diff options
Diffstat (limited to 'src/libjin/input/joypad.h')
-rw-r--r-- | src/libjin/input/joypad.h | 86 |
1 files changed, 43 insertions, 43 deletions
diff --git a/src/libjin/input/joypad.h b/src/libjin/input/joypad.h index fb5dc38..c753008 100644 --- a/src/libjin/input/joypad.h +++ b/src/libjin/input/joypad.h @@ -5,52 +5,52 @@ namespace JinEngine { - namespace Input - { + namespace Input + { - /// - /// - /// - inline const char* getJoyButtonName(int button) - { - 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* getJoyButtonName(int button) + { + 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) - { - 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; - } - } + /// + /// + /// + inline const char* getJoyAxisName(int axis) + { + 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; + } + } - } // namespace Input + } // namespace Input } // namespace JinEngine #endif // __JE_JOYPAD_H__ |