The string containing the gamepad mappings.
GLFW_TRUE if successful, or GLFW_FALSE if an error occurred.
Errors: Possible errors include @ref GLFW_NOT_INITIALIZED and @ref GLFW_INVALID_VALUE.
This function must only be called from the main thread.
@sa @ref gamepad @sa @ref glfwJoystickIsGamepad @sa @ref glfwGetGamepadName
Added in version 3.3.
Ingroup: input
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Adds the specified SDL_GameControllerDB gamepad mappings.
This function parses the specified ASCII encoded string and updates the internal list with any gamepad mappings it finds. This string may contain either a single gamepad mapping or many mappings separated by newlines. The parser supports the full format of the gamecontrollerdb.txt source file including empty lines and comments.
See @ref gamepad_mapping for a description of the format.
If there is already a gamepad mapping for a given GUID in the internal list, it will be replaced by the one passed to this function. If the library is terminated and re-initialized the internal list will revert to the built-in default.