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-rw-r--r--src/libjin/Input/Joypad.h66
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 \ No newline at end of file