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#ifndef __JE_JOYPAD_H__
#define __JE_JOYPAD_H__

#include <SDL2/SDL.h>

namespace JinEngine
{
    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* 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 JinEngine

#endif // __JE_JOYPAD_H__