refactor world button code
[fishladder.git] / vg / vg_input.h
index 6bae274d99cff79a25e39c220a6742463578eb60..62d4690a68e2acfa2673a6af7e7992959d42ca82 100644 (file)
@@ -5,6 +5,14 @@ static inline int vg_get_button( const char *button ) __attribute__((unused));
 static inline int vg_get_button_down( const char *button ) __attribute__((unused));
 static inline int vg_get_button_up( const char *button ) __attribute__((unused));
 
+enum vg_button_state
+{
+       k_button_state_down = 1,
+       k_button_state_up = 3,
+       k_button_state_pressed = 2,
+       k_button_state_none = 0
+};
+
 // Input
 // ===========================================================================================================
 GLFWgamepadstate vg_gamepad;
@@ -89,12 +97,12 @@ static inline int vg_get_button_up( const char *button )
        return bind->prev & (bind->value ^ bind->prev) && !vg_console_enabled();
 }
 
-static inline int vg_get_button_state( const char *button )
+static inline enum vg_button_state vg_get_button_state( const char *button )
 {
-       if( vg_get_button_down( button ) ) return 1;
-       if( vg_get_button_up( button ) ) return 3;
-       if( vg_get_button( button ) ) return 2;
-       return 0;
+       if( vg_get_button_down( button ) ) return k_button_state_down;
+       if( vg_get_button_up( button ) ) return k_button_state_up;
+       if( vg_get_button( button ) ) return k_button_state_pressed;
+       return k_button_state_none;
 }
 
 static inline int key_is_keyboard( int const id )