Sync SDL2 wiki -> header
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@@ -146,9 +146,9 @@ typedef struct SDL_GameControllerButtonBind
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* If a new mapping is loaded for an already known controller GUID, the later
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* version will overwrite the one currently loaded.
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*
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* If this function is called before SDL_Init, SDL will generate
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* an SDL_CONTROLLERDEVICEADDED event for matching controllers that are
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* plugged in at the time that SDL_Init is called.
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* If this function is called before SDL_Init, SDL will generate an
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* SDL_CONTROLLERDEVICEADDED event for matching controllers that are plugged
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* in at the time that SDL_Init is called.
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*
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* Mappings not belonging to the current platform or with no platform field
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* specified will be ignored (i.e. mappings for Linux will be ignored in
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@@ -198,9 +198,9 @@ extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw,
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* "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
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* ```
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*
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* If this function is called before SDL_Init, SDL will generate
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* an SDL_CONTROLLERDEVICEADDED event for matching controllers that are
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* plugged in at the time that SDL_Init is called.
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* If this function is called before SDL_Init, SDL will generate an
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* SDL_CONTROLLERDEVICEADDED event for matching controllers that are plugged
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* in at the time that SDL_Init is called.
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*
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* \param mappingString the mapping string.
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* \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
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