Check bounds in SDL_IsGameController. Switch two functions to SDL_bool.

Switches SDL_GameControllerGetAttached and SDL_IsGameController to
       return SDL_bool, instead of int.
This commit is contained in:
Jørgen P. Tjernø 2013-02-12 17:07:21 -08:00
parent 3e60f92228
commit e34e953eba
2 changed files with 13 additions and 7 deletions

View file

@ -265,6 +265,10 @@ int SDL_GameControllerEventWatcher(void *userdata, SDL_Event * event)
*/
ControllerMapping_t *SDL_PrivateGetControllerMapping(int device_index)
{
if ( (device_index < 0) || (device_index >= SDL_NumJoysticks()) ) {
return NULL;
}
#ifdef SDL_JOYSTICK_DINPUT
if ( SDL_SYS_IsXInputDeviceIndex(device_index) && s_pXInputMapping )
{
@ -741,14 +745,16 @@ SDL_GameControllerNameForIndex(int device_index)
/*
* Return 1 if the joystick at this device index is a supported controller
*/
int SDL_IsGameController(int device_index)
SDL_bool
SDL_IsGameController(int device_index)
{
ControllerMapping_t *pSupportedController = SDL_PrivateGetControllerMapping(device_index);
if ( pSupportedController )
{
return 1;
return SDL_TRUE;
}
return 0;
return SDL_FALSE;
}
/*
@ -881,11 +887,11 @@ SDL_GameControllerGetButton(SDL_GameController * gamecontroller, SDL_CONTROLLER_
* Return if the joystick in question is currently attached to the system,
* \return 0 if not plugged in, 1 if still present.
*/
int
SDL_bool
SDL_GameControllerGetAttached( SDL_GameController * gamecontroller )
{
if ( !gamecontroller )
return 0;
return SDL_FALSE;
return SDL_JoystickGetAttached(gamecontroller->joystick);
}