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#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using NLog;
using ANX.Framework.NonXNA.InputSystem;
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using ANX.Framework.Input;
using ANX.Framework;
#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.InputDevices.Test
{
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public class GamePad : IGamePad
{
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public GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
{
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return new GamePadCapabilities();
}
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public GamePadState GetState(PlayerIndex playerIndex, out bool isConnected, out int packetNumber)
{
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GamePadState gamepad;
switch (playerIndex)
{
case PlayerIndex.One:
isConnected = true;
packetNumber = 0;
gamepad = new GamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.B);
break;
case PlayerIndex.Two:
isConnected = true;
packetNumber = 0;
gamepad = new GamePadState(new Vector2(200, 200), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.BigButton);
break;
case PlayerIndex.Three:
isConnected = true;
packetNumber = 0;
gamepad = new GamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.X);
break;
case PlayerIndex.Four:
default:
isConnected = false;
packetNumber = 0;
gamepad = new GamePadState();
break;
}
return gamepad;
}
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public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode, out bool isConnected, out int packetNumber)
{
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return this.GetState(playerIndex, out isConnected, out packetNumber);
}
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public bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
{
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switch (playerIndex)
{
case PlayerIndex.One:
if (leftMotor == 0.5f && rightMotor == 0.5f)
{
return true;
}
return false;
break;
case PlayerIndex.Two:
if (leftMotor == 0.7f && rightMotor == 0.5f)
{
return true;
}
return false;
break;
case PlayerIndex.Three:
if (leftMotor == -0.5f && rightMotor == 0.7f)
{
return true;
}
return false;
break;
case PlayerIndex.Four:
if (leftMotor == 0.5f && rightMotor == 0.5f)
{
return false;
}
return true;
default:
return false;
break;
}
}
}
}