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REMOVED: IsGamepadName()
This function is not required, users can check it with `GetGamepadName()`
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@@ -1079,7 +1079,6 @@ RLAPI int GetCharPressed(void); // Get char presse
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// Input-related functions: gamepads
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// Input-related functions: gamepads
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RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
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RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
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RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
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RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
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RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
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RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
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RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
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RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
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RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
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12
src/rcore.c
12
src/rcore.c
@@ -3376,18 +3376,6 @@ bool IsGamepadAvailable(int gamepad)
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return result;
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return result;
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}
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}
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// Check gamepad name (if available)
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bool IsGamepadName(int gamepad, const char *name)
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{
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bool result = false;
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const char *currentName = NULL;
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if (CORE.Input.Gamepad.ready[gamepad]) currentName = GetGamepadName(gamepad);
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if ((name != NULL) && (currentName != NULL)) result = (strcmp(name, currentName) == 0);
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return result;
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}
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// Get gamepad internal name id
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// Get gamepad internal name id
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const char *GetGamepadName(int gamepad)
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const char *GetGamepadName(int gamepad)
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{
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{
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