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Add glfwGetJoystickGUID
This function completes the first round of support for SDL_GameControllerDB. Fixes #900.
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@@ -4381,6 +4381,43 @@ GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count);
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*/
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GLFWAPI const char* glfwGetJoystickName(int jid);
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/*! @brief Returns the SDL comaptible GUID of the specified joystick.
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*
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* This function returns the SDL compatible GUID, as a UTF-8 encoded
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* hexadecimal string, of the specified joystick. The returned string is
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* allocated and freed by GLFW. You should not free it yourself.
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*
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* If the specified joystick is not present this function will return `NULL`
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* but will not generate an error. Call @ref glfwJoystickPresent to check
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* device presence.
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*
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* The GUID uses the format introduced in SDL 2.0.5. This GUID tries to
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* uniquely identify the make and model of a joystick but does not identify
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* a specific unit, e.g. all wired Xbox 360 controllers will have the same
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* GUID on that platform. The GUID for a unit may vary between platforms
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* depending on what hardware information the platform specific APIs provide.
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*
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* @param[in] jid The [joystick](@ref joysticks) to query.
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* @return The UTF-8 encoded GUID of the joystick, or `NULL` if the joystick
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* is not present or an [error](@ref error_handling) occurred.
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*
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* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
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* GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
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*
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* @pointer_lifetime The returned string is allocated and freed by GLFW. You
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* should not free it yourself. It is valid until the specified joystick is
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* disconnected or the library is terminated.
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*
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* @thread_safety This function must only be called from the main thread.
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*
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* @sa @ref gamepad
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*
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* @since Added in version 3.3.
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*
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* @ingroup input
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*/
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GLFWAPI const char* glfwGetJoystickGUID(int jid);
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/*! @brief Returns whether the specified joystick has a gamepad mapping.
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*
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* This function returns whether the specified joystick is both present and has
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