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