USER
Perfect, now add the doxygen to my input struct, and for each of its enum classes. I will simplify the values since each enum class has dozens of values:
struct Input
{
enum class KeyCode
{
UnknownKey,
Backspace,
Tab,
Enter,
...
};
enum class MouseButton
{
UnknownButton,
Left,
Middle,
Right,
...
};
enum class GamepadButton
{
Invalid = -1,
South, // Cross, A
East, // Circle, B
West, // Square, X
North, // Triangle, Y
...
};
enum class GamepadAxis
{
Invalid = -1,
LeftX,
LeftY,
RightX,
...
};
enum class JoystickHatPosition
{
Centered,
Up,
RightUp,
Right,
...
};
};ASSISTANT
Here's how you could document your `Input` structure and its nested enums using Doxygen comments. This example includes brief descriptions for each enum class and their values, illustrating how to provide meaningful documentation for enum values, even when simplified.
```cpp
/**
* @struct Input
* @brief Represents all the possible inputs from the user.
*
* This structure encapsulates a collection of enums that represent the various types of user input,
* including keyboard keys, mouse buttons, gamepad buttons and axes, and joystick hat positions.
* Each enum within the structure is designed to cover a wide range of common inputs for respective
* devices, allowing for a unified interface when processing user interactions.
*/
struct Input
{
/**
* @enum KeyCode
* @brief Represents keyboard keys.
*
* Enumerates the key codes for keyboard input. It defines a comprehensive list of keys, including
* alphanumeric keys, control keys, function keys, etc. This allows for detailed identification of
* specific keys pressed during gameplay or application use.
*/
enum class KeyCode
{
UnknownKey, ///< Represents an unidentified key.
Backspace, ///< The Backspace key.
Tab, ///< The Tab key.
Enter, ///< The Enter (or Return) key.
// ...
};
/**
* @enum MouseButton
* @brief Represents mouse buttons.
*
* Lists the button types for mouse input. This includes the standard left, middle, and right buttons,
* catering for common mouse interactions within applications.
*/
enum class MouseButton
{
UnknownButton, ///< An unidentified mouse button.
Left, ///< The left mouse button.
Middle, ///< The middle mouse button (often the wheel button).
Right, ///< The right mouse button.
// ...
};
/**
* @enum GamepadButton
* @brief Represents gamepad buttons.
*
* Defines common buttons found on gamepads, adopting a generic naming convention (North, East, South, West)
* that can map to specific buttons on different gamepad brands (e.g., Xbox, PlayStation).
*/
enum class GamepadButton
{
Invalid = -1, ///< An invalid or unidentified gamepad button.
South, ///< Generally maps to Cross on PlayStation, A on Xbox.
East, ///< Generally maps to Circle on PlayStation, B on Xbox.
West, ///< Generally maps to Square on PlayStation, X on Xbox.
North, ///< Generally maps to Triangle on PlayStation, Y on Xbox.
// ...
};
/**
* @enum GamepadAxis
* @brief Represents gamepad axes.
*
* Enumerates the axes available on a gamepad. This is used to capture input from the analog sticks,
* including both direction (X, Y) and intensity.
*/
enum class GamepadAxis
{
Invalid = -1, ///< An invalid or unidentified axis.
LeftX, ///< The X-axis of the left analog stick.
LeftY, ///< The Y-axis of the left analog stick.
RightX, ///< The X-axis of the right analog stick.
// ...
};
/**
* @enum JoystickHatPosition
* @brief Represents the positions of a joystick hat switch.
*
* Enumerates the possible positions of a joystick's hat (POV) switch. These values can be combined
* to indicate diagonal positions.
*/
enum class JoystickHatPosition
{
Centered, ///< The hat is centered.
Up, ///< The hat is tilted upwards.
RightUp, ///< The hat is tilted upwards and to the right.
Right, ///< The hat is tilted to the right.
// ...
};
};
```
This detailed documentation covers the purpose and content of the `Input` struct and its constituent enums, helping users and future developers easily understand the context and usage of each element within your input handling system.