re-added some missing files

This commit is contained in:
Glatzemann 2011-12-14 19:54:23 +00:00
parent a07485dbc7
commit 4e6a14a984
10 changed files with 1382 additions and 0 deletions

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<?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>{60D08399-244F-46A3-91F1-4CFD26D961A3}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>ANX.InputDevices.Windows.XInput</RootNamespace>
<AssemblyName>ANX.InputDevices.Windows.XInput</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\Debug\</OutputPath>
<DefineConstants>TRACE</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="SharpDX">
<HintPath>..\..\lib\SharpDX\Bin\SharpDX.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Diagnostics">
<HintPath>..\..\lib\SharpDX\Bin\SharpDX.Diagnostics.dll</HintPath>
</Reference>
<Reference Include="SharpDX.DirectInput">
<HintPath>..\..\lib\SharpDX\Bin\SharpDX.DirectInput.dll</HintPath>
</Reference>
<Reference Include="SharpDX.XInput">
<HintPath>..\..\lib\SharpDX\Bin\SharpDX.XInput.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Windows.Forms" />
<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="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>
<DesignTime>True</DesignTime>
</Compile>
<Compile Include="Mouse.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="GamePad.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>

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#region Using Statements
using System;
using ANX.Framework.Input;
using SharpDX.XInput;
#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
{
internal class FormatConverter
{
public static ANX.Framework.Input.Keys Translate(SharpDX.DirectInput.Key key)
{
//TODO: implement all keys
//TODO: test if a array with the mapping which is constructed once is faster
switch (key)
{
case SharpDX.DirectInput.Key.A:
return Keys.A;
case SharpDX.DirectInput.Key.AT:
break;
case SharpDX.DirectInput.Key.AX:
break;
case SharpDX.DirectInput.Key.AbntC1:
break;
case SharpDX.DirectInput.Key.AbntC2:
break;
case SharpDX.DirectInput.Key.Add:
return Keys.Add;
case SharpDX.DirectInput.Key.Apostrophe:
break;
case SharpDX.DirectInput.Key.Applications:
//check
return Keys.Apps;
case SharpDX.DirectInput.Key.B:
return Keys.B;
case SharpDX.DirectInput.Key.Back:
return Keys.Back;
case SharpDX.DirectInput.Key.Backslash:
return Keys.OemBackslash;
case SharpDX.DirectInput.Key.C:
return Keys.C;
case SharpDX.DirectInput.Key.Calculator:
break;
case SharpDX.DirectInput.Key.Capital:
//check
return Keys.CapsLock;
case SharpDX.DirectInput.Key.Colon:
break;
case SharpDX.DirectInput.Key.Comma:
return Keys.OemComma;
case SharpDX.DirectInput.Key.Convert:
return Keys.ImeConvert;
case SharpDX.DirectInput.Key.D:
return Keys.D;
case SharpDX.DirectInput.Key.D0:
return Keys.D0;
case SharpDX.DirectInput.Key.D1:
return Keys.D1;
case SharpDX.DirectInput.Key.D2:
return Keys.D2;
case SharpDX.DirectInput.Key.D3:
return Keys.D3;
case SharpDX.DirectInput.Key.D4:
return Keys.D4;
case SharpDX.DirectInput.Key.D5:
return Keys.D5;
case SharpDX.DirectInput.Key.D6:
return Keys.D6;
case SharpDX.DirectInput.Key.D7:
return Keys.D7;
case SharpDX.DirectInput.Key.D8:
return Keys.D8;
case SharpDX.DirectInput.Key.D9:
return Keys.D9;
case SharpDX.DirectInput.Key.Decimal:
return Keys.Decimal;
case SharpDX.DirectInput.Key.Delete:
return Keys.Delete;
case SharpDX.DirectInput.Key.Divide:
return Keys.Divide;
case SharpDX.DirectInput.Key.Down:
return Keys.Down;
case SharpDX.DirectInput.Key.E:
return Keys.E;
case SharpDX.DirectInput.Key.End:
return Keys.End;
case SharpDX.DirectInput.Key.Equals:
break;
case SharpDX.DirectInput.Key.Escape:
return Keys.Escape;
case SharpDX.DirectInput.Key.F:
return Keys.F;
case SharpDX.DirectInput.Key.F1:
return Keys.F1;
case SharpDX.DirectInput.Key.F10:
return Keys.F10;
case SharpDX.DirectInput.Key.F11:
return Keys.F11;
case SharpDX.DirectInput.Key.F12:
return Keys.F12;
case SharpDX.DirectInput.Key.F13:
return Keys.F13;
case SharpDX.DirectInput.Key.F14:
return Keys.F14;
case SharpDX.DirectInput.Key.F15:
return Keys.F15;
case SharpDX.DirectInput.Key.F2:
return Keys.F2;
case SharpDX.DirectInput.Key.F3:
return Keys.F3;
case SharpDX.DirectInput.Key.F4:
return Keys.F4;
case SharpDX.DirectInput.Key.F5:
return Keys.F5;
case SharpDX.DirectInput.Key.F6:
return Keys.F6;
case SharpDX.DirectInput.Key.F7:
return Keys.F7;
case SharpDX.DirectInput.Key.F8:
return Keys.F8;
case SharpDX.DirectInput.Key.F9:
return Keys.F9;
case SharpDX.DirectInput.Key.G:
return Keys.G;
case SharpDX.DirectInput.Key.Grave:
break;
case SharpDX.DirectInput.Key.H:
return Keys.H;
case SharpDX.DirectInput.Key.Home:
return Keys.Home;
case SharpDX.DirectInput.Key.I:
return Keys.I;
case SharpDX.DirectInput.Key.Insert:
return Keys.Insert;
case SharpDX.DirectInput.Key.J:
return Keys.J;
case SharpDX.DirectInput.Key.K:
return Keys.K;
case SharpDX.DirectInput.Key.Kana:
return Keys.Kana;
case SharpDX.DirectInput.Key.Kanji:
return Keys.Kanji;
case SharpDX.DirectInput.Key.L:
return Keys.L;
case SharpDX.DirectInput.Key.Left:
return Keys.Left;
case SharpDX.DirectInput.Key.LeftAlt:
return Keys.LeftAlt;
case SharpDX.DirectInput.Key.LeftBracket:
return Keys.OemOpenBrackets;
case SharpDX.DirectInput.Key.LeftControl:
return Keys.LeftControl;
case SharpDX.DirectInput.Key.LeftShift:
return Keys.LeftShift;
case SharpDX.DirectInput.Key.LeftWindowsKey:
return Keys.LeftWindows;
case SharpDX.DirectInput.Key.M:
return Keys.M;
case SharpDX.DirectInput.Key.Mail:
return Keys.LaunchMail;
case SharpDX.DirectInput.Key.MediaSelect:
return Keys.SelectMedia;
case SharpDX.DirectInput.Key.MediaStop:
return Keys.MediaStop;
case SharpDX.DirectInput.Key.Minus:
break;
case SharpDX.DirectInput.Key.Multiply:
return Keys.Multiply;
case SharpDX.DirectInput.Key.Mute:
return Keys.VolumeMute;
case SharpDX.DirectInput.Key.MyComputer:
break;
case SharpDX.DirectInput.Key.N:
return Keys.N;
case SharpDX.DirectInput.Key.NextTrack:
return Keys.MediaNextTrack;
case SharpDX.DirectInput.Key.NoConvert:
return Keys.ImeNoConvert;
case SharpDX.DirectInput.Key.NumberLock:
return Keys.NumLock;
case SharpDX.DirectInput.Key.NumberPad0:
return Keys.NumPad0;
case SharpDX.DirectInput.Key.NumberPad1:
return Keys.NumPad1;
case SharpDX.DirectInput.Key.NumberPad2:
return Keys.NumPad2;
case SharpDX.DirectInput.Key.NumberPad3:
return Keys.NumPad3;
case SharpDX.DirectInput.Key.NumberPad4:
return Keys.NumPad4;
case SharpDX.DirectInput.Key.NumberPad5:
return Keys.NumPad5;
case SharpDX.DirectInput.Key.NumberPad6:
return Keys.NumPad6;;
case SharpDX.DirectInput.Key.NumberPad7:
return Keys.NumPad7;
case SharpDX.DirectInput.Key.NumberPad8:
return Keys.NumPad8;
case SharpDX.DirectInput.Key.NumberPad9:
return Keys.NumPad9;
case SharpDX.DirectInput.Key.NumberPadComma:
return Keys.OemComma;
case SharpDX.DirectInput.Key.NumberPadEnter:
return Keys.Enter;
case SharpDX.DirectInput.Key.NumberPadEquals:
break;
case SharpDX.DirectInput.Key.O:
return Keys.O;
case SharpDX.DirectInput.Key.Oem102:
break;
case SharpDX.DirectInput.Key.P:
return Keys.P;
case SharpDX.DirectInput.Key.PageDown:
return Keys.PageDown;
case SharpDX.DirectInput.Key.PageUp:
return Keys.PageUp;
case SharpDX.DirectInput.Key.Pause:
return Keys.Pause;
case SharpDX.DirectInput.Key.Period:
return Keys.OemPeriod;
case SharpDX.DirectInput.Key.PlayPause:
return Keys.MediaPlayPause;
case SharpDX.DirectInput.Key.Power:
break;
case SharpDX.DirectInput.Key.PreviousTrack:
return Keys.MediaPreviousTrack;
case SharpDX.DirectInput.Key.PrintScreen:
return Keys.PrintScreen;
case SharpDX.DirectInput.Key.Q:
return Keys.Q;
case SharpDX.DirectInput.Key.R:
return Keys.R;
case SharpDX.DirectInput.Key.Return:
//check
return Keys.Enter;
case SharpDX.DirectInput.Key.Right:
return Keys.Right;
case SharpDX.DirectInput.Key.RightAlt:
return Keys.RightAlt;
case SharpDX.DirectInput.Key.RightBracket:
return Keys.OemCloseBrackets;
case SharpDX.DirectInput.Key.RightControl:
return Keys.RightControl;
case SharpDX.DirectInput.Key.RightShift:
return Keys.RightShift;
case SharpDX.DirectInput.Key.RightWindowsKey:
return Keys.RightWindows;
case SharpDX.DirectInput.Key.S:
return Keys.S;
case SharpDX.DirectInput.Key.ScrollLock:
//check
return Keys.Scroll;
case SharpDX.DirectInput.Key.Semicolon:
return Keys.OemSemicolon;
case SharpDX.DirectInput.Key.Slash:
break;
case SharpDX.DirectInput.Key.Sleep:
return Keys.Sleep;
case SharpDX.DirectInput.Key.Space:
return Keys.Space;
case SharpDX.DirectInput.Key.Stop:
break;
case SharpDX.DirectInput.Key.Subtract:
return Keys.Subtract;
case SharpDX.DirectInput.Key.T:
return Keys.T;
case SharpDX.DirectInput.Key.Tab:
return Keys.Tab;
case SharpDX.DirectInput.Key.U:
return Keys.U;
case SharpDX.DirectInput.Key.Underline:
break;
case SharpDX.DirectInput.Key.Unknown:
break;
case SharpDX.DirectInput.Key.Unlabeled:
break;
case SharpDX.DirectInput.Key.UpArrow:
return Keys.Up;
case SharpDX.DirectInput.Key.V:
return Keys.V;
case SharpDX.DirectInput.Key.VolumeDown:
return Keys.VolumeDown;
case SharpDX.DirectInput.Key.VolumeUp:
return Keys.VolumeUp;
case SharpDX.DirectInput.Key.W:
return Keys.W;
case SharpDX.DirectInput.Key.Wake:
break;
case SharpDX.DirectInput.Key.WebBack:
return Keys.BrowserBack;
case SharpDX.DirectInput.Key.WebFavorites:
return Keys.BrowserFavorites;
case SharpDX.DirectInput.Key.WebForward:
return Keys.BrowserForward;
case SharpDX.DirectInput.Key.WebHome:
return Keys.BrowserHome;
case SharpDX.DirectInput.Key.WebRefresh:
return Keys.BrowserRefresh;
case SharpDX.DirectInput.Key.WebSearch:
return Keys.BrowserSearch;
case SharpDX.DirectInput.Key.WebStop:
return Keys.BrowserStop;
case SharpDX.DirectInput.Key.X:
return Keys.X;
case SharpDX.DirectInput.Key.Y:
return Keys.Y;
case SharpDX.DirectInput.Key.Yen:
break;
case SharpDX.DirectInput.Key.Z:
return Keys.Z;
default:
break;
}
throw new NotImplementedException();
}
public static KeyboardState Translate(SharpDX.DirectInput.KeyboardState keyboardState)
{
int keyCount = keyboardState.PressedKeys.Count;
Keys[] keys = new Keys[keyCount];
for (int i = 0; i < keyCount; i++)
{
keys[i] = Translate(keyboardState.PressedKeys[i]);
}
KeyboardState ks = new KeyboardState(keys);
return ks;
}
public static Buttons Translate(SharpDX.XInput.GamepadButtonFlags buttons)
{
Buttons tb = 0;
tb |= (buttons & GamepadButtonFlags.A) == GamepadButtonFlags.A ? Buttons.A : 0;
tb |= (buttons & GamepadButtonFlags.B) == GamepadButtonFlags.B ? Buttons.B : 0;
tb |= (buttons & GamepadButtonFlags.Back) == GamepadButtonFlags.Back ? Buttons.Back : 0;
tb |= (buttons & GamepadButtonFlags.DPadDown) == GamepadButtonFlags.DPadDown ? Buttons.DPadDown : 0;
tb |= (buttons & GamepadButtonFlags.DPadLeft) == GamepadButtonFlags.DPadLeft ? Buttons.DPadLeft : 0;
tb |= (buttons & GamepadButtonFlags.DPadRight) == GamepadButtonFlags.DPadRight ? Buttons.DPadRight : 0;
tb |= (buttons & GamepadButtonFlags.DPadUp) == GamepadButtonFlags.DPadUp ? Buttons.DPadUp : 0;
tb |= (buttons & GamepadButtonFlags.LeftShoulder) == GamepadButtonFlags.LeftShoulder ? Buttons.LeftShoulder : 0;
tb |= (buttons & GamepadButtonFlags.LeftThumb) == GamepadButtonFlags.LeftThumb ? Buttons.LeftTrigger : 0;
tb |= (buttons & GamepadButtonFlags.RightShoulder) == GamepadButtonFlags.RightShoulder ? Buttons.RightShoulder : 0;
tb |= (buttons & GamepadButtonFlags.RightThumb) == GamepadButtonFlags.RightThumb ? Buttons.RightTrigger : 0;
tb |= (buttons & GamepadButtonFlags.Start) == GamepadButtonFlags.Start ? Buttons.Start : 0;
tb |= (buttons & GamepadButtonFlags.X) == GamepadButtonFlags.X ? Buttons.X : 0;
tb |= (buttons & GamepadButtonFlags.Y) == GamepadButtonFlags.Y ? Buttons.Y : 0;
return tb;
}
}
}

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#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 ANX.Framework.Input;
using ANX.Framework;
using SharpDX.XInput;
#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 GamePad : IGamePad
{
#region Private Members
private Controller[] controller;
private const float thumbstickRangeFactor = 1.0f / short.MaxValue;
#endregion // Private Members
public GamePad()
{
controller = new Controller[4];
controller[0] = new Controller(UserIndex.One);
controller[1] = new Controller(UserIndex.Two);
controller[2] = new Controller(UserIndex.Three);
controller[3] = new Controller(UserIndex.Four);
}
public GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
{
Capabilities result;
GamePadCapabilities returnres;
//SharpDX.XInput.Capabilities = new SharpDX.XInput.Capabilities();
try
{
result = controller[(int)playerIndex].GetCapabilities(DeviceQueryType.Gamepad);
returnres = new GamePadCapabilities();
}
catch (Exception)
{
returnres = new GamePadCapabilities();
} return returnres;
}
public GamePadState GetState(PlayerIndex playerIndex, out bool isConnected, out int packetNumber)
{
State result;
GamePadState returnres;
if(controller[(int)playerIndex].IsConnected)
{
result = controller[(int)playerIndex].GetState();
//returnres = new GamePadCapabilities(result.Type,result.Gamepad.Buttons.)
returnres = new GamePadState(new Vector2(result.Gamepad.LeftThumbX * thumbstickRangeFactor, result.Gamepad.LeftThumbY * thumbstickRangeFactor), new Vector2(result.Gamepad.RightThumbX * thumbstickRangeFactor, result.Gamepad.RightThumbY * thumbstickRangeFactor), (float)result.Gamepad.LeftTrigger, (float)result.Gamepad.RightTrigger, FormatConverter.Translate(result.Gamepad.Buttons));
packetNumber = result.PacketNumber;
isConnected = true;
}
else
{
isConnected = false;
packetNumber = 0;
returnres = new GamePadState();
}
return returnres;
}
public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode, out bool isConnected, out int packetNumber)
{
throw new NotImplementedException();
}
public bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
{
short left;
short right;
if (Math.Abs(leftMotor)>1)
{
left = 1;
}
else
{
left = Convert.ToInt16(Math.Abs(leftMotor) * short.MaxValue);
}
if (Math.Abs(rightMotor) > 1)
{
right = 1;
}
else
{
right = Convert.ToInt16(Math.Abs(rightMotor) * short.MaxValue);
}
if (controller[(int)playerIndex].IsConnected)
{
Vibration vib = new Vibration();
vib.LeftMotorSpeed = left;
vib.RightMotorSpeed = right;
controller[(int)playerIndex].SetVibration(vib);
return true;
}
return false;
}
}
}

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#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();
}
}
}

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#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.InputDevices;
using ANX.Framework.NonXNA;
using SharpDX.DirectInput;
using DXKeyboard=SharpDX.DirectInput.Keyboard;
#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 Keyboard : IKeyboard
{
#region Private Members
private DirectInput directInput;
private DXKeyboard nativeKeyboard;
private KeyboardState nativeState;
#endregion // Private Members
public IntPtr WindowHandle
{
get;
set;
}
public Keyboard()
{
this.nativeState = new KeyboardState();
}
public Framework.Input.KeyboardState GetState(Framework.PlayerIndex playerIndex)
{
//TODO: prevent new
// only available on XBox, behaviour regarding MSDN: empty keystate
return new Framework.Input.KeyboardState();
}
public Framework.Input.KeyboardState GetState()
{
if (this.nativeKeyboard == null && this.WindowHandle != null && this.WindowHandle != IntPtr.Zero)
{
this.directInput = new DirectInput();
this.nativeKeyboard = new DXKeyboard(this.directInput);
this.nativeKeyboard.SetCooperativeLevel(this.WindowHandle, CooperativeLevel.NonExclusive | CooperativeLevel.Background);
this.nativeKeyboard.Acquire();
}
if (this.nativeKeyboard != null)
{
nativeKeyboard.GetCurrentState(ref this.nativeState);
if (this.nativeState.PressedKeys.Count > 0)
{
return FormatConverter.Translate(this.nativeState);
}
}
return new Framework.Input.KeyboardState();
}
public void Dispose()
{
if (this.nativeKeyboard != null)
{
this.nativeKeyboard.Unacquire();
this.nativeKeyboard.Dispose();
this.nativeKeyboard = null;
}
if (this.directInput != null)
{
this.directInput.Dispose();
this.directInput = null;
}
}
}
}

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#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();
}
}
}

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//------------------------------------------------------------------------------
// <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.InputDevices.Windows.XInput {
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.InputDevices.Windows.XInput.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 ähnelt.
/// </summary>
public static string SupportedPlatforms {
get {
return ResourceManager.GetString("SupportedPlatforms", resourceCulture);
}
}
}
}

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<?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</value>
<comment> </comment>
</data>
</root>

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@ -0,0 +1,137 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework.Input;
using SharpDX.DirectInput;
using System.Runtime.InteropServices;
using ANX.Framework;
#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
using MouseX = SharpDX.DirectInput.Mouse;
namespace ANX.InputDevices.Windows.XInput
{
class Mouse : IMouse
{
#region Interop
[DllImport("user32.dll")]
static extern bool GetCursorPos(ref Point lpPoint);
[DllImport("user32.dll")]
static extern void SetCursorPos(int x, int y);
[DllImport("user32.dll")]
static extern bool ScreenToClient(IntPtr hWnd, ref Point lpPoint);
#endregion // Interop
#region Private Members
private DirectInput directInput;
private MouseX mouse;
#endregion // Private Members
public IntPtr WindowHandle
{
get;
set;
}
public Mouse()
{
this.directInput = new DirectInput();
this.mouse = new MouseX(this.directInput);
this.mouse.Properties.AxisMode = DeviceAxisMode.Absolute;
this.mouse.Acquire();
}
public ANX.Framework.Input.MouseState GetState()
{
var state = this.mouse.GetCurrentState();
Point cursorPos = new Point();
GetCursorPos(ref cursorPos);
if (WindowHandle != IntPtr.Zero)
{
ScreenToClient(WindowHandle, ref cursorPos);
}
state.X = cursorPos.X;
state.Y = cursorPos.Y;
ButtonState left = new ButtonState();
ButtonState middle = new ButtonState();
ButtonState right = new ButtonState();
ButtonState x1 = new ButtonState();
ButtonState x2 = new ButtonState();
if(state.Buttons[0]){left=ButtonState.Pressed;}
if(state.Buttons[1]){middle=ButtonState.Pressed;}
if(state.Buttons[2]){right=ButtonState.Pressed;}
if(state.Buttons[3]){x1=ButtonState.Pressed;}
if(state.Buttons[4]){x2=ButtonState.Pressed;}
return new ANX.Framework.Input.MouseState(state.X,state.Y,state.Z,left,middle,right,x1,x2);
}
public void SetPosition(int x, int y)
{
Point currentPosition = new Point(x, y);
GetCursorPos(ref currentPosition);
if (WindowHandle != IntPtr.Zero)
{
ScreenToClient(WindowHandle, ref currentPosition);
}
SetCursorPos(currentPosition.X, currentPosition.Y);
}
}
}

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#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();
}
}
}