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XFXFramework/include/Input/GamePadState.h
Halofreak1990 40c4811c04 Got everything to compile again.
Began transforming of current API to represent XNA 4.0, which is cleaner.
Dictionary<TKey, TValue> should now work (sort of-- need to implement resizing and enumerating)
Currently hunting down GraphicsDevice initialization
Up next: (hopefully successful) rendering of primitives
2012-09-28 20:36:02 +00:00

49 lines
1.5 KiB
C++

/********************************************************
* GamePadState.h *
* *
* XFX GamePadState definition file *
* Copyright © XFX Team. All Rights Reserved *
********************************************************/
#ifndef _XFX_INPUT_GAMEPADSTATE_
#define _XFX_INPUT_GAMEPADSTATE_
#include "GamePadButtons.h"
namespace XFX
{
namespace Input
{
// Represents specific information about the state of an Xbox Controller, including the current state of buttons and sticks.
struct GamePadState : Object
{
GamePadButtons Buttons;
GamePadDPad DPad;
bool IsConnected;
GamePadThumbSticks ThumbSticks;
GamePadTriggers Triggers;
GamePadState(const GamePadThumbSticks thumbSticks, const GamePadTriggers triggers, const GamePadButtons buttons, const GamePadDPad dPad);
GamePadState();
GamePadState(const GamePadState &obj);
bool Equals(const Object* obj) const;
bool Equals(const GamePadState obj) const;
int GetHashCode() const;
int GetType() const;
bool IsButtonDown(const Buttons_t button) const;
bool IsButtonUp(const Buttons_t button) const;
const char* ToString() const;
bool operator==(const GamePadState& right) const;
bool operator!=(const GamePadState& right) const;
inline GamePadState operator =(const GamePadState right)
{
return (*this == right) ? *this : GamePadState(right);
}
};
}
}
#endif //_XFX_INPUT_GAMEPADSTATE_