REVIEWED: IsGamepadButton*() for consistency with key and mouse equivalents

This commit is contained in:
Ray
2026-01-28 19:35:54 +01:00
parent 8a2da96eed
commit de7fc12be0

View File

@ -3972,8 +3972,10 @@ bool IsGamepadButtonPressed(int gamepad, int button)
{ {
bool pressed = false; bool pressed = false;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
(CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true; {
if ((CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true;
}
return pressed; return pressed;
} }
@ -3983,8 +3985,10 @@ bool IsGamepadButtonDown(int gamepad, int button)
{ {
bool down = false; bool down = false;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) down = true; {
if (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1) down = true;
}
return down; return down;
} }
@ -3994,8 +3998,10 @@ bool IsGamepadButtonReleased(int gamepad, int button)
{ {
bool released = false; bool released = false;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
(CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true; {
if ((CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true;
}
return released; return released;
} }
@ -4005,8 +4011,10 @@ bool IsGamepadButtonUp(int gamepad, int button)
{ {
bool up = false; bool up = false;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) up = true; {
if (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0) up = true;
}
return up; return up;
} }