ebiten: Update comments

This commit is contained in:
Hajime Hoshi 2021-08-23 22:08:07 +09:00
parent bafd263c85
commit a1e522e838

View File

@ -234,17 +234,20 @@ func IsStandardGamepadLayoutAvailable(id GamepadID) bool {
return uiDriver().Input().IsStandardGamepadLayoutAvailable(id)
}
// UpdateStandardGamepadLayoutMappings updates the gamepad layout definitions using a set of definitions in SDL_GameControllerDB format.
// UpdateStandardGamepadLayoutMappings parses the specified string mappings in SDL_GameControllerDB format and
// updates the gamepad layout definitions.
//
// Multiple input definitions can be provided separated by newlines.
// UpdateStandardGamepadLayoutMappings reports whether the mappings were applied,
// and returns an error in case any occurred while parsing the mappings.
//
// One or more input definitions can be provided separated by newlines.
// In particular, it is valid to pass an entire gamecontrollerdb.txt file.
//
// Note though that Ebiten already includes its own copy of this file,
// so this call should only be necessary to add mappings for hardware not supported yet;
// ideally games using the StandardGamepad functions should allow the user to provide mappings and then call this function if provided.
// When using this facility to support new hardware, please also send a pull request to https://github.com/gabomdq/SDL_GameControllerDB to make your mapping available to everyone else.
//
// UpdateStandardGamepadLayoutMappings reports whether the mappings were applied, and returns an error in case any occurred while parsing the mappings.
// ideally games using the StandardGamepad* functions should allow the user to provide mappings and
// then call this function if provided.
// When using this facility to support new hardware, please also send a pull request to
// https://github.com/gabomdq/SDL_GameControllerDB to make your mapping available to everyone else.
//
// On platforms where gamepad mappings are not managed by Ebiten, this always returns false and nil.
//