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https://github.com/libsdl-org/SDL.git
synced 2025-10-03 08:28:29 +00:00
Use #ifdef/#ifndef instead of #if defined/#if \!defined
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committed by
Anonymous Maarten

parent
308bcbbe76
commit
b6ae281e97
@@ -34,7 +34,7 @@
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#include "../events/SDL_events_c.h"
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#endif
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#if defined(__ANDROID__)
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#ifdef __ANDROID__
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#endif
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/* Many gamepads turn the center button into an instantaneous button press */
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@@ -1846,7 +1846,7 @@ static SDL_bool SDL_GetGamepadMappingFilePath(char *path, size_t size)
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return SDL_strlcpy(path, hint, size) < size;
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}
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#if defined(__ANDROID__)
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#ifdef __ANDROID__
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return SDL_snprintf(path, size, "%s/gamepad_map.txt", SDL_AndroidGetInternalStoragePath()) < size;
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#else
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return SDL_FALSE;
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@@ -2056,7 +2056,7 @@ SDL_bool SDL_IsGamepad(SDL_JoystickID instance_id)
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return retval;
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}
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#if defined(__LINUX__)
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#ifdef __LINUX__
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static SDL_bool SDL_endswith(const char *string, const char *suffix)
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{
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size_t string_length = string ? SDL_strlen(string) : 0;
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@@ -2082,7 +2082,7 @@ SDL_bool SDL_ShouldIgnoreGamepad(const char *name, SDL_JoystickGUID guid)
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Uint16 version;
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Uint32 vidpid;
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#if defined(__LINUX__)
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#ifdef __LINUX__
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if (SDL_endswith(name, " Motion Sensors")) {
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/* Don't treat the PS3 and PS4 motion controls as a separate gamepad */
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return SDL_TRUE;
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@@ -2116,7 +2116,7 @@ SDL_bool SDL_ShouldIgnoreGamepad(const char *name, SDL_JoystickGUID guid)
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/* We shouldn't ignore Steam's virtual gamepad since it's using the hints to filter out the real gamepads so it can remap input for the virtual gamepad */
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/* https://partner.steamgames.com/doc/features/steam_gamepad/steam_input_gamepad_emulation_bestpractices */
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SDL_bool bSteamVirtualGamepad = SDL_FALSE;
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#if defined(__LINUX__)
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#ifdef __LINUX__
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bSteamVirtualGamepad = (vendor == USB_VENDOR_VALVE && product == USB_PRODUCT_STEAM_VIRTUAL_GAMEPAD);
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#elif defined(__MACOS__)
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bSteamVirtualGamepad = (vendor == USB_VENDOR_MICROSOFT && product == USB_PRODUCT_XBOX360_WIRED_CONTROLLER && version == 1);
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@@ -3191,7 +3191,7 @@ void SDL_GamepadHandleDelayedGuideButton(SDL_Joystick *joystick)
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const char *SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
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{
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#if defined(SDL_JOYSTICK_MFI)
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#ifdef SDL_JOYSTICK_MFI
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const char *IOS_GetAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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const char *retval;
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@@ -3211,7 +3211,7 @@ const char *SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_
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const char *SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
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{
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#if defined(SDL_JOYSTICK_MFI)
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#ifdef SDL_JOYSTICK_MFI
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const char *IOS_GetAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
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const char *retval;
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