addMappingsFromIo static method
Load a set of gamepad mappings from an SDL_IOStream.
You can call this function several times, if needed, to load different database files.
If a new mapping is loaded for an already known gamepad GUID, the later version will overwrite the one currently loaded.
Any new mappings for already plugged in controllers will generate SDL_EVENT_GAMEPAD_ADDED events.
Mappings not belonging to the current platform or with no platform field specified will be ignored (i.e. mappings for Linux will be ignored in Windows, etc).
This function will load the text database entirely in memory before processing it, so take this into consideration if you are in a memory constrained environment.
\param src the data stream for the mappings to be added.
\param closeio if true, calls SDL_CloseIO() on src
before returning, even
in the case of an error.
\returns the number of mappings added or -1 on failure; call SDL_GetError()
for more information.
\threadsafety It is safe to call this function from any thread.
\since This function is available since SDL 3.1.3.
\sa SDL_AddGamepadMapping \sa SDL_AddGamepadMappingsFromFile \sa SDL_GetGamepadMapping \sa SDL_GetGamepadMappingForGUID \sa SDL_HINT_GAMECONTROLLERCONFIG \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE \sa SDL_EVENT_GAMEPAD_ADDED
extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio)
Implementation
static int addMappingsFromIo(Pointer<SdlIoStream> src, bool freerw) {
return sdlAddGamepadMappingsFromIo(src, freerw);
}