90 lines
4.7 KiB
C#
90 lines
4.7 KiB
C#
|
#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 GamePadState
|
|||
|
{
|
|||
|
private int buttonsValue;
|
|||
|
private GamePadButtons buttons;
|
|||
|
private GamePadDPad dPad;
|
|||
|
private bool isConnected ;
|
|||
|
private int packetNumber ;
|
|||
|
private GamePadThumbSticks thumbSticks;
|
|||
|
private GamePadTriggers triggers ;
|
|||
|
public GamePadState(int value, bool isConnected, int packetNumber,Vector2 thumbStickLeft, Vector2 thumbStickRight, float triggerLeft, float triggerRight)
|
|||
|
{
|
|||
|
this.buttonsValue = value;
|
|||
|
this.buttons = new GamePadButtons(value);
|
|||
|
this.dPad = new GamePadDPad(value);
|
|||
|
this.isConnected = isConnected;
|
|||
|
this.packetNumber = packetNumber;
|
|||
|
this.thumbSticks = new GamePadThumbSticks(thumbStickLeft, thumbStickRight);
|
|||
|
this.triggers = new GamePadTriggers(triggerLeft, triggerRight);
|
|||
|
}
|
|||
|
|
|||
|
public bool IsButtonDown(Buttons button) { return ((this.buttonsValue & (int)button) == (int)button); }
|
|||
|
public bool IsButtonUp(Buttons button) { return ((this.buttonsValue & (int)button) != (int)button); }
|
|||
|
public GamePadButtons Buttons { get { return this.buttons; } }
|
|||
|
public GamePadDPad DPad { get { return this.dPad; } }
|
|||
|
public bool IsConnected { get { return this.isConnected; } }
|
|||
|
public int PacketNumber { get { return this.packetNumber; } }
|
|||
|
public GamePadThumbSticks ThumbSticks { get { return this.thumbSticks; } }
|
|||
|
public GamePadTriggers Triggers { get { return this.triggers; } }
|
|||
|
|
|||
|
|
|||
|
|
|||
|
}
|
|||
|
}
|