- renamed ANX.InputSystemS.Windows.Recording to ANX.Input.System.Recording

This commit is contained in:
Glatzemann 2011-12-01 09:09:47 +00:00
parent c097a5d544
commit f02ec67ace
11 changed files with 0 additions and 1088 deletions

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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>ANX.InputSystems.Windows.Recording</RootNamespace>
<AssemblyName>ANX.InputSystems.Windows.Recording</AssemblyName>
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<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<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="RecordableDevice.cs" />
<Compile Include="RecordingGamePad.cs" />
<Compile Include="RecordingHelper.cs" />
<Compile Include="RecordingKeyboard.cs" />
<Compile Include="RecordingMotionSensingDevice.cs" />
<Compile Include="RecordingMouse.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
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<ProjectReference Include="..\..\ANX.Framework\ANX.Framework.csproj">
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#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
#endregion
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.InputSystem.Windows.Recording
{
public class Creator : IInputSystemCreator
{
public IGamePad GamePad
{
get { return new RecordingGamePad(); }
}
public IMouse Mouse
{
get { return new RecordingMouse(); }
}
public IKeyboard Keyboard
{
get { return new RecordingKeyboard(); }
}
public IMotionSensingDevice MotionSensingDevice
{
get { return new RecordingMotionSensingDevice(); }
}
public void RegisterCreator(AddInSystemFactory factory)
{
factory.AddCreator(this);
}
public string Name
{
get { return "Recording"; }
}
public int Priority
{
get { return int.MaxValue; }
}
public bool IsSupported
{
get
{
//TODO: this is just a very basic version of test for support
return AddInSystemFactory.Instance.OperatingSystem.Platform == PlatformID.Win32NT;
}
}
}
}

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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.Framework.Windows.DX10 {
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.Framework.Windows.DX10.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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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.InputSystems.Windows.Recording")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("ANX.Framework Team")]
[assembly: AssemblyProduct("ANX.InputSystems.Windows.Recording")]
[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("cbb5cead-130a-4ede-9257-8fc816f95935")]
// 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("0.0.1.0")]
[assembly: AssemblyFileVersion("0.0.1.0")]

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#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
#endregion
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.InputSystem.Windows.Recording
{
/// <summary>
/// Abstract Class. Classes derived from this class allow recording and Playback of Inputs.
/// </summary>
public abstract class RecordableDevice
{
protected Stream recordStream; //The stream where the input is written to
protected int nullStateCounter; //Used to sum up frames with no input.
public RecordingState RecordingState { get; protected set; }
public event EventHandler EndOfPlaybackReached;
/// <summary>
/// How many bytes this Instance requires per Frame. Must never change!
/// </summary>
public int FramePacketLenght { get; protected set; }
public RecordableDevice()
{
RecordingState = RecordingState.None;
}
/// <summary>
/// Initializes the Device using a new
/// MemoryStream for input-buffering.
/// </summary>
public virtual void Initialize()
{
Initialize(new MemoryStream());
}
/// <summary>
/// Initializes the Device using the specified stream
/// for input-buffering.
/// </summary>
public virtual void Initialize(Stream bufferStream)
{
recordStream = bufferStream;
}
public virtual void StartRecording()
{
if (RecordingState == RecordingState.Recording)
return;
RecordingState = RecordingState.Recording;
}
public virtual void StopRecording()
{
if (RecordingState != RecordingState.Recording)
throw new InvalidOperationException("Recording wasn't started for this device!");
RecordingState = RecordingState.None;
}
public virtual void StartPlayback()
{
if (RecordingState == RecordingState.Recording)
throw new InvalidOperationException("Recording is currently running for this device.");
RecordingState = RecordingState.Playback;
}
public virtual void StopPlayback()
{
RecordingState = RecordingState.None;
}
/// <summary>
/// Writes the current input state to the buffering stream. Pass null
/// for state, if no input is done (no keys down etc.).
/// Must be called once per Frame!
/// </summary>
protected virtual void WriteState(byte[] state)
{
if (state == null)
{
nullStateCounter++;
return;
}
if (state.Length != FramePacketLenght)
throw new InvalidOperationException("The passed state's lenght does not match the speficed FramePaketLenght.");
if (nullStateCounter > 0) //Note how many packets we had nothing
{
recordStream.WriteByte((byte)PacketType.NullFrameCounter);
recordStream.Write(BitConverter.GetBytes(nullStateCounter), 0, 4);
}
recordStream.WriteByte((byte)PacketType.InputData);
recordStream.Write(state, 0, state.Length);
}
/// <summary>
/// Reads the next input-state from the buffering stream. Might
/// return null, if no input was made in this frame.
/// Must be called once per Frame!
/// </summary>
protected virtual byte[] ReadState()
{
if (nullStateCounter > 0) //we have null-states pending
{
nullStateCounter--;
return null;
}
if (recordStream.Position == recordStream.Length)
{
OnEndOfPlaybackReached();
return null; //TODO: Better switch to RecordingState.None here?
}
PacketType type = (PacketType)recordStream.ReadByte();
switch (type)
{
case PacketType.NullFrameCounter:
byte[] buffer = new byte[4];
recordStream.Read(buffer, 0, 4);
nullStateCounter = BitConverter.ToInt32(buffer, 0) - 1;
return null;
case PacketType.InputData:
byte[] buffer2 = new byte[FramePacketLenght];
recordStream.Read(buffer2, 0, FramePacketLenght);
return buffer2;
default:
throw new NotImplementedException("The PaketType " + Enum.GetName(typeof(PacketType), type) + "is not supported.");
}
}
protected virtual void OnEndOfPlaybackReached()
{
if (EndOfPlaybackReached != null)
EndOfPlaybackReached(this, EventArgs.Empty);
}
}
}

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#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework.Input;
using ANX.Framework;
#endregion
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.InputSystem.Windows.Recording
{
/// <summary>
/// Wrapper arround another IGamePad, will record all inputs and allows playback.
/// </summary>
public class RecordingGamePad : RecordableDevice, IGamePad
{
public GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
{
throw new NotImplementedException();
}
public GamePadState GetState(PlayerIndex playerIndex, out bool isConnected, out int packetNumber)
{
throw new NotImplementedException();
}
public GamePadState GetState(PlayerIndex playerIndex, Framework.Input.GamePadDeadZone deadZoneMode, out bool isConnected, out int packetNumber)
{
throw new NotImplementedException();
}
public bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
{
throw new NotImplementedException();
}
}
}

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#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
#endregion
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.InputSystem.Windows.Recording
{
public enum RecordingState
{
/// <summary>
/// This device is recording input.
/// </summary>
Recording,
/// <summary>
/// This device plays back recorded input.
/// </summary>
Playback,
/// <summary>
/// Playback and Recording paused, the current values will be passed through.
/// </summary>
None
}
enum PacketType : byte
{
NullFrameCounter = 0,
InputData = 1
}
/// <summary>
/// Static Helper-class containing some recording related stuff.
/// </summary>
static class RecordingHelper
{
}
}

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@ -1,82 +0,0 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework;
#endregion
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.InputSystem.Windows.Recording
{
/// <summary>
/// Wrapper arround another IKeyboard, will record all inputs and allows playback.
/// </summary>
public class RecordingKeyboard : RecordableDevice, IKeyboard
{
public IntPtr WindowHandle { get; set; }
public Framework.Input.KeyboardState GetState()
{
throw new NotImplementedException();
}
public Framework.Input.KeyboardState GetState(PlayerIndex playerIndex)
{
throw new NotImplementedException();
}
public void Dispose()
{
throw new NotImplementedException();
}
}
}

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@ -1,93 +0,0 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework.Graphics;
using ANX.Framework.Input.MotionSensing;
#endregion
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.InputSystem.Windows.Recording
{
/// <summary>
/// Wrapper aroung another IMotionSensingDevice, will record all inputs and allows playback.
/// </summary>
public class RecordingMotionSensingDevice : RecordableDevice, IMotionSensingDevice
{
public GraphicsDevice GraphicsDevice
{
get
{
throw new NotImplementedException();
}
set
{
throw new NotImplementedException();
}
}
public MotionSensingDeviceType DeviceType
{
get { throw new NotImplementedException(); }
}
public MotionSensingDeviceState GetState()
{
throw new NotImplementedException();
}
public void Dispose()
{
throw new NotImplementedException();
}
}
}

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@ -1,130 +0,0 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using ANX.Framework.Input;
using System.IO;
#endregion
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.InputSystem.Windows.Recording
{
[Flags]
public enum MouseRecordInfo : byte
{
LeftButton = 1,
RightButton = 2,
MiddleButton = 4,
X1Button = 8,
X2Button = 16,
ScrollWheel = 32,
XPosition = 64,
YPosition = 128,
LRMButtons = LeftButton | RightButton | MiddleButton,
XButtons = X1Button | X2Button,
AllButtons = LRMButtons | XButtons,
Position = XPosition | YPosition,
All = AllButtons | Position | ScrollWheel
}
/// <summary>
/// Wrapper arround another IGamePad, will record all inputs and allows playback.
/// </summary>
public class RecordingMouse : RecordableDevice, IMouse
{
public IntPtr WindowHandle { get; set; }
public MouseState GetState()
{
throw new NotImplementedException();
}
public void SetPosition(int x, int y)
{
throw new NotImplementedException();
}
public void Initialize(MouseRecordInfo info)
{
base.Initialize();
}
public void Initialize(MouseRecordInfo info, Stream bufferStream)
{
base.Initialize(bufferStream);
}
private int GetPaketSize(MouseRecordInfo info)
{
int ret = 0; //TODO: Pack the bools in one byte to save space sizeof(bool) == sizeof(byte)!
if (info.HasFlag(MouseRecordInfo.LeftButton))
ret += sizeof(bool);
if (info.HasFlag(MouseRecordInfo.RightButton))
ret += sizeof(bool);
if (info.HasFlag(MouseRecordInfo.MiddleButton))
ret += sizeof(bool);
if (info.HasFlag(MouseRecordInfo.X1Button))
ret += sizeof(bool);
if (info.HasFlag(MouseRecordInfo.X2Button))
ret += sizeof(bool);
if (info.HasFlag(MouseRecordInfo.XPosition))
ret += sizeof(int);
if (info.HasFlag(MouseRecordInfo.YPosition))
ret += sizeof(int);
if (info.HasFlag(MouseRecordInfo.ScrollWheel))
ret += sizeof(int);
return ret;
}
}
}