sdlGetGamepadBindings function gamepad
Pointer<Pointer<SdlGamepadBinding> >
sdlGetGamepadBindings(
- Pointer<
SdlGamepad> gamepad, - 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);
}