anx.framework/ANX.Framework/Input/GamePadButtons.cs

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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 GamePadButtons
{
private int buttons;
public GamePadButtons (int value)
{
this.buttons = value;
}
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public GamePadButtons(Buttons buttons)
{
this.buttons = (int)buttons;
}
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public ButtonState A
{
get
{
if ((this.buttons & (int)Buttons.A) == (int)Buttons.A) return ButtonState.Pressed;
else return ButtonState.Released;
}
}
public ButtonState B
{
get
{
if ((this.buttons & (int)Buttons.B) == (int)Buttons.B) return ButtonState.Pressed;
else return ButtonState.Released;
}
}
public ButtonState Back
{
get
{
if ((this.buttons & (int)Buttons.Back) == (int)Buttons.Back) return ButtonState.Pressed;
else return ButtonState.Released;
}
}
public ButtonState BigButton
{
get
{
if ((this.buttons & (int)Buttons.BigButton) == (int)Buttons.BigButton) return ButtonState.Pressed;
else return ButtonState.Released;
}
}
public ButtonState LeftShoulder
{
get
{
if ((this.buttons & (int)Buttons.LeftShoulder) == (int)Buttons.LeftShoulder) return ButtonState.Pressed;
else return ButtonState.Released;
}
}
public ButtonState LeftStick
{
get
{
if ((this.buttons & (int)Buttons.LeftStick) == (int)Buttons.LeftStick) return ButtonState.Pressed;
else return ButtonState.Released;
}
}
public ButtonState RightShoulder
{
get
{
if ((this.buttons & (int)Buttons.RightShoulder) == (int)Buttons.RightShoulder) return ButtonState.Pressed;
else return ButtonState.Released;
}
}
public ButtonState RightStick
{
get
{
if ((this.buttons & (int)Buttons.RightStick) == (int)Buttons.RightStick) return ButtonState.Pressed;
else return ButtonState.Released;
}
}
public ButtonState Start
{
get
{
if ((this.buttons & (int)Buttons.Start) == (int)Buttons.Start) return ButtonState.Pressed;
else return ButtonState.Released;
}
}
public ButtonState X
{
get
{
if ((this.buttons & (int)Buttons.X) == (int)Buttons.X) return ButtonState.Pressed;
else return ButtonState.Released;
}
}
public ButtonState Y
{
get
{
if ((this.buttons & (int)Buttons.Y) == (int)Buttons.Y) return ButtonState.Pressed;
else return ButtonState.Released;
}
}
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public override bool Equals(object obj)
{
if (obj is GamePadButtons)
{
return this == (GamePadButtons)obj;
}
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return false;
}
public static bool operator ==(GamePadButtons left, GamePadButtons right)
{
return left.X == right.X &&
left.Y == right.Y &&
left.A == right.A &&
left.B == right.B &&
left.Back == right.Back &&
left.BigButton == right.BigButton &&
left.LeftShoulder == right.LeftShoulder &&
left.LeftStick == right.LeftStick &&
left.RightShoulder == right.RightShoulder &&
left.RightStick == right.RightStick &&
left.Start == right.Start;
}
public static bool operator !=(GamePadButtons left, GamePadButtons right)
{
return left.X != right.X ||
left.Y != right.Y ||
left.A != right.A ||
left.B != right.B ||
left.Back != right.Back ||
left.BigButton != right.BigButton ||
left.LeftShoulder != right.LeftShoulder ||
left.LeftStick != right.LeftStick ||
left.RightShoulder != right.RightShoulder ||
left.RightStick != right.RightStick ||
left.Start != right.Start;
}
public override int GetHashCode()
{
return (((((((((A.GetHashCode() ^ B.GetHashCode()) ^ Back.GetHashCode()) ^ BigButton.GetHashCode()) ^ LeftShoulder.GetHashCode()) ^ LeftStick.GetHashCode()) ^ RightShoulder.GetHashCode()) ^ RightStick.GetHashCode()) ^ Start.GetHashCode()) ^ X.GetHashCode()) ^ Y.GetHashCode();
}
public override string ToString()
{
string buttons = String.Empty;
buttons += A == ButtonState.Pressed ? "A" : "";
buttons += B == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "B" : "";
buttons += Back == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Back" : "";
buttons += BigButton == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "BigButton" : "";
buttons += LeftShoulder == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftShoulder" : "";
buttons += LeftStick == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftStick" : "";
buttons += RightShoulder == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightShoulder" : "";
buttons += RightStick == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightStick" : "";
buttons += Start == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Start" : "";
buttons += X == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "X" : "";
buttons += Y == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Y" : "";
return buttons;
}
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}
}