2011-10-31 05:36:24 +00:00
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#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.IO;
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using System.Runtime.InteropServices;
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using ANX.Framework.NonXNA;
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using ANX.Framework.Input;
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using ANX.Framework;
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using SharpDX.XInput;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.InputSystem.Windows.XInput
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{
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2011-11-04 23:51:05 +00:00
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public class GamePad : IGamePad
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2011-10-31 05:36:24 +00:00
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{
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private Controller[] controller;
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2011-11-04 23:51:05 +00:00
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public GamePad()
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2011-10-31 05:36:24 +00:00
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{
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2011-11-01 17:19:42 +00:00
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controller = new Controller[4];
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2011-10-31 05:36:24 +00:00
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controller[0] = new Controller(UserIndex.One);
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controller[1] = new Controller(UserIndex.Two);
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controller[2] = new Controller(UserIndex.Three);
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controller[3] = new Controller(UserIndex.Four);
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}
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public GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
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{
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Capabilities result;
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GamePadCapabilities returnres;
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//SharpDX.XInput.Capabilities = new SharpDX.XInput.Capabilities();
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try
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{
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result = controller[(int)playerIndex].GetCapabilities(DeviceQueryType.Gamepad);
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returnres = new GamePadCapabilities();
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}
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catch (Exception)
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{
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returnres = new GamePadCapabilities();
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} return returnres;
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}
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public GamePadState GetState(PlayerIndex playerIndex)
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{
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State result;
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GamePadState returnres;
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if(controller[(int)playerIndex].IsConnected)
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{
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result = controller[(int)playerIndex].GetState();
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//returnres = new GamePadCapabilities(result.Type,result.Gamepad.Buttons.)
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2011-11-11 15:21:41 +00:00
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returnres = new GamePadState(new Vector2(result.Gamepad.LeftThumbX, result.Gamepad.LeftThumbY), new Vector2(result.Gamepad.RightThumbX, result.Gamepad.RightThumbY), (float)result.Gamepad.LeftTrigger, (float)result.Gamepad.RightTrigger, FormatConverter.Translate(result.Gamepad.Buttons));
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2011-10-31 05:36:24 +00:00
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}
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else
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{
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returnres = new GamePadState();
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}
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return returnres;
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}
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public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode)
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{
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throw new NotImplementedException();
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}
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public bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
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{
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2011-11-01 17:19:42 +00:00
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short left;
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short right;
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if (Math.Abs(leftMotor)>1)
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{
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left = 1;
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}
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else
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{
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left = Convert.ToInt16(Math.Abs(leftMotor) * short.MaxValue);
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}
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if (Math.Abs(rightMotor) > 1)
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{
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right = 1;
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}
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else
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{
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right = Convert.ToInt16(Math.Abs(rightMotor) * short.MaxValue);
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}
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2011-10-31 16:22:39 +00:00
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if (controller[(int)playerIndex].IsConnected)
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{
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Vibration vib = new Vibration();
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2011-11-01 17:19:42 +00:00
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vib.LeftMotorSpeed = left;
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vib.RightMotorSpeed = right;
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2011-10-31 16:22:39 +00:00
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controller[(int)playerIndex].SetVibration(vib);
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return true;
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}
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return false;
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2011-10-31 05:36:24 +00:00
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}
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}
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}
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