappingsLookupFunction(stringPointer);
calloc.free(stringPointer);
return result;
}