Use SDL_GAMEPAD_TYPE_UNKNOWN, not SDL_GAMEPAD_TYPE_INVALID

This commit is contained in:
Sam Lantinga
2023-07-17 13:54:55 -07:00
parent 27556e098e
commit 75d4a91aaa

View File

@@ -525,7 +525,7 @@ extern DECLSPEC const char *SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad);
* Get the type of an opened gamepad.
*
* \param gamepad the gamepad object to query.
* \returns the gamepad type, or SDL_GAMEPAD_TYPE_INVALID if it's not
* \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
* available.
*
* \since This function is available since SDL 3.0.0.
@@ -538,7 +538,7 @@ extern DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad)
* Get the type of an opened gamepad, ignoring any mapping override.
*
* \param gamepad the gamepad object to query.
* \returns the gamepad type, or SDL_GAMEPAD_TYPE_INVALID if it's not
* \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not
* available.
*
* \since This function is available since SDL 3.0.0.
@@ -728,7 +728,7 @@ extern DECLSPEC void SDLCALL SDL_UpdateGamepads(void);
*
* \param str string representing a SDL_GamepadType type
* \returns the SDL_GamepadType enum corresponding to the input string, or
* `SDL_GAMEPAD_TYPE_INVALID` if no match was found.
* `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found.
*
* \since This function is available since SDL 3.0.0.
*