- Removed InputSystemCreators from ANX.InputDevices.OpenTK and ANX.InputDevices.Windows.Kinect as they don't host InputSystems anymore.

- Improved handling of GameWindow handle (needed for mouse and keyboard support)
- Improved exception handling while creating mouse and keyboard instances from InputDevice AddIns.
- Fixed some sample issues (and opened issues at codeplex for some remaining issues)
This commit is contained in:
Glatzemann 2011-12-15 09:19:40 +00:00
parent 9ff4fcc9b1
commit 1a03ea2ad2
28 changed files with 436 additions and 123 deletions

View File

@ -430,6 +430,7 @@
<Compile Include="NonXNA\InputSystem\IKeyboardCreator.cs" />
<Compile Include="NonXNA\InputSystem\IMouseCreator.cs" />
<Compile Include="NonXNA\InputSystem\IMotionSensingDeviceCreator.cs" />
<Compile Include="NonXNA\NoInputDeviceException.cs" />
<Compile Include="NonXNA\RenderSystem\EffectProcessorOutputFormat.cs" />
<Compile Include="NonXNA\ICreator.cs" />
<Compile Include="NonXNA\InputSystem\IGamePad.cs" />

View File

@ -73,6 +73,8 @@ namespace ANX.Framework.NonXNA
private Dictionary<string, IMotionSensingDeviceCreator> motionSensingDeviceCreators;
#endif
private IntPtr windowHandle;
private static Logger logger = LogManager.GetCurrentClassLogger();
#endregion // Private Members
@ -178,9 +180,17 @@ namespace ANX.Framework.NonXNA
{
//TODO: this is a very basic implementation only which needs some more work
if (this.WindowHandle == null ||
this.WindowHandle == IntPtr.Zero)
{
throw new Exception("Unable to create a mouse instance because the WindowHandle was not set.");
}
if (this.mouseCreators.Count > 0)
{
return this.mouseCreators.Values.First<IMouseCreator>().CreateMouseInstance();
IMouse mouse = this.mouseCreators.Values.First<IMouseCreator>().CreateMouseInstance();
mouse.WindowHandle = this.windowHandle;
return mouse;
}
throw new Exception("Unable to create instance of Mouse because no MouseCreator was registered.");
@ -190,9 +200,17 @@ namespace ANX.Framework.NonXNA
{
//TODO: this is a very basic implementation only which needs some more work
if (this.WindowHandle == null ||
this.WindowHandle == IntPtr.Zero)
{
throw new Exception("Unable to create a keyboard instance because the WindowHandle was not set.");
}
if (this.keyboardCreators.Count > 0)
{
return this.keyboardCreators.Values.First<IKeyboardCreator>().CreateKeyboardInstance();
IKeyboard keyboard = this.keyboardCreators.Values.First<IKeyboardCreator>().CreateKeyboardInstance();
keyboard.WindowHandle = this.windowHandle;
return keyboard;
}
throw new Exception("Unable to create instance of Keyboard because no KeyboardCreator was registered.");
@ -212,5 +230,16 @@ namespace ANX.Framework.NonXNA
}
#endif
public IntPtr WindowHandle
{
get
{
return this.windowHandle;
}
internal set
{
this.windowHandle = value;
}
}
}
}

View File

@ -0,0 +1,78 @@
#region Using Statements
using System;
using System.Runtime.Serialization;
#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.Framework.NonXNA
{
public class NoInputDeviceException : Exception
{
public NoInputDeviceException()
: base()
{
}
protected NoInputDeviceException(SerializationInfo info, StreamingContext context)
: base(info, context)
{
}
public NoInputDeviceException(string message)
: base(message)
{
}
public NoInputDeviceException(string message, Exception innerException)
: base(message, innerException)
{
}
}
}

View File

@ -48,15 +48,17 @@
<Reference Include="Microsoft.CSharp" />
</ItemGroup>
<ItemGroup>
<Compile Include="Creator.cs" />
<Compile Include="GamePad.cs" />
<Compile Include="GamePadCreator.cs" />
<Compile Include="Keyboard.cs" />
<Compile Include="KeyboardCreator.cs" />
<Compile Include="Metadata.Designer.cs">
<DependentUpon>Metadata.resx</DependentUpon>
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
</Compile>
<Compile Include="Mouse.cs" />
<Compile Include="MouseCreator.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>

View File

@ -7,6 +7,7 @@ using System.IO;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using NLog;
using ANX.Framework.NonXNA.InputSystem;
#endregion // Using Statements
@ -59,75 +60,29 @@ using NLog;
namespace ANX.InputDevices.OpenTK
{
public class Creator : IInputSystemCreator
public class GamePadCreator : IGamePadCreator
{
private static Logger logger = LogManager.GetCurrentClassLogger();
public string Name
{
get
{
return "OpenTK";
return "OpenTK.GamePad";
}
}
public void RegisterCreator(InputDeviceFactory factory)
{
factory.AddCreator(this);
}
public int Priority
{
get { return 100; }
}
public bool IsSupported
public IGamePad CreateGamePadInstance()
{
get
{
//TODO: this is just a very basic version of test for support
return AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.Win32NT ||
AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.Unix ||
AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.MacOSX;
}
return new GamePad();
}
public void RegisterCreator(AddInSystemFactory factory)
{
logger.Debug("adding OpenTK InputSystem creator to creator collection of AddInSystemFactory");
factory.AddCreator(this);
}
public IGamePad GamePad
{
get
{
logger.Debug("returning a new OpenTK GamePad device");
AddInSystemFactory.Instance.PreventInputSystemChange();
return new GamePad();
}
}
public IMouse Mouse
{
get
{
logger.Debug("returning a new OpenTK Mouse device");
AddInSystemFactory.Instance.PreventInputSystemChange();
return new Mouse();
}
}
public IKeyboard Keyboard
{
get
{
logger.Debug("returning a new OpenTK Keyboard device");
AddInSystemFactory.Instance.PreventInputSystemChange();
return new Keyboard();
}
}
#if XNAEXT
public IMotionSensingDevice MotionSensingDevice
{
get { return null; }
}
#endif
}
}

View File

@ -0,0 +1,88 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using NLog;
using ANX.Framework.NonXNA.InputSystem;
#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.InputDevices.OpenTK
{
public class KeyboardCreator : IKeyboardCreator
{
public string Name
{
get
{
return "OpenTK.Keyboard";
}
}
public void RegisterCreator(InputDeviceFactory factory)
{
factory.AddCreator(this);
}
public int Priority
{
get { return 100; }
}
public IKeyboard CreateKeyboardInstance()
{
return new Keyboard();
}
}
}

View File

@ -0,0 +1,88 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using NLog;
using ANX.Framework.NonXNA.InputSystem;
#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.InputDevices.OpenTK
{
public class MouseCreator : IMouseCreator
{
public string Name
{
get
{
return "OpenTK.Mouse";
}
}
public void RegisterCreator(InputDeviceFactory factory)
{
factory.AddCreator(this);
}
public int Priority
{
get { return 100; }
}
public IMouse CreateMouseInstance()
{
return new Mouse();
}
}
}

View File

@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.0.2.0")]
[assembly: AssemblyFileVersion("0.0.2.0")]
[assembly: AssemblyVersion("0.0.3.0")]
[assembly: AssemblyFileVersion("0.0.3.0")]

View File

@ -41,6 +41,14 @@
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\KinectSDK\Microsoft.Research.Kinect.dll</HintPath>
</Reference>
<Reference Include="NLog, Version=2.0.0.0, Culture=neutral, PublicKeyToken=5120e14c03d0593c, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\NLog\NLog.dll</HintPath>
</Reference>
<Reference Include="NLog.Extended, Version=2.0.0.0, Culture=neutral, PublicKeyToken=5120e14c03d0593c, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\NLog\NLog.Extended.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
@ -53,13 +61,13 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Creator.cs" />
<Compile Include="Kinect.cs" />
<Compile Include="Metadata.Designer.cs">
<DependentUpon>Metadata.resx</DependentUpon>
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
</Compile>
<Compile Include="MotionSensingDeviceCreator.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<EmbeddedResource Include="Metadata.resx">
<Generator>PublicResXFileCodeGenerator</Generator>

View File

@ -1,7 +1,13 @@
#region Using Statements
using System;
using ANX.Framework.Input;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using NLog;
using ANX.Framework.NonXNA.InputSystem;
#endregion // Using Statements
@ -52,62 +58,34 @@ using ANX.Framework.NonXNA;
#endregion // License
namespace ANX.InputDevices.Windows.Kinect
{
public class Creator : IInputSystemCreator
public class MotionSensingDeviceCreator : IMotionSensingDeviceCreator
{
public string Name
{
get { return "Kinect"; }
}
public int Priority
{
get { return int.MaxValue; }
}
public bool IsSupported
{
get
{
//TODO: this is just a very basic version of test for support
return AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.Win32NT;
get
{
return "Kinect";
}
}
public void RegisterCreator(AddInSystemFactory factory)
public void RegisterCreator(InputDeviceFactory factory)
{
factory.AddCreator(this);
}
#region IInputSystemCreator Member
public IGamePad GamePad
{
get { throw new NotImplementedException(); }
}
public IMouse Mouse
{
get { return null; }
}
public IMotionSensingDevice MotionSensingDevice
public int Priority
{
get
{
AddInSystemFactory.Instance.PreventInputSystemChange();
return new Kinect();
{
return 10000;
}
}
public IKeyboard Keyboard
public IMotionSensingDevice CreateMotionSensingDeviceInstance()
{
get { throw new NotImplementedException(); }
return new Kinect();
}
#endregion
}
}

View File

@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.5.4.0")]
[assembly: AssemblyFileVersion("0.5.4.0")]
[assembly: AssemblyVersion("0.5.5.0")]
[assembly: AssemblyFileVersion("0.5.5.0")]

View File

@ -63,6 +63,9 @@ namespace ANX.InputDevices.Windows.XInput
{
private static Logger logger = LogManager.GetCurrentClassLogger();
private IKeyboard keyboard;
private IMouse mouse;
public string Name
{
get
@ -104,9 +107,18 @@ namespace ANX.InputDevices.Windows.XInput
{
get
{
logger.Debug("returning a new Mouse device");
AddInSystemFactory.Instance.PreventInputSystemChange();
return InputDeviceFactory.Instance.GetDefaultMouse();
if (this.mouse == null)
{
this.mouse = InputDeviceFactory.Instance.GetDefaultMouse();
if (this.mouse == null)
{
throw new NoInputDeviceException("couldn't find a default mouse device creator. Unable to create a mouse instance.");
}
logger.Debug("created a new Mouse device");
AddInSystemFactory.Instance.PreventInputSystemChange();
}
return this.mouse;
}
}
@ -114,9 +126,18 @@ namespace ANX.InputDevices.Windows.XInput
{
get
{
logger.Debug("returning a new Keyboard device");
AddInSystemFactory.Instance.PreventInputSystemChange();
return InputDeviceFactory.Instance.GetDefaultKeyboard();
if (this.keyboard == null)
{
this.keyboard = InputDeviceFactory.Instance.GetDefaultKeyboard();
if (this.keyboard == null)
{
throw new NoInputDeviceException("couldn't find a default keyboard device creator. Unable to create a keyboard instance.");
}
logger.Debug("created a new Keyboard device");
AddInSystemFactory.Instance.PreventInputSystemChange();
}
return this.keyboard;
}
}

View File

@ -32,7 +32,7 @@ using System.Runtime.InteropServices;
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.7.11.0")]
[assembly: AssemblyFileVersion("0.7.11.0")]
[assembly: AssemblyVersion("0.7.12.0")]
[assembly: AssemblyFileVersion("0.7.12.0")]
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]

View File

@ -6,6 +6,7 @@ using System.Text;
using System.Windows.Forms;
using ANX.Framework.Windows.DX10;
using ANX.Framework.Input;
using ANX.Framework.NonXNA;
#endregion // Using Statements
@ -70,8 +71,7 @@ namespace ANX.Framework
this.game = game;
//this.LockThreadToProcessor();
this.gameWindow = new WindowsGameWindow();
Mouse.WindowHandle = this.gameWindow.Handle; //TODO: find a way to initialize all InputSystems with one Handle
Keyboard.WindowHandle = this.gameWindow.Handle;
InputDeviceFactory.Instance.WindowHandle = this.gameWindow.Handle;
//TouchPanel.WindowHandle = this.gameWindow.Handle;
//this.gameWindow.IsMouseVisible = game.IsMouseVisible;
this.gameWindow.Activated += new EventHandler<EventArgs>(this.GameWindowActivated);

View File

@ -32,7 +32,7 @@ using System.Runtime.InteropServices;
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
// übernehmen, indem Sie "*" eingeben:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.5.9.0")]
[assembly: AssemblyFileVersion("0.5.9.0")]
[assembly: AssemblyVersion("0.5.10.0")]
[assembly: AssemblyFileVersion("0.5.10.0")]
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]

View File

@ -2,6 +2,7 @@
using System.Windows.Forms;
using NLog;
using ANX.Framework.Input;
using ANX.Framework.NonXNA;
#region License
@ -83,8 +84,7 @@ namespace ANX.Framework.Windows.GL3
logger.Info("creating a new GameWindow");
gameWindow = new WindowsGameWindow();
Mouse.WindowHandle = this.gameWindow.Handle; //TODO: find a way to initialize all InputSystems with one Handle
Keyboard.WindowHandle = this.gameWindow.Handle;
InputDeviceFactory.Instance.WindowHandle = this.gameWindow.Handle;
logger.Info("hook up GameWindow events");
gameWindow.Activated += delegate

View File

@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
// Buildnummer
// Revision
//
[assembly: AssemblyVersion("0.7.3.0")]
[assembly: AssemblyFileVersion("0.7.3.0")]
[assembly: AssemblyVersion("0.7.4.0")]
[assembly: AssemblyFileVersion("0.7.4.0")]

View File

@ -7,6 +7,7 @@ using System.Windows.Forms;
using ANX.Framework.Windows.DX10;
using ANX.Framework.Input;
using ANX.Framework;
using ANX.Framework.NonXNA;
#endregion // Using Statements
@ -71,8 +72,7 @@ namespace ANX.RenderSystem.Windows.DX11
this.game = game;
//this.LockThreadToProcessor();
this.gameWindow = new WindowsGameWindow();
Mouse.WindowHandle = this.gameWindow.Handle; //TODO: find a way to initialize all InputSystems with one Handle
Keyboard.WindowHandle = this.gameWindow.Handle;
InputDeviceFactory.Instance.WindowHandle = this.gameWindow.Handle;
//TouchPanel.WindowHandle = this.gameWindow.Handle;
//this.gameWindow.IsMouseVisible = game.IsMouseVisible;
this.gameWindow.Activated += new EventHandler<EventArgs>(this.GameWindowActivated);

View File

@ -33,7 +33,6 @@ namespace KeyboardSample
protected override void Initialize()
{
//TODO: see CodePlex issue #454
this.lastKeyState = Keyboard.GetState();
base.Initialize();

View File

@ -83,6 +83,14 @@
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
<Name>ANX.Framework</Name>
</ProjectReference>
<ProjectReference Include="..\..\InputSystems\ANX.InputDevices.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj">
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
<Name>ANX.InputDevices.Windows.XInput</Name>
</ProjectReference>
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Standard\ANX.InputSystem.Standard.csproj">
<Project>{49066074-3B7B-4A55-B122-6BD33AB73558}</Project>
<Name>ANX.InputSystem.Standard</Name>
</ProjectReference>
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
<Name>ANX.Framework.Windows.DX10</Name>

View File

@ -110,6 +110,14 @@
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
<Name>ANX.Framework</Name>
</ProjectReference>
<ProjectReference Include="..\..\InputSystems\ANX.InputDevices.Windows.Kinect\ANX.InputDevices.Windows.Kinect.csproj">
<Project>{E5D69E75-D77C-493F-BBDA-6F9E73B82549}</Project>
<Name>ANX.InputDevices.Windows.Kinect</Name>
</ProjectReference>
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Standard\ANX.InputSystem.Standard.csproj">
<Project>{49066074-3B7B-4A55-B122-6BD33AB73558}</Project>
<Name>ANX.InputSystem.Standard</Name>
</ProjectReference>
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
<Name>ANX.Framework.Windows.DX10</Name>

View File

@ -11,8 +11,6 @@ namespace Kinect
/// </summary>
static void Main(string[] args)
{
AddInSystemFactory.Instance.PreferredInputSystem = "Kinect";
using (Game1 game = new Game1())
{
game.Run();

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@ -83,6 +83,14 @@
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