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#region Using Statements
using System;
using System.IO;
using ANX.Framework.NonXNA;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Input
{
public struct GamePadState
{
#region Private Members
private GamePadThumbSticks thumbSticks;
private GamePadTriggers triggers;
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private GamePadButtons buttons;
private GamePadDPad dPad;
private Buttons buttonsValue;
private bool isConnected;
private int packetNumber;
#endregion // Private Members
public GamePadState(GamePadThumbSticks thumbSticks, GamePadTriggers triggers, GamePadButtons buttons, GamePadDPad dPad)
{
this.thumbSticks = thumbSticks;
this.triggers = triggers;
this.buttons = buttons;
this.dPad = dPad;
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this.isConnected = true;
this.packetNumber = 0;
this.buttonsValue = this.buttons.Buttons | this.dPad.Buttons;
}
public GamePadState(Vector2 leftThumbStick, Vector2 rightThumbStick, float leftTrigger, float rightTrigger, params Buttons[] buttons)
{
this.thumbSticks = new GamePadThumbSticks(leftThumbStick, rightThumbStick);
this.triggers = new GamePadTriggers(leftTrigger, rightTrigger);
Buttons buttonField = 0;
for (int i = 0; i < buttons.Length; i++)
{
buttonField |= buttons[i];
}
this.buttonsValue = buttonField;
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this.isConnected = true;
this.packetNumber = 0;
this.buttons = new GamePadButtons(this.buttonsValue);
this.dPad = new GamePadDPad(this.buttonsValue);
}
//public GamePadState(int value, bool isConnected, int packetNumber, Vector2 thumbStickLeft, Vector2 thumbStickRight, float triggerLeft, float triggerRight)
//{
// this.buttonsValue = value;
// //TODO: this.buttons = new GamePadButtons(value);
// this.dPad = new GamePadDPad(value);
// this.isConnected = isConnected;
// this.packetNumber = packetNumber;
// this.thumbSticks = new GamePadThumbSticks(thumbStickLeft, thumbStickRight);
// this.triggers = new GamePadTriggers(triggerLeft, triggerRight);
//}
public override bool Equals(object obj)
{
if (obj != null && obj.GetType() == typeof(GamePadState))
{
return this == (GamePadState)obj;
}
return false;
}
public static bool operator ==(GamePadState lhs, GamePadState rhs)
{
return lhs.buttonsValue == rhs.buttonsValue;
}
public static bool operator !=(GamePadState lhs, GamePadState rhs)
{
return lhs.buttonsValue != rhs.buttonsValue;
}
public override int GetHashCode()
{
return (int)buttonsValue;
}
public override string ToString()
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{
return String.Format("{{IsConnected:{0}}}", IsConnected);
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}
public bool IsButtonDown(Buttons button) { return ((this.buttonsValue & button) == button); }
public bool IsButtonUp(Buttons button) { return ((this.buttonsValue & button) != button); }
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public GamePadButtons Buttons { get { return this.buttons; } }
public GamePadDPad DPad { get { return this.dPad; } }
public bool IsConnected
{
get
{
return this.isConnected;
}
internal set
{
this.isConnected = value;
}
}
public int PacketNumber
{
get
{
return this.packetNumber;
}
internal set
{
this.packetNumber = value;
}
}
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public GamePadThumbSticks ThumbSticks { get { return this.thumbSticks; } }
public GamePadTriggers Triggers { get { return this.triggers; } }
}
}