#pragma region CPL License /* Nuclex Native Framework Copyright (C) 2002-2013 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #pragma endregion // CPL License #ifndef NUCLEX_INPUT_DEVICES_AXES_H #define NUCLEX_INPUT_DEVICES_AXES_H namespace Nuclex { namespace Input { namespace Devices { // ------------------------------------------------------------------------------------------- // namespace Axes { // until C++ enum class support is rolled out /// Bit mask for the axes a game pad or joystick can have enum Enum { /// X-axis, usually the left-right movement of a stick PositionX = (1 << 0), /// Y-axis, usually the forward-backward movement of a stick PositionY = (1 << 1), /// Z-axis, often the throttle control PositionZ = (1 << 2), /// X-axis velocity VelocityX = (1 << 3), /// Y-axis velocity VelocityY = (1 << 4), /// Z-axis velocity VelocityZ = (1 << 5), /// X-axis acceleration AccelerationX = (1 << 6), /// Y-axis acceleration AccelerationY = (1 << 7), /// Z-axis acceleration AccelerationZ = (1 << 8), /// X-axis force ForceX = (1 << 9), /// Y-axis force ForceY = (1 << 10), /// Z-axis force ForceZ = (1 << 11), /// X-axis rotation RotationX = (1 << 12), /// Y-axis rotation RotationY = (1 << 13), /// Z-axis rotation (often called the rudder) RotationZ = (1 << 14), /// X-axis angular velocity AngularVelocityX = (1 << 15), /// Y-axis angular velocity AngularVelocityY = (1 << 16), /// Z-axis angular velocity AngularVelocityZ = (1 << 17), /// X-axis angular acceleration AngularAccelerationX = (1 << 18), /// Y-axis angular acceleration AngularAccelerationY = (1 << 19), /// Z-axis angular acceleration AngularAccelerationZ = (1 << 20), /// X-axis torque TorqueX = (1 << 21), /// Y-axis torque TorqueY = (1 << 22), /// Z-axis torque TorqueZ = (1 << 23) }; } // namespace Axes // ------------------------------------------------------------------------------------------- // }}} // namespace Nuclex::Input::Devices #endif // NUCLEX_INPUT_DEVICES_AXES_H