
In practice, this seems to buffer a little upfront and then gives a pretty consistent request flow after that of 1/4 of the requested buffer size without variation, which is significantly better than the previous code that would vary a little each frame. Plus, as long as the device asks for _anything_, we won't block forever, and if it asks for more than our expected buffer size, we'll run multiple times to satisfy it, so this is likely more robust against dropouts in general, too.
Replaced SDL_GetGamepadBindForAxis() and SDL_GetGamepadBindForButton() with SDL_GetGamepadBindings()
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Simple DirectMedia Layer (SDL) Version 3.0
Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting with README.md. If you are migrating to SDL 3.0 from SDL 2.0, the changes are extensively documented in README-migration.md.
Enjoy!
Sam Lantinga (slouken@libsdl.org)
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