diff options
Diffstat (limited to 'src/libjin/Input/Joypad.h')
-rw-r--r-- | src/libjin/Input/Joypad.h | 66 |
1 files changed, 33 insertions, 33 deletions
diff --git a/src/libjin/Input/Joypad.h b/src/libjin/Input/Joypad.h index b630aa5..50cbe01 100644 --- a/src/libjin/Input/Joypad.h +++ b/src/libjin/Input/Joypad.h @@ -5,46 +5,46 @@ namespace jin { -namespace input -{ - - inline const char* getJoyButtonName(int button) + namespace input { - switch (button) + + inline const char* getJoyButtonName(int button) { - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A: return "A"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B : return "B"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X : return "X"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_Y: return "Y"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK: return "Back"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_GUIDE: return "Guide"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START: return "Start"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSTICK: return "LeftStick"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSTICK: return "RightStick"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER: return "LeftShoulder"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: return "RightShoulder"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP: return "DpadUp"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN: return "DpadDown"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT: return "DpadLeft"; break; - case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT: return "DpadRight"; break; - default: return NULL; + switch (button) + { + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A: return "A"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B : return "B"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X : return "X"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_Y: return "Y"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK: return "Back"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_GUIDE: return "Guide"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START: return "Start"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSTICK: return "LeftStick"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSTICK: return "RightStick"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER: return "LeftShoulder"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: return "RightShoulder"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP: return "DpadUp"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN: return "DpadDown"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT: return "DpadLeft"; break; + case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT: return "DpadRight"; break; + default: return NULL; + } } - } - inline const char* getJoyAxisName(int axis) - { - switch (axis) + inline const char* getJoyAxisName(int axis) { - case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX: return "LeftX"; break; - case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY: return "LeftY"; break; - case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX: return "RightX"; break; - case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY: return "RightY"; break; - case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERLEFT: return "TriggerLeft"; break; - case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERRIGHT: return "TriggerRight"; break; + switch (axis) + { + case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX: return "LeftX"; break; + case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY: return "LeftY"; break; + case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX: return "RightX"; break; + case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY: return "RightY"; break; + case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERLEFT: return "TriggerLeft"; break; + case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERRIGHT: return "TriggerRight"; break; + } } - } -} // input + } // input } // jin #endif
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