#region Using Statements using System; using System.IO; using ANX.Framework.NonXNA; #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.Input { public struct GamePadState { #region Private Members private GamePadThumbSticks thumbSticks; private GamePadTriggers triggers; private GamePadButtons buttons; private GamePadDPad dPad; private Buttons buttonsValue; private bool isConnected; private int packetNumber; #endregion // Private Members public GamePadState(GamePadThumbSticks thumbSticks, GamePadTriggers triggers, GamePadButtons buttons, GamePadDPad dPad) { this.thumbSticks = thumbSticks; this.triggers = triggers; this.buttons = buttons; this.dPad = dPad; this.isConnected = false; this.packetNumber = 0; this.buttonsValue = this.buttons.Buttons | this.dPad.Buttons; } public GamePadState(Vector2 leftThumbStick, Vector2 rightThumbStick, float leftTrigger, float rightTrigger, params Buttons[] buttons) { this.thumbSticks = new GamePadThumbSticks(leftThumbStick, rightThumbStick); this.triggers = new GamePadTriggers(leftTrigger, rightTrigger); Buttons buttonField = 0; for (int i = 0; i < buttons.Length; i++) { buttonField |= buttons[i]; } this.buttonsValue = buttonField; this.isConnected = false; this.packetNumber = 0; this.buttons = new GamePadButtons(this.buttonsValue); this.dPad = new GamePadDPad(this.buttonsValue); } //public GamePadState(int value, bool isConnected, int packetNumber, Vector2 thumbStickLeft, Vector2 thumbStickRight, float triggerLeft, float triggerRight) //{ // this.buttonsValue = value; // //TODO: this.buttons = new GamePadButtons(value); // this.dPad = new GamePadDPad(value); // this.isConnected = isConnected; // this.packetNumber = packetNumber; // this.thumbSticks = new GamePadThumbSticks(thumbStickLeft, thumbStickRight); // this.triggers = new GamePadTriggers(triggerLeft, triggerRight); //} public override bool Equals(object obj) { if (obj != null && obj.GetType() == typeof(GamePadState)) { return this == (GamePadState)obj; } return false; } public static bool operator ==(GamePadState lhs, GamePadState rhs) { return lhs.buttonsValue == rhs.buttonsValue; } public static bool operator !=(GamePadState lhs, GamePadState rhs) { return lhs.buttonsValue != rhs.buttonsValue; } public override int GetHashCode() { return (int)buttonsValue; } public override string ToString() { return String.Format("{{IsConnected:{0}}}", IsConnected); } public bool IsButtonDown(Buttons button) { return ((this.buttonsValue & button) == button); } public bool IsButtonUp(Buttons button) { return ((this.buttonsValue & button) != button); } public GamePadButtons Buttons { get { return this.buttons; } } public GamePadDPad DPad { get { return this.dPad; } } public bool IsConnected { get { return this.isConnected; } internal set { this.isConnected = value; } } public int PacketNumber { get { return this.packetNumber; } internal set { this.packetNumber = value; } } public GamePadThumbSticks ThumbSticks { get { return this.thumbSticks; } } public GamePadTriggers Triggers { get { return this.triggers; } } } }