mirror of
https://github.com/Halofreak1990/XFXFramework
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Now, the only thing keeping XFX from a full compile is my stupid attempt at Asynchronous IO. Will look at that, but most likely, I will comment it out and just get a new Demo out before New Year.
46 lines
1.3 KiB
C++
46 lines
1.3 KiB
C++
/********************************************************
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* GamePadState.h *
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* *
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* XFX GamePadState definition file *
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* Copyright © XFX Team. All Rights Reserved *
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********************************************************/
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#ifndef _XFX_INPUT_GAMEPADSTATE_
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#define _XFX_INPUT_GAMEPADSTATE_
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#include "GamePadButtons.h"
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namespace XFX
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{
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namespace Input
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{
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/// <summary>
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/// Represents specific information about the state of an Xbox Controller, including the current state of buttons
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/// and sticks.
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/// </summary>
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struct GamePadState
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{
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GamePadButtons Buttons;
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GamePadDPad DPad;
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bool IsConnected;
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GamePadThumbSticks ThumbSticks;
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GamePadTriggers Triggers;
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GamePadState(GamePadThumbSticks thumbSticks, GamePadTriggers triggers, GamePadButtons buttons, GamePadDPad dPad);
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GamePadState(Vector2 leftThumbStick, Vector2 rightThumbStick, float leftTrigger, float rightTrigger, Buttons_t buttons[]);
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GamePadState();
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GamePadState(const GamePadState &obj);
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bool Equals(const GamePadState obj);
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int GetHashCode();
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bool IsButtonDown(Buttons_t button);
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bool IsButtonUp(Buttons_t button);
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bool operator==(const GamePadState other);
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bool operator!=(const GamePadState other);
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};
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}
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}
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#endif //_XFX_INPUT_GAMEPADSTATE_
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