diff --git a/examples/input/01-joystick-polling/joystick-polling.c b/examples/input/01-joystick-polling/joystick-polling.c index 647cdef94c..2eb8466e36 100644 --- a/examples/input/01-joystick-polling/joystick-polling.c +++ b/examples/input/01-joystick-polling/joystick-polling.c @@ -13,8 +13,8 @@ and knows how to map arbitrary buttons and such to look like an Xbox/PlayStation/etc gamepad. This is easier, and better, for many games, but isn't necessarily a good fit for complex apps and hardware. A flight - simulator, a realistic racing game, etc, might want this interface instead - of gamepads. */ + simulator, a realistic racing game, etc, might want the joystick interface + instead of gamepads. */ /* SDL can handle multiple joysticks, but for simplicity, this program only deals with the first stick it sees. */ diff --git a/examples/input/02-joystick-events/joystick-events.c b/examples/input/02-joystick-events/joystick-events.c index cc01d84aac..2c0b095255 100644 --- a/examples/input/02-joystick-events/joystick-events.c +++ b/examples/input/02-joystick-events/joystick-events.c @@ -13,8 +13,8 @@ and knows how to map arbitrary buttons and such to look like an Xbox/PlayStation/etc gamepad. This is easier, and better, for many games, but isn't necessarily a good fit for complex apps and hardware. A flight - simulator, a realistic racing game, etc, might want this interface instead - of gamepads. */ + simulator, a realistic racing game, etc, might want the joystick interface + instead of gamepads. */ #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ #include