Refactor GetGamepadName/GetGamepadAxisCount to single-return pattern
This commit is contained in:
parent
fe17e47a80
commit
bd7d910e47
12
src/rcore.c
12
src/rcore.c
|
|
@ -3934,9 +3934,11 @@ bool IsGamepadAvailable(int gamepad)
|
|||
// Get gamepad internal name id
|
||||
const char *GetGamepadName(int gamepad)
|
||||
{
|
||||
if ((gamepad < 0) || (gamepad >= MAX_GAMEPADS)) return NULL;
|
||||
const char *name = NULL;
|
||||
|
||||
return CORE.Input.Gamepad.name[gamepad];
|
||||
if ((gamepad >= 0) && (gamepad < MAX_GAMEPADS)) name = CORE.Input.Gamepad.name[gamepad];
|
||||
|
||||
return name;
|
||||
}
|
||||
|
||||
// Check if gamepad button has been pressed once
|
||||
|
|
@ -4001,9 +4003,11 @@ int GetGamepadButtonPressed(void)
|
|||
// Get gamepad axis count
|
||||
int GetGamepadAxisCount(int gamepad)
|
||||
{
|
||||
if ((gamepad < 0) || (gamepad >= MAX_GAMEPADS)) return 0;
|
||||
int result = 0;
|
||||
|
||||
return CORE.Input.Gamepad.axisCount[gamepad];
|
||||
if ((gamepad >= 0) && (gamepad < MAX_GAMEPADS)) result = CORE.Input.Gamepad.axisCount[gamepad];
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Get axis movement vector for a gamepad
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user