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Added SDL_GetGamepadPowerLevel() to get the power level directly from a gamepad
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@@ -870,6 +870,7 @@ SDL3_0.0.0 {
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SDL_wcstol;
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SDL_ClearClipboardData;
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SDL_GetGamepadInstanceID;
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SDL_GetGamepadPowerLevel;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@@ -896,3 +896,4 @@
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/* New API symbols are added at the end */
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#define SDL_ClearClipboardData SDL_ClearClipboardData_REAL
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#define SDL_GetGamepadInstanceID SDL_GetGamepadInstanceID_REAL
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#define SDL_GetGamepadPowerLevel SDL_GetGamepadPowerLevel_REAL
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@@ -941,3 +941,4 @@ SDL_DYNAPI_PROC(long,SDL_wcstol,(const wchar_t *a, wchar_t **b, int c),(a,b,c),r
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/* New API symbols are added at the end */
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SDL_DYNAPI_PROC(int,SDL_ClearClipboardData,(void),(),return)
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SDL_DYNAPI_PROC(SDL_JoystickID,SDL_GetGamepadInstanceID,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_JoystickPowerLevel,SDL_GetGamepadPowerLevel,(SDL_Gamepad *a),(a),return)
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@@ -2778,6 +2778,16 @@ const char * SDL_GetGamepadSerial(SDL_Gamepad *gamepad)
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return SDL_GetJoystickSerial(joystick);
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}
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SDL_JoystickPowerLevel SDL_GetGamepadPowerLevel(SDL_Gamepad *gamepad)
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{
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SDL_Joystick *joystick = SDL_GetGamepadJoystick(gamepad);
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if (joystick == NULL) {
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return SDL_JOYSTICK_POWER_UNKNOWN;
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}
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return SDL_GetJoystickPowerLevel(joystick);
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}
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/*
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* Return if the gamepad in question is currently attached to the system,
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* \return 0 if not plugged in, 1 if still present.
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