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authorCharadon <dev@iotib.net>2022-10-12 19:33:13 -0400
committerCharadon <dev@iotib.net>2022-10-12 19:33:13 -0400
commit1e5c179edbae849d185ab9f2be95233ee60cacbf (patch)
treebc044d8469428e6ac90e9c2aae6c348f6734f3f8 /src/controls.c
parent67ac76476ccd5c7cfe9e41f023bee96345710a55 (diff)
downloadPong-C-1e5c179edbae849d185ab9f2be95233ee60cacbf.tar.gz
Fixed formatting FINALLY
Diffstat (limited to 'src/controls.c')
-rw-r--r--src/controls.c43
1 files changed, 22 insertions, 21 deletions
diff --git a/src/controls.c b/src/controls.c
index a3cefa1..de2520d 100644
--- a/src/controls.c
+++ b/src/controls.c
@@ -1,41 +1,42 @@
-#include "pong.h"
 #include <raylib.h>
 
+#include "pong.h"
+
 /* Checks what button the player is pressing amongst all control inputs. */
 int player_controls() {
-	if( IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsKeyDown(KEY_SPACE) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN) ) {
-		return(CONTROLLER_ACTIVATE);
-	} else if( IsKeyDown(KEY_ESCAPE) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_MIDDLE_RIGHT) ) {
-		return(CONTROLLER_PAUSE);
-	} else if( IsKeyDown(KEY_A) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_LEFT_FACE_LEFT) ) {
-		return(CONTROLLER_LEFT);
-	} else if( IsKeyDown(KEY_D) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT) ) {
-		return(CONTROLLER_RIGHT);
-	} else if( IsKeyDown(KEY_W) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_LEFT_FACE_UP) ) {
-		return(CONTROLLER_UP);
-	} else if( IsKeyDown(KEY_S) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_LEFT_FACE_DOWN) ) {
-		return(CONTROLLER_DOWN);
+	if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsKeyDown(KEY_SPACE) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) {
+		return (CONTROLLER_ACTIVATE);
+	} else if (IsKeyDown(KEY_ESCAPE) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) {
+		return (CONTROLLER_PAUSE);
+	} else if (IsKeyDown(KEY_A) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) {
+		return (CONTROLLER_LEFT);
+	} else if (IsKeyDown(KEY_D) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) {
+		return (CONTROLLER_RIGHT);
+	} else if (IsKeyDown(KEY_W) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_LEFT_FACE_UP)) {
+		return (CONTROLLER_UP);
+	} else if (IsKeyDown(KEY_S) || IsGamepadButtonDown(1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) {
+		return (CONTROLLER_DOWN);
 	}
-	return(-1);
+	return (-1);
 }
 
 /* Same as player_controls() but check if the button was pressed, rather than held down. */
 int player_controls_pressed() {
 	int ReturnVal = -1;
-	if( IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsKeyPressed(KEY_SPACE) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN) ) {
+	if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsKeyPressed(KEY_SPACE) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) {
 		ReturnVal = CONTROLLER_ACTIVATE;
-	} else if( IsKeyPressed(KEY_ESCAPE) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_MIDDLE_RIGHT) ) {
+	} else if (IsKeyPressed(KEY_ESCAPE) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) {
 		ReturnVal = CONTROLLER_PAUSE;
-	} else if( IsKeyPressed(KEY_A) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_LEFT_FACE_LEFT) ) {
+	} else if (IsKeyPressed(KEY_A) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) {
 		ReturnVal = CONTROLLER_LEFT;
-	} else if( IsKeyPressed(KEY_D) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT) ) {
+	} else if (IsKeyPressed(KEY_D) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) {
 		ReturnVal = CONTROLLER_RIGHT;
-	} else if( IsKeyPressed(KEY_W) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_LEFT_FACE_UP) ) {
+	} else if (IsKeyPressed(KEY_W) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_LEFT_FACE_UP)) {
 		ReturnVal = CONTROLLER_UP;
-	} else if( IsKeyPressed(KEY_S) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_LEFT_FACE_DOWN) ) {
+	} else if (IsKeyPressed(KEY_S) || IsGamepadButtonPressed(1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) {
 		ReturnVal = CONTROLLER_DOWN;
 	}
-	return(ReturnVal);
+	return (ReturnVal);
 }
 
 /* Calls BeginDrawing() and EndDrawing() to clear input buffer. */