- 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:
parent
9ff4fcc9b1
commit
1a03ea2ad2
@ -430,6 +430,7 @@
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<Compile Include="NonXNA\InputSystem\IKeyboardCreator.cs" />
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<Compile Include="NonXNA\InputSystem\IKeyboardCreator.cs" />
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<Compile Include="NonXNA\InputSystem\IMouseCreator.cs" />
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<Compile Include="NonXNA\InputSystem\IMouseCreator.cs" />
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<Compile Include="NonXNA\InputSystem\IMotionSensingDeviceCreator.cs" />
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<Compile Include="NonXNA\InputSystem\IMotionSensingDeviceCreator.cs" />
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<Compile Include="NonXNA\NoInputDeviceException.cs" />
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<Compile Include="NonXNA\RenderSystem\EffectProcessorOutputFormat.cs" />
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<Compile Include="NonXNA\RenderSystem\EffectProcessorOutputFormat.cs" />
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<Compile Include="NonXNA\ICreator.cs" />
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<Compile Include="NonXNA\ICreator.cs" />
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<Compile Include="NonXNA\InputSystem\IGamePad.cs" />
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<Compile Include="NonXNA\InputSystem\IGamePad.cs" />
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@ -73,6 +73,8 @@ namespace ANX.Framework.NonXNA
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private Dictionary<string, IMotionSensingDeviceCreator> motionSensingDeviceCreators;
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private Dictionary<string, IMotionSensingDeviceCreator> motionSensingDeviceCreators;
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#endif
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#endif
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private IntPtr windowHandle;
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private static Logger logger = LogManager.GetCurrentClassLogger();
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private static Logger logger = LogManager.GetCurrentClassLogger();
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#endregion // Private Members
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#endregion // Private Members
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@ -178,9 +180,17 @@ namespace ANX.Framework.NonXNA
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{
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{
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//TODO: this is a very basic implementation only which needs some more work
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//TODO: this is a very basic implementation only which needs some more work
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if (this.WindowHandle == null ||
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this.WindowHandle == IntPtr.Zero)
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{
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throw new Exception("Unable to create a mouse instance because the WindowHandle was not set.");
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}
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if (this.mouseCreators.Count > 0)
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if (this.mouseCreators.Count > 0)
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{
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{
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return this.mouseCreators.Values.First<IMouseCreator>().CreateMouseInstance();
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IMouse mouse = this.mouseCreators.Values.First<IMouseCreator>().CreateMouseInstance();
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mouse.WindowHandle = this.windowHandle;
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return mouse;
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}
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}
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throw new Exception("Unable to create instance of Mouse because no MouseCreator was registered.");
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throw new Exception("Unable to create instance of Mouse because no MouseCreator was registered.");
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@ -190,9 +200,17 @@ namespace ANX.Framework.NonXNA
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{
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{
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//TODO: this is a very basic implementation only which needs some more work
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//TODO: this is a very basic implementation only which needs some more work
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if (this.WindowHandle == null ||
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this.WindowHandle == IntPtr.Zero)
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{
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throw new Exception("Unable to create a keyboard instance because the WindowHandle was not set.");
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}
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if (this.keyboardCreators.Count > 0)
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if (this.keyboardCreators.Count > 0)
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{
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{
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return this.keyboardCreators.Values.First<IKeyboardCreator>().CreateKeyboardInstance();
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IKeyboard keyboard = this.keyboardCreators.Values.First<IKeyboardCreator>().CreateKeyboardInstance();
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keyboard.WindowHandle = this.windowHandle;
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return keyboard;
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}
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}
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throw new Exception("Unable to create instance of Keyboard because no KeyboardCreator was registered.");
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throw new Exception("Unable to create instance of Keyboard because no KeyboardCreator was registered.");
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@ -212,5 +230,16 @@ namespace ANX.Framework.NonXNA
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}
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}
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#endif
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#endif
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public IntPtr WindowHandle
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{
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get
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{
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return this.windowHandle;
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}
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internal set
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{
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this.windowHandle = value;
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}
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}
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}
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}
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}
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}
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78
ANX.Framework/NonXNA/NoInputDeviceException.cs
Normal file
78
ANX.Framework/NonXNA/NoInputDeviceException.cs
Normal file
@ -0,0 +1,78 @@
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#region Using Statements
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using System;
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using System.Runtime.Serialization;
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#endregion
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#region License
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|
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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.
|
||||||
|
// 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
|
||||||
|
// 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.
|
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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
|
||||||
|
// 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
|
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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.
|
||||||
|
// (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
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||||||
|
// particular purpose and non-infringement.
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|
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|
#endregion // License
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|
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|
namespace ANX.Framework.NonXNA
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{
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public class NoInputDeviceException : Exception
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{
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public NoInputDeviceException()
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: base()
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{
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}
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protected NoInputDeviceException(SerializationInfo info, StreamingContext context)
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: base(info, context)
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{
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}
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public NoInputDeviceException(string message)
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: base(message)
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{
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}
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public NoInputDeviceException(string message, Exception innerException)
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: base(message, innerException)
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{
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}
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}
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}
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@ -48,15 +48,17 @@
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="Microsoft.CSharp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Creator.cs" />
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<Compile Include="GamePad.cs" />
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<Compile Include="GamePad.cs" />
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<Compile Include="GamePadCreator.cs" />
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<Compile Include="Keyboard.cs" />
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<Compile Include="Keyboard.cs" />
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<Compile Include="KeyboardCreator.cs" />
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<Compile Include="Metadata.Designer.cs">
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<Compile Include="Metadata.Designer.cs">
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<DependentUpon>Metadata.resx</DependentUpon>
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<DependentUpon>Metadata.resx</DependentUpon>
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<AutoGen>True</AutoGen>
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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<DesignTime>True</DesignTime>
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</Compile>
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</Compile>
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<Compile Include="Mouse.cs" />
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<Compile Include="Mouse.cs" />
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<Compile Include="MouseCreator.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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@ -7,6 +7,7 @@ using System.IO;
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using System.Runtime.InteropServices;
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using System.Runtime.InteropServices;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA;
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using NLog;
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using NLog;
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using ANX.Framework.NonXNA.InputSystem;
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|
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#endregion // Using Statements
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#endregion // Using Statements
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@ -59,75 +60,29 @@ using NLog;
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namespace ANX.InputDevices.OpenTK
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namespace ANX.InputDevices.OpenTK
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{
|
{
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public class Creator : IInputSystemCreator
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public class GamePadCreator : IGamePadCreator
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{
|
{
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private static Logger logger = LogManager.GetCurrentClassLogger();
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public string Name
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public string Name
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{
|
{
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get
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get
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{
|
{
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return "OpenTK";
|
return "OpenTK.GamePad";
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}
|
}
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}
|
}
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|
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|
public void RegisterCreator(InputDeviceFactory factory)
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|
{
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|
factory.AddCreator(this);
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|
}
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|
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public int Priority
|
public int Priority
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{
|
{
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get { return 100; }
|
get { return 100; }
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}
|
}
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|
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public bool IsSupported
|
public IGamePad CreateGamePadInstance()
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{
|
{
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get
|
return new GamePad();
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{
|
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//TODO: this is just a very basic version of test for support
|
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return AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.Win32NT ||
|
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AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.Unix ||
|
|
||||||
AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.MacOSX;
|
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||||||
}
|
|
||||||
}
|
}
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|
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public void RegisterCreator(AddInSystemFactory factory)
|
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{
|
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logger.Debug("adding OpenTK InputSystem creator to creator collection of AddInSystemFactory");
|
|
||||||
factory.AddCreator(this);
|
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}
|
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|
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public IGamePad GamePad
|
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||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
logger.Debug("returning a new OpenTK GamePad device");
|
|
||||||
AddInSystemFactory.Instance.PreventInputSystemChange();
|
|
||||||
return new GamePad();
|
|
||||||
}
|
|
||||||
}
|
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||||||
|
|
||||||
public IMouse Mouse
|
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||||||
{
|
|
||||||
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
|
|
||||||
}
|
}
|
||||||
}
|
}
|
88
InputSystems/ANX.InputDevices.OpenTK/KeyboardCreator.cs
Normal file
88
InputSystems/ANX.InputDevices.OpenTK/KeyboardCreator.cs
Normal 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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
88
InputSystems/ANX.InputDevices.OpenTK/MouseCreator.cs
Normal file
88
InputSystems/ANX.InputDevices.OpenTK/MouseCreator.cs
Normal 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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
|
|||||||
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
||||||
// übernehmen, indem Sie "*" eingeben:
|
// übernehmen, indem Sie "*" eingeben:
|
||||||
// [assembly: AssemblyVersion("1.0.*")]
|
// [assembly: AssemblyVersion("1.0.*")]
|
||||||
[assembly: AssemblyVersion("0.0.2.0")]
|
[assembly: AssemblyVersion("0.0.3.0")]
|
||||||
[assembly: AssemblyFileVersion("0.0.2.0")]
|
[assembly: AssemblyFileVersion("0.0.3.0")]
|
||||||
|
@ -41,6 +41,14 @@
|
|||||||
<SpecificVersion>False</SpecificVersion>
|
<SpecificVersion>False</SpecificVersion>
|
||||||
<HintPath>..\..\lib\KinectSDK\Microsoft.Research.Kinect.dll</HintPath>
|
<HintPath>..\..\lib\KinectSDK\Microsoft.Research.Kinect.dll</HintPath>
|
||||||
</Reference>
|
</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" />
|
||||||
<Reference Include="System.Core" />
|
<Reference Include="System.Core" />
|
||||||
<Reference Include="System.Xml.Linq" />
|
<Reference Include="System.Xml.Linq" />
|
||||||
@ -53,13 +61,13 @@
|
|||||||
<Reference Include="System.Xml" />
|
<Reference Include="System.Xml" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Compile Include="Creator.cs" />
|
|
||||||
<Compile Include="Kinect.cs" />
|
<Compile Include="Kinect.cs" />
|
||||||
<Compile Include="Metadata.Designer.cs">
|
<Compile Include="Metadata.Designer.cs">
|
||||||
<DependentUpon>Metadata.resx</DependentUpon>
|
<DependentUpon>Metadata.resx</DependentUpon>
|
||||||
<AutoGen>True</AutoGen>
|
<AutoGen>True</AutoGen>
|
||||||
<DesignTime>True</DesignTime>
|
<DesignTime>True</DesignTime>
|
||||||
</Compile>
|
</Compile>
|
||||||
|
<Compile Include="MotionSensingDeviceCreator.cs" />
|
||||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||||
<EmbeddedResource Include="Metadata.resx">
|
<EmbeddedResource Include="Metadata.resx">
|
||||||
<Generator>PublicResXFileCodeGenerator</Generator>
|
<Generator>PublicResXFileCodeGenerator</Generator>
|
||||||
|
@ -1,7 +1,13 @@
|
|||||||
#region Using Statements
|
#region Using Statements
|
||||||
using System;
|
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 ANX.Framework.NonXNA;
|
||||||
|
using NLog;
|
||||||
|
using ANX.Framework.NonXNA.InputSystem;
|
||||||
|
|
||||||
#endregion // Using Statements
|
#endregion // Using Statements
|
||||||
|
|
||||||
@ -52,62 +58,34 @@ using ANX.Framework.NonXNA;
|
|||||||
|
|
||||||
#endregion // License
|
#endregion // License
|
||||||
|
|
||||||
|
|
||||||
namespace ANX.InputDevices.Windows.Kinect
|
namespace ANX.InputDevices.Windows.Kinect
|
||||||
{
|
{
|
||||||
public class Creator : IInputSystemCreator
|
public class MotionSensingDeviceCreator : IMotionSensingDeviceCreator
|
||||||
{
|
{
|
||||||
public string Name
|
public string Name
|
||||||
{
|
{
|
||||||
get { return "Kinect"; }
|
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;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RegisterCreator(AddInSystemFactory factory)
|
public void RegisterCreator(InputDeviceFactory factory)
|
||||||
{
|
{
|
||||||
factory.AddCreator(this);
|
factory.AddCreator(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
#region IInputSystemCreator Member
|
public int Priority
|
||||||
|
|
||||||
public IGamePad GamePad
|
|
||||||
{
|
|
||||||
get { throw new NotImplementedException(); }
|
|
||||||
}
|
|
||||||
|
|
||||||
public IMouse Mouse
|
|
||||||
{
|
|
||||||
get { return null; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public IMotionSensingDevice MotionSensingDevice
|
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
{
|
{
|
||||||
AddInSystemFactory.Instance.PreventInputSystemChange();
|
return 10000;
|
||||||
return new Kinect();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public IKeyboard Keyboard
|
public IMotionSensingDevice CreateMotionSensingDeviceInstance()
|
||||||
{
|
{
|
||||||
get { throw new NotImplementedException(); }
|
return new Kinect();
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
|
|||||||
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
||||||
// übernehmen, indem Sie "*" eingeben:
|
// übernehmen, indem Sie "*" eingeben:
|
||||||
// [assembly: AssemblyVersion("1.0.*")]
|
// [assembly: AssemblyVersion("1.0.*")]
|
||||||
[assembly: AssemblyVersion("0.5.4.0")]
|
[assembly: AssemblyVersion("0.5.5.0")]
|
||||||
[assembly: AssemblyFileVersion("0.5.4.0")]
|
[assembly: AssemblyFileVersion("0.5.5.0")]
|
||||||
|
@ -63,6 +63,9 @@ namespace ANX.InputDevices.Windows.XInput
|
|||||||
{
|
{
|
||||||
private static Logger logger = LogManager.GetCurrentClassLogger();
|
private static Logger logger = LogManager.GetCurrentClassLogger();
|
||||||
|
|
||||||
|
private IKeyboard keyboard;
|
||||||
|
private IMouse mouse;
|
||||||
|
|
||||||
public string Name
|
public string Name
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
@ -104,9 +107,18 @@ namespace ANX.InputDevices.Windows.XInput
|
|||||||
{
|
{
|
||||||
get
|
get
|
||||||
{
|
{
|
||||||
logger.Debug("returning a new Mouse device");
|
if (this.mouse == null)
|
||||||
AddInSystemFactory.Instance.PreventInputSystemChange();
|
{
|
||||||
return InputDeviceFactory.Instance.GetDefaultMouse();
|
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
|
get
|
||||||
{
|
{
|
||||||
logger.Debug("returning a new Keyboard device");
|
if (this.keyboard == null)
|
||||||
AddInSystemFactory.Instance.PreventInputSystemChange();
|
{
|
||||||
return InputDeviceFactory.Instance.GetDefaultKeyboard();
|
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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -32,7 +32,7 @@ using System.Runtime.InteropServices;
|
|||||||
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
||||||
// übernehmen, indem Sie "*" eingeben:
|
// übernehmen, indem Sie "*" eingeben:
|
||||||
// [assembly: AssemblyVersion("1.0.*")]
|
// [assembly: AssemblyVersion("1.0.*")]
|
||||||
[assembly: AssemblyVersion("0.7.11.0")]
|
[assembly: AssemblyVersion("0.7.12.0")]
|
||||||
[assembly: AssemblyFileVersion("0.7.11.0")]
|
[assembly: AssemblyFileVersion("0.7.12.0")]
|
||||||
|
|
||||||
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
|
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
|
||||||
|
@ -6,6 +6,7 @@ using System.Text;
|
|||||||
using System.Windows.Forms;
|
using System.Windows.Forms;
|
||||||
using ANX.Framework.Windows.DX10;
|
using ANX.Framework.Windows.DX10;
|
||||||
using ANX.Framework.Input;
|
using ANX.Framework.Input;
|
||||||
|
using ANX.Framework.NonXNA;
|
||||||
|
|
||||||
#endregion // Using Statements
|
#endregion // Using Statements
|
||||||
|
|
||||||
@ -70,8 +71,7 @@ namespace ANX.Framework
|
|||||||
this.game = game;
|
this.game = game;
|
||||||
//this.LockThreadToProcessor();
|
//this.LockThreadToProcessor();
|
||||||
this.gameWindow = new WindowsGameWindow();
|
this.gameWindow = new WindowsGameWindow();
|
||||||
Mouse.WindowHandle = this.gameWindow.Handle; //TODO: find a way to initialize all InputSystems with one Handle
|
InputDeviceFactory.Instance.WindowHandle = this.gameWindow.Handle;
|
||||||
Keyboard.WindowHandle = this.gameWindow.Handle;
|
|
||||||
//TouchPanel.WindowHandle = this.gameWindow.Handle;
|
//TouchPanel.WindowHandle = this.gameWindow.Handle;
|
||||||
//this.gameWindow.IsMouseVisible = game.IsMouseVisible;
|
//this.gameWindow.IsMouseVisible = game.IsMouseVisible;
|
||||||
this.gameWindow.Activated += new EventHandler<EventArgs>(this.GameWindowActivated);
|
this.gameWindow.Activated += new EventHandler<EventArgs>(this.GameWindowActivated);
|
||||||
|
@ -32,7 +32,7 @@ using System.Runtime.InteropServices;
|
|||||||
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
||||||
// übernehmen, indem Sie "*" eingeben:
|
// übernehmen, indem Sie "*" eingeben:
|
||||||
// [assembly: AssemblyVersion("1.0.*")]
|
// [assembly: AssemblyVersion("1.0.*")]
|
||||||
[assembly: AssemblyVersion("0.5.9.0")]
|
[assembly: AssemblyVersion("0.5.10.0")]
|
||||||
[assembly: AssemblyFileVersion("0.5.9.0")]
|
[assembly: AssemblyFileVersion("0.5.10.0")]
|
||||||
|
|
||||||
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
|
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
|
||||||
|
@ -2,6 +2,7 @@
|
|||||||
using System.Windows.Forms;
|
using System.Windows.Forms;
|
||||||
using NLog;
|
using NLog;
|
||||||
using ANX.Framework.Input;
|
using ANX.Framework.Input;
|
||||||
|
using ANX.Framework.NonXNA;
|
||||||
|
|
||||||
|
|
||||||
#region License
|
#region License
|
||||||
@ -83,8 +84,7 @@ namespace ANX.Framework.Windows.GL3
|
|||||||
logger.Info("creating a new GameWindow");
|
logger.Info("creating a new GameWindow");
|
||||||
gameWindow = new WindowsGameWindow();
|
gameWindow = new WindowsGameWindow();
|
||||||
|
|
||||||
Mouse.WindowHandle = this.gameWindow.Handle; //TODO: find a way to initialize all InputSystems with one Handle
|
InputDeviceFactory.Instance.WindowHandle = this.gameWindow.Handle;
|
||||||
Keyboard.WindowHandle = this.gameWindow.Handle;
|
|
||||||
|
|
||||||
logger.Info("hook up GameWindow events");
|
logger.Info("hook up GameWindow events");
|
||||||
gameWindow.Activated += delegate
|
gameWindow.Activated += delegate
|
||||||
|
@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
|
|||||||
// Buildnummer
|
// Buildnummer
|
||||||
// Revision
|
// Revision
|
||||||
//
|
//
|
||||||
[assembly: AssemblyVersion("0.7.3.0")]
|
[assembly: AssemblyVersion("0.7.4.0")]
|
||||||
[assembly: AssemblyFileVersion("0.7.3.0")]
|
[assembly: AssemblyFileVersion("0.7.4.0")]
|
||||||
|
@ -7,6 +7,7 @@ using System.Windows.Forms;
|
|||||||
using ANX.Framework.Windows.DX10;
|
using ANX.Framework.Windows.DX10;
|
||||||
using ANX.Framework.Input;
|
using ANX.Framework.Input;
|
||||||
using ANX.Framework;
|
using ANX.Framework;
|
||||||
|
using ANX.Framework.NonXNA;
|
||||||
|
|
||||||
#endregion // Using Statements
|
#endregion // Using Statements
|
||||||
|
|
||||||
@ -71,8 +72,7 @@ namespace ANX.RenderSystem.Windows.DX11
|
|||||||
this.game = game;
|
this.game = game;
|
||||||
//this.LockThreadToProcessor();
|
//this.LockThreadToProcessor();
|
||||||
this.gameWindow = new WindowsGameWindow();
|
this.gameWindow = new WindowsGameWindow();
|
||||||
Mouse.WindowHandle = this.gameWindow.Handle; //TODO: find a way to initialize all InputSystems with one Handle
|
InputDeviceFactory.Instance.WindowHandle = this.gameWindow.Handle;
|
||||||
Keyboard.WindowHandle = this.gameWindow.Handle;
|
|
||||||
//TouchPanel.WindowHandle = this.gameWindow.Handle;
|
//TouchPanel.WindowHandle = this.gameWindow.Handle;
|
||||||
//this.gameWindow.IsMouseVisible = game.IsMouseVisible;
|
//this.gameWindow.IsMouseVisible = game.IsMouseVisible;
|
||||||
this.gameWindow.Activated += new EventHandler<EventArgs>(this.GameWindowActivated);
|
this.gameWindow.Activated += new EventHandler<EventArgs>(this.GameWindowActivated);
|
||||||
|
@ -33,7 +33,6 @@ namespace KeyboardSample
|
|||||||
|
|
||||||
protected override void Initialize()
|
protected override void Initialize()
|
||||||
{
|
{
|
||||||
//TODO: see CodePlex issue #454
|
|
||||||
this.lastKeyState = Keyboard.GetState();
|
this.lastKeyState = Keyboard.GetState();
|
||||||
|
|
||||||
base.Initialize();
|
base.Initialize();
|
||||||
|
@ -83,6 +83,14 @@
|
|||||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||||
<Name>ANX.Framework</Name>
|
<Name>ANX.Framework</Name>
|
||||||
</ProjectReference>
|
</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">
|
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||||
<Name>ANX.Framework.Windows.DX10</Name>
|
<Name>ANX.Framework.Windows.DX10</Name>
|
||||||
|
@ -110,6 +110,14 @@
|
|||||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||||
<Name>ANX.Framework</Name>
|
<Name>ANX.Framework</Name>
|
||||||
</ProjectReference>
|
</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">
|
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||||
<Name>ANX.Framework.Windows.DX10</Name>
|
<Name>ANX.Framework.Windows.DX10</Name>
|
||||||
|
@ -11,8 +11,6 @@ namespace Kinect
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
static void Main(string[] args)
|
static void Main(string[] args)
|
||||||
{
|
{
|
||||||
AddInSystemFactory.Instance.PreferredInputSystem = "Kinect";
|
|
||||||
|
|
||||||
using (Game1 game = new Game1())
|
using (Game1 game = new Game1())
|
||||||
{
|
{
|
||||||
game.Run();
|
game.Run();
|
||||||
|
@ -83,6 +83,14 @@
|
|||||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||||
<Name>ANX.Framework</Name>
|
<Name>ANX.Framework</Name>
|
||||||
</ProjectReference>
|
</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">
|
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||||
<Name>ANX.Framework.Windows.DX10</Name>
|
<Name>ANX.Framework.Windows.DX10</Name>
|
||||||
|
@ -83,6 +83,14 @@
|
|||||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||||
<Name>ANX.Framework</Name>
|
<Name>ANX.Framework</Name>
|
||||||
</ProjectReference>
|
</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">
|
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||||
<Name>ANX.Framework.Windows.DX10</Name>
|
<Name>ANX.Framework.Windows.DX10</Name>
|
||||||
|
@ -120,6 +120,14 @@
|
|||||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||||
<Name>ANX.Framework</Name>
|
<Name>ANX.Framework</Name>
|
||||||
</ProjectReference>
|
</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">
|
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||||
<Name>ANX.Framework.Windows.DX10</Name>
|
<Name>ANX.Framework.Windows.DX10</Name>
|
||||||
|
@ -83,6 +83,14 @@
|
|||||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||||
<Name>ANX.Framework</Name>
|
<Name>ANX.Framework</Name>
|
||||||
</ProjectReference>
|
</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">
|
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||||
<Name>ANX.Framework.Windows.DX10</Name>
|
<Name>ANX.Framework.Windows.DX10</Name>
|
||||||
|
@ -83,6 +83,14 @@
|
|||||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||||
<Name>ANX.Framework</Name>
|
<Name>ANX.Framework</Name>
|
||||||
</ProjectReference>
|
</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">
|
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||||
<Name>ANX.Framework.Windows.DX10</Name>
|
<Name>ANX.Framework.Windows.DX10</Name>
|
||||||
|
@ -99,6 +99,18 @@
|
|||||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||||
<Name>ANX.Framework</Name>
|
<Name>ANX.Framework</Name>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
|
<ProjectReference Include="..\..\InputSystems\ANX.InputDevices.OpenTK\ANX.InputDevices.OpenTK.csproj">
|
||||||
|
<Project>{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75}</Project>
|
||||||
|
<Name>ANX.InputDevices.OpenTK</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.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.Recording\ANX.InputSystem.Recording.csproj">
|
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Recording\ANX.InputSystem.Recording.csproj">
|
||||||
<Project>{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}</Project>
|
<Project>{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}</Project>
|
||||||
<Name>ANX.InputSystem.Recording</Name>
|
<Name>ANX.InputSystem.Recording</Name>
|
||||||
|
Loading…
x
Reference in New Issue
Block a user