sdlGetGamepadBindings function gamepad

Pointer<Pointer<SdlGamepadBinding>> sdlGetGamepadBindings(
  1. Pointer<SdlGamepad> gamepad,
  2. Pointer<Int32> count
)

Get the SDL joystick layer bindings for a gamepad.

\param gamepad a gamepad. \param count a pointer filled in with the number of bindings returned. \returns a NULL terminated array of pointers to bindings or NULL on failure; call SDL_GetError() for more information. This is a single allocation that should be freed with SDL_free() when it is no longer needed.

\threadsafety It is safe to call this function from any thread.

\since This function is available since SDL 3.2.0.

extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count)

Implementation

Pointer<Pointer<SdlGamepadBinding>> sdlGetGamepadBindings(
  Pointer<SdlGamepad> gamepad,
  Pointer<Int32> count,
) {
  final sdlGetGamepadBindingsLookupFunction = _libSdl
      .lookupFunction<
        Pointer<Pointer<SdlGamepadBinding>> Function(
          Pointer<SdlGamepad> gamepad,
          Pointer<Int32> count,
        ),
        Pointer<Pointer<SdlGamepadBinding>> Function(
          Pointer<SdlGamepad> gamepad,
          Pointer<Int32> count,
        )
      >('SDL_GetGamepadBindings');
  return sdlGetGamepadBindingsLookupFunction(gamepad, count);
}