glfw: ziggify all Action enums

Make the GLFW action enumerations proper Zig enums so one can use `.Name` syntax, etc.

Helps #37

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2021-10-29 21:22:19 -07:00 committed by Stephen Gutekanst
parent ed10bebf99
commit 8a14d56fc3
6 changed files with 49 additions and 50 deletions

View file

@ -42,7 +42,7 @@ pub const last = c.GLFW_JOYSTICK_LAST;
///
/// see also: gamepad, glfwGetGamepadState
const GamepadState = extern struct {
/// The states of each gamepad button (see gamepad_buttons), `glfw.press` or `glfw.release`.
/// The states of each gamepad button (see gamepad_buttons), `glfw.Action.press` or `glfw.Action.release`.
buttons: [15]u8,
/// The states of each gamepad axis (see gamepad_axes), in the range -1.0 to 1.0 inclusive.
@ -100,7 +100,7 @@ pub inline fn getAxes(self: Joystick) Error!?[]const f32 {
/// Returns the state of all buttons of the specified joystick.
///
/// This function returns the state of all buttons of the specified joystick. Each element in the
/// array is either `glfw.press` or `glfw.release`.
/// array is either `glfw.Action.press` or `glfw.Action.release`.
///
/// For backward compatibility with earlier versions that did not have glfw.Joystick.getHats, the
/// button array also includes all hats, each represented as four buttons. The hats are in the same
@ -396,7 +396,7 @@ pub inline fn getGamepadName(self: Joystick) Error!?[*c]const u8 {
/// Steam client.
///
/// Not all devices have all the buttons or axes provided by GamepadState. Unavailable buttons
/// and axes will always report `glfw.release` and 0.0 respectively.
/// and axes will always report `glfw.Action.release` and 0.0 respectively.
///
/// @param[in] jid The joystick (see joysticks) to query.
/// @param[out] state The gamepad input state of the joystick.