170 lines
7.1 KiB
C#
Raw Normal View History

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework.Input;
using ANX.Framework;
2012-08-08 12:04:37 +00:00
using System.IO;
#endregion
#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.InputSystem.Recording
{
2012-08-08 12:04:37 +00:00
[Flags]
enum GamePadRecordInfo : int
{
LeftStick = 1,
RightStick = 2,
LeftTrigger = 4,
RightTrigger = 8,
AButton = 16,
BButton = 32,
XButton = 64,
YButton = 128,
StartButton = 256,
BackButton = 512,
LeftShoulderButton = 1024,
RightShoulderButton = 2048,
LeftStickButton = 4096,
RightStickButton = 8192,
DPadUp = 16384,
DPadDown = 32768,
DPadLeft = 65536,
DPadRight = 131072,
BothSticks = LeftStick | RightStick,
BothTriggers = LeftTrigger | RightTrigger,
AllAnalog = BothSticks | BothTriggers,
ABXYButton = AButton | BButton | XButton | YButton,
BothStickButtons = LeftStickButton | RightStickButton,
BothSoulderButtons = LeftShoulderButton | RightShoulderButton,
AllDPad = DPadUp | DPadDown | DPadLeft | DPadRight,
AllButtons = ABXYButton | BothStickButtons | StartButton | BackButton | BothSoulderButtons,
All = AllAnalog | AllButtons | AllDPad
}
/// <summary>
/// Wrapper arround another IGamePad, will record all inputs and allows playback.
/// </summary>
public class RecordingGamePad : RecordableDevice, IGamePad
{
2012-08-08 12:04:37 +00:00
private IGamePad realGamePad;
private GamePadRecordInfo recordInfo;
public GamePadCapabilities GetCapabilities(PlayerIndex playerIndex) //no recording here...
{
2012-08-08 12:04:37 +00:00
return realGamePad.GetCapabilities(playerIndex);
}
public GamePadState GetState(PlayerIndex playerIndex, out bool isConnected, out int packetNumber)
{
throw new NotImplementedException();
}
2012-08-08 12:04:37 +00:00
public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode, out bool isConnected, out int packetNumber)
{
throw new NotImplementedException();
}
public bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
{
throw new NotImplementedException();
}
2012-08-08 12:04:37 +00:00
/// <summary>
/// Intializes this instance using a new MemoryStream as the Buffer, the
/// default's InputSystems GamePad and the passed GamePadRecordInfo.
/// </summary>
public void Initialize(GamePadRecordInfo info)
{
this.Initialize(info, new MemoryStream(), InputDeviceFactory.Instance.GetDefaultGamePad());
}
/// <summary>
/// Intializes this instance using a new MemoryStream as the Buffer, recording
/// the passed IGamePad, using the passed GamePadRecordInfo.
/// </summary>
public void Initialize(GamePadRecordInfo info, IGamePad gamePad)
{
this.Initialize(info, new MemoryStream(), gamePad);
}
/// <summary>
/// Intializes this instance using the passed Stream as the Buffer, the
/// default's InputSystems GamePad and the passed GamePadRecordInfo.
/// </summary>
public void Initialize(GamePadRecordInfo info, Stream bufferStream)
{
this.Initialize(info, bufferStream, InputDeviceFactory.Instance.GetDefaultGamePad());
}
/// <summary>
/// Intializes this instance using the passed Stream as the Buffer, recording
/// the passed IGamePad, using the passed GamePadRecordInfo.
/// </summary>
public void Initialize(GamePadRecordInfo info, Stream bufferStream, IGamePad gamePad)
{
realGamePad = gamePad;
recordInfo = info;
PacketLenght = GetPaketSize(info);
base.Initialize(bufferStream);
}
private int GetPaketSize(GamePadRecordInfo info)
{
throw new NotImplementedException();
}
}
}