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.IO;
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using ANX.Framework.NonXNA;
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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.Framework.Input
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{
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public struct GamePadButtons
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{
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private int buttons;
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public GamePadButtons (int value)
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{
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this.buttons = value;
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}
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2011-11-11 11:51:40 +00:00
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public GamePadButtons(Buttons buttons)
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{
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this.buttons = (int)buttons;
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}
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2011-10-31 05:36:24 +00:00
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public ButtonState A
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{
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get
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{
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if ((this.buttons & (int)Buttons.A) == (int)Buttons.A) return ButtonState.Pressed;
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else return ButtonState.Released;
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}
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}
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public ButtonState B
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{
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get
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{
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if ((this.buttons & (int)Buttons.B) == (int)Buttons.B) return ButtonState.Pressed;
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else return ButtonState.Released;
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}
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}
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public ButtonState Back
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{
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get
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{
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if ((this.buttons & (int)Buttons.Back) == (int)Buttons.Back) return ButtonState.Pressed;
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else return ButtonState.Released;
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}
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}
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public ButtonState BigButton
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{
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get
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{
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if ((this.buttons & (int)Buttons.BigButton) == (int)Buttons.BigButton) return ButtonState.Pressed;
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else return ButtonState.Released;
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}
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}
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public ButtonState LeftShoulder
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{
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get
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{
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if ((this.buttons & (int)Buttons.LeftShoulder) == (int)Buttons.LeftShoulder) return ButtonState.Pressed;
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else return ButtonState.Released;
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}
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}
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public ButtonState LeftStick
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{
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get
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{
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if ((this.buttons & (int)Buttons.LeftStick) == (int)Buttons.LeftStick) return ButtonState.Pressed;
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else return ButtonState.Released;
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}
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}
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public ButtonState RightShoulder
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{
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get
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{
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if ((this.buttons & (int)Buttons.RightShoulder) == (int)Buttons.RightShoulder) return ButtonState.Pressed;
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else return ButtonState.Released;
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}
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}
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public ButtonState RightStick
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{
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get
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{
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if ((this.buttons & (int)Buttons.RightStick) == (int)Buttons.RightStick) return ButtonState.Pressed;
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else return ButtonState.Released;
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}
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}
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public ButtonState Start
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{
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get
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{
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if ((this.buttons & (int)Buttons.Start) == (int)Buttons.Start) return ButtonState.Pressed;
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else return ButtonState.Released;
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}
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}
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public ButtonState X
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{
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get
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{
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if ((this.buttons & (int)Buttons.X) == (int)Buttons.X) return ButtonState.Pressed;
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else return ButtonState.Released;
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}
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}
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public ButtonState Y
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{
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get
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{
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if ((this.buttons & (int)Buttons.Y) == (int)Buttons.Y) return ButtonState.Pressed;
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else return ButtonState.Released;
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}
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}
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2011-11-11 11:51:40 +00:00
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public override bool Equals(object obj)
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{
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if (obj is GamePadButtons)
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{
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return this == (GamePadButtons)obj;
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}
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2011-10-31 05:36:24 +00:00
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2011-11-11 11:51:40 +00:00
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return false;
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}
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public static bool operator ==(GamePadButtons left, GamePadButtons right)
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{
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return left.X == right.X &&
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left.Y == right.Y &&
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left.A == right.A &&
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left.B == right.B &&
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left.Back == right.Back &&
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left.BigButton == right.BigButton &&
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left.LeftShoulder == right.LeftShoulder &&
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left.LeftStick == right.LeftStick &&
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left.RightShoulder == right.RightShoulder &&
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left.RightStick == right.RightStick &&
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left.Start == right.Start;
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}
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public static bool operator !=(GamePadButtons left, GamePadButtons right)
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{
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return left.X != right.X ||
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left.Y != right.Y ||
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left.A != right.A ||
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left.B != right.B ||
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left.Back != right.Back ||
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left.BigButton != right.BigButton ||
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left.LeftShoulder != right.LeftShoulder ||
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left.LeftStick != right.LeftStick ||
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left.RightShoulder != right.RightShoulder ||
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left.RightStick != right.RightStick ||
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left.Start != right.Start;
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}
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public override int GetHashCode()
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{
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return (((((((((A.GetHashCode() ^ B.GetHashCode()) ^ Back.GetHashCode()) ^ BigButton.GetHashCode()) ^ LeftShoulder.GetHashCode()) ^ LeftStick.GetHashCode()) ^ RightShoulder.GetHashCode()) ^ RightStick.GetHashCode()) ^ Start.GetHashCode()) ^ X.GetHashCode()) ^ Y.GetHashCode();
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}
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public override string ToString()
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{
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string buttons = String.Empty;
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buttons += A == ButtonState.Pressed ? "A" : "";
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buttons += B == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "B" : "";
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buttons += Back == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Back" : "";
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buttons += BigButton == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "BigButton" : "";
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buttons += LeftShoulder == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftShoulder" : "";
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buttons += LeftStick == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftStick" : "";
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buttons += RightShoulder == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightShoulder" : "";
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buttons += RightStick == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightStick" : "";
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buttons += Start == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Start" : "";
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buttons += X == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "X" : "";
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buttons += Y == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Y" : "";
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return buttons;
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}
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2011-10-31 05:36:24 +00:00
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}
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}
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