- fixed a minor issue with pathes in MSI-Installer build script
- added creators for concrete InputDevice instances - added a factory to manage InputDeviceCreators which are located in AddIn assemblies - implemented some InputDeviceCreators in ANX.InputSystem.Windows.XInput as reference - created the new InputSystem: ANX.InputSystem.Standard which is the default container for the new InputDevices. It is replaceable by the ANX.InputSystem.Recording e.g. - added ANX.InputSystem.Standard to build script and MSI-Installer build script - added ANX.InputSystem.Recording to the MSI-Installer build script - implemented AvailableNetworkSessions (and fixed another wrong class reported by ANXStatusComparer) - updated WindowsGame sample to support only one InputSystem at the time (replaced multi SelectBox with ComboBox) - renamed ANX.InputSystem.Windows.XInput to ANX.InputDevices.Windows.XInput because it no longer contains a InputSystem but InputDevices This version is UNSTABLE and not TESTED because of massive changes regarding the InputSystem !!!
This commit is contained in:
parent
0cb0919a8a
commit
3765f00151
@ -79,7 +79,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "XNA", "XNA", "{BD648BB8-EF2
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.InputSystem.Windows.Kinect", "InputSystems\ANX.InputSystem.Windows.Kinect\ANX.InputSystem.Windows.Kinect.csproj", "{E5D69E75-D77C-493F-BBDA-6F9E73B82549}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.InputSystem.Windows.XInput", "InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputSystem.Windows.XInput.csproj", "{60D08399-244F-46A3-91F1-4CFD26D961A3}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.InputDevices.Windows.XInput", "InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj", "{60D08399-244F-46A3-91F1-4CFD26D961A3}"
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EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.Framework.Windows.DX10", "RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj", "{5BE49183-2F6F-4527-AC90-D816911FCF90}"
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||||
EndProject
|
||||
@ -128,6 +128,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "DX11", "DX11", "{6285F3EF-0
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shader\DX11\SpriteBatch.fx = shader\DX11\SpriteBatch.fx
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EndProjectSection
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||||
EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ANX.InputSystem.Standard", "InputSystems\ANX.InputSystem.Standard\ANX.InputSystem.Standard.csproj", "{49066074-3B7B-4A55-B122-6BD33AB73558}"
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EndProject
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Global
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GlobalSection(SubversionScc) = preSolution
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Svn-Managed = True
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@ -420,6 +422,16 @@ Global
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{160150D5-38E6-482D-97F5-2624F322A854}.Release|Mixed Platforms.Build.0 = Release|x86
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{160150D5-38E6-482D-97F5-2624F322A854}.Release|x86.ActiveCfg = Release|x86
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{160150D5-38E6-482D-97F5-2624F322A854}.Release|x86.Build.0 = Release|x86
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{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU
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{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU
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{49066074-3B7B-4A55-B122-6BD33AB73558}.Debug|x86.ActiveCfg = Debug|Any CPU
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{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Any CPU.Build.0 = Release|Any CPU
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{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU
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{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|Mixed Platforms.Build.0 = Release|Any CPU
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{49066074-3B7B-4A55-B122-6BD33AB73558}.Release|x86.ActiveCfg = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -448,6 +460,7 @@ Global
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||||
{60D08399-244F-46A3-91F1-4CFD26D961A3} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
|
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{5CA3CDF5-4D2C-42AC-AD08-641BD3992B75} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
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{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
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{49066074-3B7B-4A55-B122-6BD33AB73558} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
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||||
{6A582788-C4D2-410C-96CD-177F75712D65} = {5725DA44-4F5C-4E93-A957-AC5C85603EE9}
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{14EF49AB-6D3F-458D-9D5C-D120B86EDD7A} = {5725DA44-4F5C-4E93-A957-AC5C85603EE9}
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{CCB4679D-11AF-4EC6-AAA4-36619FCE70FA} = {60824BDB-AC8A-42ED-9B79-111FB44669FF}
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|
@ -421,9 +421,15 @@
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<Compile Include="NonXNA\AddIn.cs" />
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<Compile Include="NonXNA\AddInLoadingException.cs" />
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<Compile Include="NonXNA\AddInType.cs" />
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<Compile Include="NonXNA\InputDeviceFactory.cs" />
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<Compile Include="NonXNA\InputSystem\IGamePadCreator.cs" />
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<Compile Include="NonXNA\InputSystem\IKeyboard.cs" />
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<Compile Include="NonXNA\InputSystem\IMotionSensingDevice.cs" />
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<Compile Include="NonXNA\InputSystem\IMouse.cs" />
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<Compile Include="NonXNA\InputSystem\IInputDeviceCreator.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\IMotionSensingDeviceCreator.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\InputSystem\IGamePad.cs" />
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@ -1,13 +1,14 @@
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using System;
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#region Using Statements
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using System;
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using System.Net;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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@ -49,7 +50,129 @@
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namespace ANX.Framework.Net
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{
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public class AvailableNetworkSession
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public sealed class AvailableNetworkSession
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{
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}
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private NetworkSessionType sessionType;
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private int openPublicGamerSlots;
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private QualityOfService qualityOfService;
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private NetworkSessionProperties sessionProperties;
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private IPEndPoint endPoint;
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private IPEndPoint internalendPoint;
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private int _currentGameCount;
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private string hostGamertag;
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private int openPrivateGamerSlots;
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public AvailableNetworkSession()
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{
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qualityOfService = new QualityOfService();
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}
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public int CurrentGamerCount
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{
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get
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{
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return _currentGameCount;
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}
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internal set
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{
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_currentGameCount = value;
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}
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}
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public string HostGamertag
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{
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get
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{
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return hostGamertag;
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}
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internal set
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{
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hostGamertag = value;
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}
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}
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public int OpenPrivateGamerSlots
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{
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get
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{
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return openPrivateGamerSlots;
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}
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internal set
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{
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openPrivateGamerSlots = value;
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}
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}
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public int OpenPublicGamerSlots
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||||
{
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get
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||||
{
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||||
return openPublicGamerSlots;
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||||
}
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||||
internal set
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||||
{
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||||
openPublicGamerSlots = value;
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}
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}
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public QualityOfService QualityOfService
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{
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get
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{
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return qualityOfService;
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}
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internal set
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{
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qualityOfService = value;
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}
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}
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public NetworkSessionProperties SessionProperties
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{
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get
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{
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return sessionProperties;
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}
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internal set
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{
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sessionProperties = value;
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}
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}
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internal IPEndPoint EndPoint
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{
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get
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{
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return endPoint;
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}
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set
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{
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endPoint = value;
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}
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}
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internal IPEndPoint InternalEndpont
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{
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get
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{
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return internalendPoint;
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}
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set
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{
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internalendPoint = value;
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}
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}
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internal NetworkSessionType SessionType
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{
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get
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{
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return this.sessionType;
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}
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set
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{
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this.sessionType = value;
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}
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}
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}
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}
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@ -7,6 +7,7 @@ using System.Collections.Generic;
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using System.Resources;
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using System.Collections;
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using System.Linq;
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using ANX.Framework.NonXNA.InputSystem;
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#endregion
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@ -130,6 +131,32 @@ namespace ANX.Framework.NonXNA
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}
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catch { }
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}
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//
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// Scan the addin for InputDeviceCreators and register them
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//
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foreach (Type t in this.assembly.GetTypes().Where(p => typeof(IGamePadCreator).IsAssignableFrom(p)))
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||||
{
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||||
InputDeviceFactory.Instance.AddCreator(Activator.CreateInstance(t) as IGamePadCreator);
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||||
}
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||||
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||||
foreach (Type t in this.assembly.GetTypes().Where(p => typeof(IKeyboardCreator).IsAssignableFrom(p)))
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||||
{
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||||
InputDeviceFactory.Instance.AddCreator(Activator.CreateInstance(t) as IKeyboardCreator);
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}
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foreach (Type t in this.assembly.GetTypes().Where(p => typeof(IMouseCreator).IsAssignableFrom(p)))
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||||
{
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InputDeviceFactory.Instance.AddCreator(Activator.CreateInstance(t) as IMouseCreator);
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}
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#if XNAEXT
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foreach (Type t in this.assembly.GetTypes().Where(p => typeof(IMotionSensingDeviceCreator).IsAssignableFrom(p)))
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||||
{
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InputDeviceFactory.Instance.AddCreator(Activator.CreateInstance(t) as IMotionSensingDeviceCreator);
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||||
}
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||||
#endif
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||||
}
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}
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|
216
ANX.Framework/NonXNA/InputDeviceFactory.cs
Normal file
216
ANX.Framework/NonXNA/InputDeviceFactory.cs
Normal file
@ -0,0 +1,216 @@
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||||
#region Using Statements
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||||
using System;
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||||
using System.IO;
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||||
using System.Reflection;
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||||
using System.Collections.Generic;
|
||||
using System.Linq;
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||||
using ANX.Framework.Input;
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||||
using NLog;
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||||
using System.Collections;
|
||||
using System.Resources;
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||||
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.Framework.NonXNA
|
||||
{
|
||||
public class InputDeviceFactory
|
||||
{
|
||||
#region Private Members
|
||||
private static InputDeviceFactory instance;
|
||||
|
||||
private Dictionary<string, IGamePadCreator> gamePadCreators;
|
||||
private Dictionary<string, IKeyboardCreator> keyboardCreators;
|
||||
private Dictionary<string, IMouseCreator> mouseCreators;
|
||||
#if XNAEXT
|
||||
private Dictionary<string, IMotionSensingDeviceCreator> motionSensingDeviceCreators;
|
||||
#endif
|
||||
|
||||
private static Logger logger = LogManager.GetCurrentClassLogger();
|
||||
|
||||
#endregion // Private Members
|
||||
|
||||
public static InputDeviceFactory Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (instance == null)
|
||||
{
|
||||
instance = new InputDeviceFactory();
|
||||
logger.Debug("Created InputDeviceFactory instance");
|
||||
}
|
||||
|
||||
return instance;
|
||||
}
|
||||
}
|
||||
|
||||
private InputDeviceFactory()
|
||||
{
|
||||
this.gamePadCreators = new Dictionary<string, IGamePadCreator>();
|
||||
this.keyboardCreators = new Dictionary<string, IKeyboardCreator>();
|
||||
this.mouseCreators = new Dictionary<string, IMouseCreator>();
|
||||
#if XNAEXT
|
||||
this.motionSensingDeviceCreators = new Dictionary<string, IMotionSensingDeviceCreator>();
|
||||
#endif
|
||||
}
|
||||
|
||||
#region AddCreator
|
||||
public void AddCreator(IGamePadCreator creator)
|
||||
{
|
||||
string creatorName = creator.Name.ToLowerInvariant();
|
||||
|
||||
if (gamePadCreators.ContainsKey(creatorName))
|
||||
{
|
||||
throw new Exception("Duplicate GamePadCreator found. A GamePadCreator with the name '" + creator.Name + "' was already registered.");
|
||||
}
|
||||
|
||||
gamePadCreators.Add(creatorName, creator);
|
||||
|
||||
logger.Debug("Added GamePadCreator '{0}'. Total count of registered GamePadCreators is now {1}.", creatorName, gamePadCreators.Count);
|
||||
}
|
||||
|
||||
public void AddCreator(IKeyboardCreator creator)
|
||||
{
|
||||
string creatorName = creator.Name.ToLowerInvariant();
|
||||
|
||||
if (keyboardCreators.ContainsKey(creatorName))
|
||||
{
|
||||
throw new Exception("Duplicate KeyboardCreator found. A KeyboardCreator with the name '" + creator.Name + "' was already registered.");
|
||||
}
|
||||
|
||||
keyboardCreators.Add(creatorName, creator);
|
||||
|
||||
logger.Debug("Added KeyboardCreator '{0}'. Total count of registered KeyboardCreators is now {1}.", creatorName, keyboardCreators.Count);
|
||||
}
|
||||
|
||||
public void AddCreator(IMouseCreator creator)
|
||||
{
|
||||
string creatorName = creator.Name.ToLowerInvariant();
|
||||
|
||||
if (mouseCreators.ContainsKey(creatorName))
|
||||
{
|
||||
throw new Exception("Duplicate MouseCreator found. A MouseCreator with the name '" + creator.Name + "' was already registered.");
|
||||
}
|
||||
|
||||
mouseCreators.Add(creatorName, creator);
|
||||
|
||||
logger.Debug("Added MouseCreator '{0}'. Total count of registered MouseCreators is now {1}.", creatorName, mouseCreators.Count);
|
||||
}
|
||||
|
||||
#if XNAEXT
|
||||
public void AddCreator(IMotionSensingDeviceCreator creator)
|
||||
{
|
||||
string creatorName = creator.Name.ToLowerInvariant();
|
||||
|
||||
if (motionSensingDeviceCreators.ContainsKey(creatorName))
|
||||
{
|
||||
throw new Exception("Duplicate MotionSensingDeviceCreator found. A MotionSensingDeviceCreator with the name '" + creator.Name + "' was already registered.");
|
||||
}
|
||||
|
||||
motionSensingDeviceCreators.Add(creatorName, creator);
|
||||
|
||||
logger.Debug("Added MotionSensingDeviceCreator '{0}'. Total count of registered MotionSensingDeviceCreators is now {1}.", creatorName, motionSensingDeviceCreators.Count);
|
||||
}
|
||||
#endif
|
||||
|
||||
#endregion // AddCreator
|
||||
|
||||
public IGamePad GetDefaultGamePad()
|
||||
{
|
||||
//TODO: this is a very basic implementation only which needs some more work
|
||||
|
||||
if (this.gamePadCreators.Count > 0)
|
||||
{
|
||||
return this.gamePadCreators.Values.First<IGamePadCreator>().CreateGamePadInstance();
|
||||
}
|
||||
|
||||
throw new Exception("Unable to create instance of GamePad because no GamePadCreator was registered.");
|
||||
}
|
||||
|
||||
public IMouse GetDefaultMouse()
|
||||
{
|
||||
//TODO: this is a very basic implementation only which needs some more work
|
||||
|
||||
if (this.mouseCreators.Count > 0)
|
||||
{
|
||||
return this.mouseCreators.Values.First<IMouseCreator>().CreateMouseInstance();
|
||||
}
|
||||
|
||||
throw new Exception("Unable to create instance of Mouse because no MouseCreator was registered.");
|
||||
}
|
||||
|
||||
public IKeyboard GetDefaultKeyboard()
|
||||
{
|
||||
//TODO: this is a very basic implementation only which needs some more work
|
||||
|
||||
if (this.keyboardCreators.Count > 0)
|
||||
{
|
||||
return this.keyboardCreators.Values.First<IKeyboardCreator>().CreateKeyboardInstance();
|
||||
}
|
||||
|
||||
throw new Exception("Unable to create instance of Keyboard because no KeyboardCreator was registered.");
|
||||
}
|
||||
|
||||
#if XNAEXT
|
||||
public IMotionSensingDevice GetDefaultMotionSensingDevice()
|
||||
{
|
||||
//TODO: this is a very basic implementation only which needs some more work
|
||||
|
||||
if (this.motionSensingDeviceCreators.Count > 0)
|
||||
{
|
||||
return this.motionSensingDeviceCreators.Values.First<IMotionSensingDeviceCreator>().CreateMotionSensingDeviceInstance();
|
||||
}
|
||||
|
||||
throw new Exception("Unable to create instance of MotionSensingDevice because no MotionSensingDeviceCreator was registered.");
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
@ -1,9 +1,56 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
#region Using Statements
|
||||
using System;
|
||||
using ANX.Framework.Input;
|
||||
|
||||
#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.NonXNA
|
||||
{
|
||||
public interface IGamePad
|
||||
|
60
ANX.Framework/NonXNA/InputSystem/IGamePadCreator.cs
Normal file
60
ANX.Framework/NonXNA/InputSystem/IGamePadCreator.cs
Normal file
@ -0,0 +1,60 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
using ANX.Framework.Input;
|
||||
|
||||
#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.NonXNA.InputSystem
|
||||
{
|
||||
public interface IGamePadCreator : IInputDeviceCreator
|
||||
{
|
||||
IGamePad CreateGamePadInstance();
|
||||
}
|
||||
}
|
64
ANX.Framework/NonXNA/InputSystem/IInputDeviceCreator.cs
Normal file
64
ANX.Framework/NonXNA/InputSystem/IInputDeviceCreator.cs
Normal file
@ -0,0 +1,64 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
using ANX.Framework.Input;
|
||||
|
||||
#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.NonXNA.InputSystem
|
||||
{
|
||||
public interface IInputDeviceCreator
|
||||
{
|
||||
string Name { get; }
|
||||
|
||||
void RegisterCreator(InputDeviceFactory factory);
|
||||
|
||||
int Priority { get; }
|
||||
}
|
||||
}
|
60
ANX.Framework/NonXNA/InputSystem/IKeyboardCreator.cs
Normal file
60
ANX.Framework/NonXNA/InputSystem/IKeyboardCreator.cs
Normal file
@ -0,0 +1,60 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
using ANX.Framework.Input;
|
||||
|
||||
#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.NonXNA.InputSystem
|
||||
{
|
||||
public interface IKeyboardCreator : IInputDeviceCreator
|
||||
{
|
||||
IKeyboard CreateKeyboardInstance();
|
||||
}
|
||||
}
|
@ -0,0 +1,62 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
using ANX.Framework.Input;
|
||||
|
||||
#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.NonXNA.InputSystem
|
||||
{
|
||||
#if XNAEXT
|
||||
public interface IMotionSensingDeviceCreator : IInputDeviceCreator
|
||||
{
|
||||
IMotionSensingDevice CreateMotionSensingDeviceInstance();
|
||||
}
|
||||
#endif
|
||||
}
|
60
ANX.Framework/NonXNA/InputSystem/IMouseCreator.cs
Normal file
60
ANX.Framework/NonXNA/InputSystem/IMouseCreator.cs
Normal file
@ -0,0 +1,60 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
using ANX.Framework.Input;
|
||||
|
||||
#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.NonXNA.InputSystem
|
||||
{
|
||||
public interface IMouseCreator : IInputDeviceCreator
|
||||
{
|
||||
IMouse CreateMouseInstance();
|
||||
}
|
||||
}
|
@ -31,8 +31,8 @@ using System.Runtime.InteropServices;
|
||||
//
|
||||
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
||||
// übernehmen, indem Sie "*" eingeben:
|
||||
[assembly: AssemblyVersion("0.4.36.*")]
|
||||
[assembly: AssemblyFileVersion("0.4.36.0")]
|
||||
[assembly: AssemblyVersion("0.4.37.*")]
|
||||
[assembly: AssemblyFileVersion("0.4.37.0")]
|
||||
|
||||
[assembly:InternalsVisibleTo("ANX.Framework.Windows.DX10")]
|
||||
[assembly:InternalsVisibleTo("ANX.RenderSystem.Windows.DX11")]
|
||||
|
@ -0,0 +1,79 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProductVersion>8.0.30703</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{49066074-3B7B-4A55-B122-6BD33AB73558}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>ANX.InputSystem.Standard</RootNamespace>
|
||||
<AssemblyName>ANX.InputSystem.Standard</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>..\..\bin\Debug\</OutputPath>
|
||||
<DefineConstants>TRACE;DEBUG;XNAEXT</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>..\..\bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE;XNAEXT</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<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" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Creator.cs" />
|
||||
<Compile Include="Metadata.Designer.cs">
|
||||
<DependentUpon>Metadata.resx</DependentUpon>
|
||||
<AutoGen>True</AutoGen>
|
||||
<DesignTime>True</DesignTime>
|
||||
</Compile>
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework.csproj">
|
||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||
<Name>ANX.Framework</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="Metadata.resx">
|
||||
<Generator>PublicResXFileCodeGenerator</Generator>
|
||||
<LastGenOutput>Metadata.Designer.cs</LastGenOutput>
|
||||
</EmbeddedResource>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
@ -57,7 +57,7 @@ using NLog;
|
||||
|
||||
#endregion // License
|
||||
|
||||
namespace ANX.InputSystem.Windows.XInput
|
||||
namespace ANX.InputDevices.Windows.XInput
|
||||
{
|
||||
public class Creator : IInputSystemCreator
|
||||
{
|
||||
@ -67,27 +67,26 @@ namespace ANX.InputSystem.Windows.XInput
|
||||
{
|
||||
get
|
||||
{
|
||||
return "XInput";
|
||||
return "Standard";
|
||||
}
|
||||
}
|
||||
|
||||
public int Priority
|
||||
{
|
||||
get { return 10; }
|
||||
get { return 0; }
|
||||
}
|
||||
|
||||
public bool IsSupported
|
||||
{
|
||||
get
|
||||
{
|
||||
//TODO: this is just a very basic version of test for support
|
||||
return AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.Win32NT;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public void RegisterCreator(AddInSystemFactory factory)
|
||||
{
|
||||
logger.Debug("adding XInput creator to creator collection of AddInSystemFactory");
|
||||
logger.Debug("adding Standard InputSystem creator to creator collection of AddInSystemFactory");
|
||||
factory.AddCreator(this);
|
||||
}
|
||||
|
||||
@ -95,9 +94,9 @@ namespace ANX.InputSystem.Windows.XInput
|
||||
{
|
||||
get
|
||||
{
|
||||
logger.Debug("returning a new XInput GamePad device");
|
||||
logger.Debug("returning a new GamePad device");
|
||||
AddInSystemFactory.Instance.PreventInputSystemChange();
|
||||
return new GamePad();
|
||||
return InputDeviceFactory.Instance.GetDefaultGamePad();
|
||||
}
|
||||
}
|
||||
|
||||
@ -105,9 +104,9 @@ namespace ANX.InputSystem.Windows.XInput
|
||||
{
|
||||
get
|
||||
{
|
||||
logger.Debug("returning a new XInput Mouse device");
|
||||
logger.Debug("returning a new Mouse device");
|
||||
AddInSystemFactory.Instance.PreventInputSystemChange();
|
||||
return new Mouse();
|
||||
return InputDeviceFactory.Instance.GetDefaultMouse();
|
||||
}
|
||||
}
|
||||
|
||||
@ -115,16 +114,21 @@ namespace ANX.InputSystem.Windows.XInput
|
||||
{
|
||||
get
|
||||
{
|
||||
logger.Debug("returning a new XInput Keyboard device");
|
||||
logger.Debug("returning a new Keyboard device");
|
||||
AddInSystemFactory.Instance.PreventInputSystemChange();
|
||||
return new Keyboard();
|
||||
return InputDeviceFactory.Instance.GetDefaultKeyboard();
|
||||
}
|
||||
}
|
||||
|
||||
#if XNAEXT
|
||||
public IMotionSensingDevice MotionSensingDevice
|
||||
{
|
||||
get { return null; }
|
||||
get
|
||||
{
|
||||
logger.Debug("returning a new MotionSensingDevice device");
|
||||
AddInSystemFactory.Instance.PreventInputSystemChange();
|
||||
return InputDeviceFactory.Instance.GetDefaultMotionSensingDevice();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
72
InputSystems/ANX.InputSystem.Standard/Metadata.Designer.cs
generated
Normal file
72
InputSystems/ANX.InputSystem.Standard/Metadata.Designer.cs
generated
Normal file
@ -0,0 +1,72 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// Dieser Code wurde von einem Tool generiert.
|
||||
// Laufzeitversion:4.0.30319.239
|
||||
//
|
||||
// Änderungen an dieser Datei können falsches Verhalten verursachen und gehen verloren, wenn
|
||||
// der Code erneut generiert wird.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace ANX.InputSystem.Standard {
|
||||
using System;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Eine stark typisierte Ressourcenklasse zum Suchen von lokalisierten Zeichenfolgen usw.
|
||||
/// </summary>
|
||||
// Diese Klasse wurde von der StronglyTypedResourceBuilder automatisch generiert
|
||||
// -Klasse über ein Tool wie ResGen oder Visual Studio automatisch generiert.
|
||||
// Um einen Member hinzuzufügen oder zu entfernen, bearbeiten Sie die .ResX-Datei und führen dann ResGen
|
||||
// mit der /str-Option erneut aus, oder Sie erstellen Ihr VS-Projekt neu.
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
|
||||
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
public class Metadata {
|
||||
|
||||
private static global::System.Resources.ResourceManager resourceMan;
|
||||
|
||||
private static global::System.Globalization.CultureInfo resourceCulture;
|
||||
|
||||
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
|
||||
internal Metadata() {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gibt die zwischengespeicherte ResourceManager-Instanz zurück, die von dieser Klasse verwendet wird.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
public static global::System.Resources.ResourceManager ResourceManager {
|
||||
get {
|
||||
if (object.ReferenceEquals(resourceMan, null)) {
|
||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("ANX.InputSystem.Standard.Metadata", typeof(Metadata).Assembly);
|
||||
resourceMan = temp;
|
||||
}
|
||||
return resourceMan;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Überschreibt die CurrentUICulture-Eigenschaft des aktuellen Threads für alle
|
||||
/// Ressourcenzuordnungen, die diese stark typisierte Ressourcenklasse verwenden.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
public static global::System.Globalization.CultureInfo Culture {
|
||||
get {
|
||||
return resourceCulture;
|
||||
}
|
||||
set {
|
||||
resourceCulture = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sucht eine lokalisierte Zeichenfolge, die Win32NT Unix MacOsX ähnelt.
|
||||
/// </summary>
|
||||
public static string SupportedPlatforms {
|
||||
get {
|
||||
return ResourceManager.GetString("SupportedPlatforms", resourceCulture);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
123
InputSystems/ANX.InputSystem.Standard/Metadata.resx
Normal file
123
InputSystems/ANX.InputSystem.Standard/Metadata.resx
Normal file
@ -0,0 +1,123 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string" />
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<data name="SupportedPlatforms" xml:space="preserve">
|
||||
<value>Win32NT Unix MacOsX</value>
|
||||
</data>
|
||||
</root>
|
@ -0,0 +1,36 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// Allgemeine Informationen über eine Assembly werden über die folgenden
|
||||
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
|
||||
// die mit einer Assembly verknüpft sind.
|
||||
[assembly: AssemblyTitle("ANX.InputSystem.Standard")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("ANX.Framework Team")]
|
||||
[assembly: AssemblyProduct("ANX.InputSystem.Standard")]
|
||||
[assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2011")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Durch Festlegen von ComVisible auf "false" werden die Typen in dieser Assembly unsichtbar
|
||||
// für COM-Komponenten. Wenn Sie auf einen Typ in dieser Assembly von
|
||||
// COM zugreifen müssen, legen Sie das ComVisible-Attribut für diesen Typ auf "true" fest.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird
|
||||
[assembly: Guid("aa8530cd-9404-4eb5-a6b7-8b31b087c198")]
|
||||
|
||||
// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
|
||||
//
|
||||
// Hauptversion
|
||||
// Nebenversion
|
||||
// Buildnummer
|
||||
// Revision
|
||||
//
|
||||
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
||||
// übernehmen, indem Sie "*" eingeben:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("0.5.0.0")]
|
||||
[assembly: AssemblyFileVersion("0.5.0.0")]
|
@ -8,8 +8,8 @@
|
||||
<ProjectGuid>{60D08399-244F-46A3-91F1-4CFD26D961A3}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>ANX.InputSystem.Windows.XInput</RootNamespace>
|
||||
<AssemblyName>ANX.InputSystem.Windows.XInput</AssemblyName>
|
||||
<RootNamespace>ANX.InputDevices.Windows.XInput</RootNamespace>
|
||||
<AssemblyName>ANX.InputDevices.Windows.XInput</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
</PropertyGroup>
|
||||
@ -57,9 +57,11 @@
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Creator.cs" />
|
||||
<Compile Include="FormatConverter.cs" />
|
||||
<Compile Include="GamePadCreator.cs" />
|
||||
<Compile Include="Keyboard.cs" />
|
||||
<Compile Include="KeyboardCreator.cs" />
|
||||
<Compile Include="MouseCreator.cs" />
|
||||
<Compile Include="Metadata.Designer.cs">
|
||||
<DependentUpon>Metadata.resx</DependentUpon>
|
||||
<AutoGen>True</AutoGen>
|
@ -52,7 +52,7 @@ using SharpDX.XInput;
|
||||
|
||||
#endregion // License
|
||||
|
||||
namespace ANX.InputSystem.Windows.XInput
|
||||
namespace ANX.InputDevices.Windows.XInput
|
||||
{
|
||||
internal class FormatConverter
|
||||
{
|
||||
|
@ -59,7 +59,7 @@ using SharpDX.XInput;
|
||||
|
||||
#endregion // License
|
||||
|
||||
namespace ANX.InputSystem.Windows.XInput
|
||||
namespace ANX.InputDevices.Windows.XInput
|
||||
{
|
||||
public class GamePad : IGamePad
|
||||
{
|
||||
|
@ -0,0 +1,85 @@
|
||||
#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.Windows.XInput
|
||||
{
|
||||
public class GamePadCreator : IGamePadCreator
|
||||
{
|
||||
public string Name
|
||||
{
|
||||
get { return "XInput.GamePad"; }
|
||||
}
|
||||
|
||||
public void RegisterCreator(InputDeviceFactory factory)
|
||||
{
|
||||
factory.AddCreator(this);
|
||||
}
|
||||
|
||||
public int Priority
|
||||
{
|
||||
get { return 10; }
|
||||
}
|
||||
|
||||
public IGamePad CreateGamePadInstance()
|
||||
{
|
||||
return new GamePad();
|
||||
}
|
||||
}
|
||||
}
|
@ -3,7 +3,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using ANX.InputSystem;
|
||||
using ANX.InputDevices;
|
||||
using ANX.Framework.NonXNA;
|
||||
using SharpDX.DirectInput;
|
||||
using DXKeyboard=SharpDX.DirectInput.Keyboard;
|
||||
@ -56,7 +56,7 @@ using DXKeyboard=SharpDX.DirectInput.Keyboard;
|
||||
|
||||
#endregion // License
|
||||
|
||||
namespace ANX.InputSystem.Windows.XInput
|
||||
namespace ANX.InputDevices.Windows.XInput
|
||||
{
|
||||
public class Keyboard : IKeyboard
|
||||
{
|
||||
|
@ -0,0 +1,85 @@
|
||||
#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.Windows.XInput
|
||||
{
|
||||
public class KeyboardCreator : IKeyboardCreator
|
||||
{
|
||||
public string Name
|
||||
{
|
||||
get { return "DirectInput.DXKeyboard"; }
|
||||
}
|
||||
|
||||
public void RegisterCreator(InputDeviceFactory factory)
|
||||
{
|
||||
factory.AddCreator(this);
|
||||
}
|
||||
|
||||
public int Priority
|
||||
{
|
||||
get { return 10; }
|
||||
}
|
||||
|
||||
public IKeyboard CreateKeyboardInstance()
|
||||
{
|
||||
return new Keyboard();
|
||||
}
|
||||
}
|
||||
}
|
@ -8,7 +8,7 @@
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace ANX.Framework.Windows.DX10 {
|
||||
namespace ANX.InputDevices.Windows.XInput {
|
||||
using System;
|
||||
|
||||
|
||||
@ -39,7 +39,7 @@ namespace ANX.Framework.Windows.DX10 {
|
||||
public static global::System.Resources.ResourceManager ResourceManager {
|
||||
get {
|
||||
if (object.ReferenceEquals(resourceMan, null)) {
|
||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("ANX.Framework.Windows.DX10.Metadata", typeof(Metadata).Assembly);
|
||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("ANX.InputDevices.Windows.XInput.Metadata", typeof(Metadata).Assembly);
|
||||
resourceMan = temp;
|
||||
}
|
||||
return resourceMan;
|
||||
|
@ -60,7 +60,7 @@ using ANX.Framework;
|
||||
|
||||
using MouseX = SharpDX.DirectInput.Mouse;
|
||||
|
||||
namespace ANX.InputSystem.Windows.XInput
|
||||
namespace ANX.InputDevices.Windows.XInput
|
||||
{
|
||||
class Mouse : IMouse
|
||||
{
|
||||
|
85
InputSystems/ANX.InputSystem.Windows.XInput/MouseCreator.cs
Normal file
85
InputSystems/ANX.InputSystem.Windows.XInput/MouseCreator.cs
Normal file
@ -0,0 +1,85 @@
|
||||
#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.Windows.XInput
|
||||
{
|
||||
public class MouseCreator : IMouseCreator
|
||||
{
|
||||
public string Name
|
||||
{
|
||||
get { return "DirectInput.Mouse"; }
|
||||
}
|
||||
|
||||
public void RegisterCreator(InputDeviceFactory factory)
|
||||
{
|
||||
factory.AddCreator(this);
|
||||
}
|
||||
|
||||
public int Priority
|
||||
{
|
||||
get { return 10; }
|
||||
}
|
||||
|
||||
public IMouse CreateMouseInstance()
|
||||
{
|
||||
return new Mouse();
|
||||
}
|
||||
}
|
||||
}
|
@ -5,11 +5,11 @@ using System.Runtime.InteropServices;
|
||||
// Allgemeine Informationen über eine Assembly werden über die folgenden
|
||||
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
|
||||
// die mit einer Assembly verknüpft sind.
|
||||
[assembly: AssemblyTitle("ANX.InputSystem.Windows.XInput")]
|
||||
[assembly: AssemblyTitle("ANX.InputDevices.Windows.XInput")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("ANX.Framework Team")]
|
||||
[assembly: AssemblyProduct("ANX.InputSystem.Windows.XInput")]
|
||||
[assembly: AssemblyProduct("ANX.InputDevices.Windows.XInput")]
|
||||
[assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2011")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
@ -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("0.6.3.0")]
|
||||
[assembly: AssemblyFileVersion("0.6.3.0")]
|
||||
[assembly: AssemblyVersion("0.6.5.0")]
|
||||
[assembly: AssemblyFileVersion("0.6.5.0")]
|
||||
|
@ -50,8 +50,8 @@
|
||||
<File Id='sharpdx.xapo' Name='SharpDX.XAPO.dll' DiskId='1' Source='../bin/Release/SharpDX.XAPO.dll' />
|
||||
<File Id='sharpdx.xaudio2' Name='SharpDX.XAudio2.dll' DiskId='1' Source='../bin/Release/SharpDX.XAudio2.dll' />
|
||||
<File Id='sharpdx.xinput' Name='SharpDX.XInput.dll' DiskId='1' Source='../bin/Release/SharpDX.XInput.dll' />
|
||||
<File Id='sharpdx_direct3d11_effects_x64' Name='sharpdx_direct3d11_effects_x64.dll' DiskId='1' Source='../bin/Release/sharpdx_direct3d11_effects_x64.dll' />
|
||||
<File Id='sharpdx_direct3d11_effects_x86' Name='sharpdx_direct3d11_effects_x86.dll' DiskId='1' Source='../bin/Release/sharpdx_direct3d11_effects_x86.dll' />
|
||||
<File Id='sharpdx_direct3d11_effects_x64' Name='sharpdx_direct3d11_effects_x64.dll' DiskId='1' Source='../lib/SharpDX/Bin/sharpdx_direct3d11_effects_x64.dll' />
|
||||
<File Id='sharpdx_direct3d11_effects_x86' Name='sharpdx_direct3d11_effects_x86.dll' DiskId='1' Source='../lib/SharpDX/Bin/sharpdx_direct3d11_effects_x86.dll' />
|
||||
</Component>
|
||||
<Component Id='OpenTK' Guid='{132664CF-8DD6-4B6A-A200-88D4BE5F2AE9}'>
|
||||
<File Id='opentk' Name='OpenTK.dll' DiskId='1' Source='../bin/Release/OpenTK.dll' />
|
||||
@ -65,8 +65,14 @@
|
||||
<Component Id='ANX.Framework.Windows.GL3' Guid='{67D57889-559F-4762-95D1-B91014D8D55E}'>
|
||||
<File Id='anx.framework.windows.gl3' Name='ANX.Framework.Windows.GL3.dll' DiskId='1' Source='../bin/Release/ANX.Framework.Windows.GL3.dll' />
|
||||
</Component>
|
||||
<Component Id='ANX.InputSystem.Windows.XInput' Guid='{825A36A3-5071-46C5-B195-E0EB469EDA51}'>
|
||||
<File Id='anx.inputsystem.windows.xinput' Name='ANX.InputSystem.Windows.XInput.dll' DiskId='1' Source='../bin/Release/ANX.InputSystem.Windows.XInput.dll' />
|
||||
<Component Id='ANX.InputSystem.Standard' Guid='{71A52D93-AE81-4847-A29A-6AA6E16C83FB}'>
|
||||
<File Id='anx.inputsystem.Standard' Name='ANX.InputSystem.Standard.dll' DiskId='1' Source='../bin/Release/ANX.InputSystem.Standard.dll' />
|
||||
</Component>
|
||||
<Component Id='ANX.InputSystem.Recording' Guid='{F7AF68E6-CFB4-4CCA-8F6C-2C0FD286F258}'>
|
||||
<File Id='anx.inputsystem.Recording' Name='ANX.InputSystem.Recording.dll' DiskId='1' Source='../bin/Release/ANX.InputSystem.Recording.dll' />
|
||||
</Component>
|
||||
<Component Id='ANX.InputDevices.Windows.XInput' Guid='{825A36A3-5071-46C5-B195-E0EB469EDA51}'>
|
||||
<File Id='ANX.InputDevices.Windows.XInput' Name='ANX.InputDevices.Windows.XInput.dll' DiskId='1' Source='../bin/Release/ANX.InputDevices.Windows.XInput.dll' />
|
||||
</Component>
|
||||
<Component Id='ANX.SoundSystem.Windows.XAudio' Guid='{4C4EDC2B-BF6B-437C-874C-1573373DB55E}'>
|
||||
<File Id='anx.soundsystem.windows.xaudio' Name='ANX.SoundSystem.Windows.XAudio.dll' DiskId='1' Source='../bin/Release/ANX.SoundSystem.Windows.XAudio.dll' />
|
||||
|
@ -87,9 +87,9 @@
|
||||
<Project>{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}</Project>
|
||||
<Name>ANX.InputSystem.Recording</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputSystem.Windows.XInput.csproj">
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj">
|
||||
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
|
||||
<Name>ANX.InputSystem.Windows.XInput</Name>
|
||||
<Name>ANX.InputDevices.Windows.XInput</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
|
@ -83,9 +83,9 @@
|
||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||
<Name>ANX.Framework</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputSystem.Windows.XInput.csproj">
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj">
|
||||
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
|
||||
<Name>ANX.InputSystem.Windows.XInput</Name>
|
||||
<Name>ANX.InputDevices.Windows.XInput</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
|
@ -83,9 +83,9 @@
|
||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||
<Name>ANX.Framework</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputSystem.Windows.XInput.csproj">
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj">
|
||||
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
|
||||
<Name>ANX.InputSystem.Windows.XInput</Name>
|
||||
<Name>ANX.InputDevices.Windows.XInput</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
|
@ -83,9 +83,9 @@
|
||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||
<Name>ANX.Framework</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputSystem.Windows.XInput.csproj">
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj">
|
||||
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
|
||||
<Name>ANX.InputSystem.Windows.XInput</Name>
|
||||
<Name>ANX.InputDevices.Windows.XInput</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
|
@ -120,9 +120,9 @@
|
||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||
<Name>ANX.Framework</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputSystem.Windows.XInput.csproj">
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj">
|
||||
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
|
||||
<Name>ANX.InputSystem.Windows.XInput</Name>
|
||||
<Name>ANX.InputDevices.Windows.XInput</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
|
@ -83,9 +83,9 @@
|
||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||
<Name>ANX.Framework</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputSystem.Windows.XInput.csproj">
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj">
|
||||
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
|
||||
<Name>ANX.InputSystem.Windows.XInput</Name>
|
||||
<Name>ANX.InputDevices.Windows.XInput</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
|
@ -83,9 +83,9 @@
|
||||
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
|
||||
<Name>ANX.Framework</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputSystem.Windows.XInput.csproj">
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj">
|
||||
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
|
||||
<Name>ANX.InputSystem.Windows.XInput</Name>
|
||||
<Name>ANX.InputDevices.Windows.XInput</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
|
19
Samples/WindowsGame/AddInSelector.Designer.cs
generated
19
Samples/WindowsGame/AddInSelector.Designer.cs
generated
@ -37,7 +37,7 @@
|
||||
this.cbAudioSystem = new System.Windows.Forms.ComboBox();
|
||||
this.label3 = new System.Windows.Forms.Label();
|
||||
this.pictureBox1 = new System.Windows.Forms.PictureBox();
|
||||
this.cbInputSystems = new System.Windows.Forms.CheckedListBox();
|
||||
this.cbInputSystem = new System.Windows.Forms.ComboBox();
|
||||
((System.ComponentModel.ISupportInitialize)(this.pictureBox1)).BeginInit();
|
||||
this.SuspendLayout();
|
||||
//
|
||||
@ -117,13 +117,14 @@
|
||||
this.pictureBox1.TabIndex = 8;
|
||||
this.pictureBox1.TabStop = false;
|
||||
//
|
||||
// cbInputSystems
|
||||
// cbInputSystem
|
||||
//
|
||||
this.cbInputSystems.FormattingEnabled = true;
|
||||
this.cbInputSystems.Location = new System.Drawing.Point(184, 236);
|
||||
this.cbInputSystems.Name = "cbInputSystems";
|
||||
this.cbInputSystems.Size = new System.Drawing.Size(277, 94);
|
||||
this.cbInputSystems.TabIndex = 9;
|
||||
this.cbInputSystem.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
|
||||
this.cbInputSystem.FormattingEnabled = true;
|
||||
this.cbInputSystem.Location = new System.Drawing.Point(184, 233);
|
||||
this.cbInputSystem.Name = "cbInputSystem";
|
||||
this.cbInputSystem.Size = new System.Drawing.Size(277, 21);
|
||||
this.cbInputSystem.TabIndex = 9;
|
||||
//
|
||||
// AddInSelector
|
||||
//
|
||||
@ -132,7 +133,7 @@
|
||||
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
|
||||
this.CancelButton = this.button2;
|
||||
this.ClientSize = new System.Drawing.Size(507, 371);
|
||||
this.Controls.Add(this.cbInputSystems);
|
||||
this.Controls.Add(this.cbInputSystem);
|
||||
this.Controls.Add(this.pictureBox1);
|
||||
this.Controls.Add(this.cbAudioSystem);
|
||||
this.Controls.Add(this.label3);
|
||||
@ -164,6 +165,6 @@
|
||||
public System.Windows.Forms.ComboBox cbAudioSystem;
|
||||
private System.Windows.Forms.Label label3;
|
||||
private System.Windows.Forms.PictureBox pictureBox1;
|
||||
internal System.Windows.Forms.CheckedListBox cbInputSystems;
|
||||
public System.Windows.Forms.ComboBox cbInputSystem;
|
||||
}
|
||||
}
|
@ -30,9 +30,9 @@ namespace WindowsGame1
|
||||
|
||||
foreach (IInputSystemCreator inputSystemCreator in AddInSystemFactory.Instance.GetCreators<IInputSystemCreator>())
|
||||
{
|
||||
cbInputSystems.Items.Add(inputSystemCreator.Name);
|
||||
cbInputSystem.Items.Add(inputSystemCreator.Name);
|
||||
}
|
||||
cbInputSystems.SetItemChecked(0, true);
|
||||
cbInputSystem.SelectedIndex = 0;
|
||||
|
||||
foreach (ISoundSystemCreator soundSystemCreator in AddInSystemFactory.Instance.GetCreators<ISoundSystemCreator>())
|
||||
{
|
||||
|
@ -21,7 +21,7 @@ namespace WindowsGame1
|
||||
{
|
||||
AddInSystemFactory.Instance.PreferredRenderSystem = selector.cbRenderSystem.Text;
|
||||
AddInSystemFactory.Instance.PreferredSoundSystem = selector.cbAudioSystem.Text;
|
||||
AddInSystemFactory.Instance.PreferredInputSystem = selector.cbInputSystems.CheckedItems[0].ToString();
|
||||
AddInSystemFactory.Instance.PreferredInputSystem = selector.cbInputSystem.Text;
|
||||
|
||||
using (Game1 game = new Game1())
|
||||
{
|
||||
|
@ -107,13 +107,17 @@
|
||||
<Project>{DB88DDEB-7281-405D-8FCA-5681B6B2BD7A}</Project>
|
||||
<Name>ANX.InputSystem.Recording</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="..\..\InputSystems\ANX.InputSystem.Windows.Kinect\ANX.InputSystem.Windows.Kinect.csproj">
|
||||
<Project>{E5D69E75-D77C-493F-BBDA-6F9E73B82549}</Project>
|
||||
<Name>ANX.InputSystem.Windows.Kinect</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputSystem.Windows.XInput.csproj">
|
||||
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputDevices.Windows.XInput.csproj">
|
||||
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
|
||||
<Name>ANX.InputSystem.Windows.XInput</Name>
|
||||
<Name>ANX.InputDevices.Windows.XInput</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
|
||||
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
|
||||
|
@ -9,12 +9,15 @@
|
||||
<property name="project.anx.extended" value="false" unless="${property::exists('project.anx.extended')}" />
|
||||
<property name="project.anx.directives" value="" unless="${property::exists('project.anx.directives')}" />
|
||||
|
||||
<property name="project.anx.path.inputsystem.xinput" value="../InputSystems/ANX.InputSystem.Windows.XInput" />
|
||||
<property name="project.anx.name.inputsystem.xinput" value="ANX.InputSystem.Windows.XInput" />
|
||||
<property name="project.anx.path.inputsystem.kinect" value="../InputSystems/ANX.InputSystem.Windows.Kinect" />
|
||||
<property name="project.anx.name.inputsystem.kinect" value="ANX.InputSystem.Windows.Kinect" />
|
||||
<property name="project.anx.path.inputsystem.standard" value="../InputSystems/ANX.InputSystem.Standard" />
|
||||
<property name="project.anx.name.inputsystem.standard" value="ANX.InputSystem.Standard" />
|
||||
<property name="project.anx.path.inputsystem.recording" value="../InputSystems/ANX.InputSystem.Recording" />
|
||||
<property name="project.anx.name.inputsystem.recording" value="ANX.InputSystem.Recording" />
|
||||
|
||||
<property name="project.anx.path.inputdevices.xinput" value="../InputSystems/ANX.InputDevices.Windows.XInput" />
|
||||
<property name="project.anx.name.inputdevices.xinput" value="ANX.InputDevices.Windows.XInput" />
|
||||
<property name="project.anx.path.inputsystem.kinect" value="../InputSystems/ANX.InputSystem.Windows.Kinect" />
|
||||
<property name="project.anx.name.inputsystem.kinect" value="ANX.InputSystem.Windows.Kinect" />
|
||||
<property name="project.anx.path.inputsystem.opentk" value="../InputSystems/ANX.InputSystem.OpenTK" />
|
||||
<property name="project.anx.name.inputsystem.opentk" value="ANX.InputSystem.OpenTK" />
|
||||
|
||||
@ -49,7 +52,7 @@
|
||||
<include name="../bin/**" />
|
||||
<include name="${build.dir}/${build.configuration}/installer/**" />
|
||||
<include name="${project.anx.path}/obj/**" />
|
||||
<include name="${project.anx.path.inputsystem.xinput}/obj/**" />
|
||||
<include name="${project.anx.path.inputdevices.xinput}/obj/**" />
|
||||
<include name="${project.anx.path.inputsystem.kinect}/obj/**" />
|
||||
<include name="${project.anx.path.inputsystem.recording}/obj/**" />
|
||||
<include name="${project.anx.path.inputsystem.opentk}/obj/**" />
|
||||
@ -179,7 +182,7 @@
|
||||
|
||||
<target name="build_anx_inputsystems" description="Build ANX.Framework InputSystems">
|
||||
<echo message="===================================================" />
|
||||
<echo message="Now building: ANX.Framework InputSystem XInput" />
|
||||
<echo message="Now building: ANX.Framework InputSystem Standard" />
|
||||
<echo message="===================================================" />
|
||||
|
||||
<exec program="msbuild.exe" >
|
||||
@ -189,7 +192,7 @@
|
||||
<arg value="/p:OutputPath=../${build.dir}/${build.configuration}" />
|
||||
<arg value='/p:DefineConstants="${project.anx.directives}"' />
|
||||
<arg value="/clp:ErrorsOnly" />
|
||||
<arg value="${project.anx.path.inputsystem.xinput}/${project.anx.name.inputsystem.xinput}.csproj" />
|
||||
<arg value="${project.anx.path.inputsystem.standard}/${project.anx.name.inputsystem.standard}.csproj" />
|
||||
</exec>
|
||||
|
||||
<echo message="===================================================" />
|
||||
@ -206,6 +209,20 @@
|
||||
<arg value="${project.anx.path.inputsystem.recording}/${project.anx.name.inputsystem.recording}.csproj" />
|
||||
</exec>
|
||||
|
||||
<echo message="===================================================" />
|
||||
<echo message="Now building: ANX.Framework InputDevices XInput" />
|
||||
<echo message="===================================================" />
|
||||
|
||||
<exec program="msbuild.exe" >
|
||||
<arg value="/t:Build"/>
|
||||
<arg value="/p:Configuration=${build.configuration}"/>
|
||||
<arg value='/p:Platform="${build.platform}"'/>
|
||||
<arg value="/p:OutputPath=../${build.dir}/${build.configuration}" />
|
||||
<arg value='/p:DefineConstants="${project.anx.directives}"' />
|
||||
<arg value="/clp:ErrorsOnly" />
|
||||
<arg value="${project.anx.path.inputdevices.xinput}/${project.anx.name.inputdevices.xinput}.csproj" />
|
||||
</exec>
|
||||
|
||||
<echo message="===================================================" />
|
||||
<echo message="Now building: ANX.Framework InputSystem OpenTK" />
|
||||
<echo message="===================================================" />
|
||||
|
Loading…
x
Reference in New Issue
Block a user