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REMOVED: `IsGamepadName()`

This function is not required, users can check it with `GetGamepadName()`
pull/2076/head
raysan5 3 年之前
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共有 2 個檔案被更改,包括 0 行新增13 行删除
  1. +0
    -1
      src/raylib.h
  2. +0
    -12
      src/rcore.c

+ 0
- 1
src/raylib.h 查看文件

@ -1079,7 +1079,6 @@ RLAPI int GetCharPressed(void); // Get char presse
// Input-related functions: gamepads // Input-related functions: gamepads
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed

+ 0
- 12
src/rcore.c 查看文件

@ -3376,18 +3376,6 @@ bool IsGamepadAvailable(int gamepad)
return result; return result;
} }
// Check gamepad name (if available)
bool IsGamepadName(int gamepad, const char *name)
{
bool result = false;
const char *currentName = NULL;
if (CORE.Input.Gamepad.ready[gamepad]) currentName = GetGamepadName(gamepad);
if ((name != NULL) && (currentName != NULL)) result = (strcmp(name, currentName) == 0);
return result;
}
// Get gamepad internal name id // Get gamepad internal name id
const char *GetGamepadName(int gamepad) const char *GetGamepadName(int gamepad)
{ {

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