Refactor GetGamepadName/GetGamepadAxisCount to single-return pattern

This commit is contained in:
Brandon Arrendondo 2026-06-24 11:36:52 -04:00
parent fe17e47a80
commit bd7d910e47

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@ -3934,9 +3934,11 @@ bool IsGamepadAvailable(int gamepad)
// Get gamepad internal name id // Get gamepad internal name id
const char *GetGamepadName(int gamepad) 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 // Check if gamepad button has been pressed once
@ -4001,9 +4003,11 @@ int GetGamepadButtonPressed(void)
// Get gamepad axis count // Get gamepad axis count
int GetGamepadAxisCount(int gamepad) 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 // Get axis movement vector for a gamepad