#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 GamePadButtons { #region Private Members internal Buttons buttonValue; internal ButtonState button_a; internal ButtonState button_b; internal ButtonState button_x; internal ButtonState button_y; internal ButtonState stick_left; internal ButtonState stick_right; internal ButtonState shoulder_left; internal ButtonState shoulder_right; internal ButtonState button_back; internal ButtonState button_start; internal ButtonState button_big; #endregion // Private Members public GamePadButtons(Buttons buttons) { this.button_a = GetButtonState(buttons, Buttons.A); this.button_b = GetButtonState(buttons, Buttons.B); this.button_x = GetButtonState(buttons, Buttons.X); this.button_y = GetButtonState(buttons, Buttons.Y); this.stick_left = GetButtonState(buttons, Buttons.LeftStick); this.stick_right = GetButtonState(buttons, Buttons.RightStick); this.shoulder_left = GetButtonState(buttons, Buttons.LeftShoulder); this.shoulder_right = GetButtonState(buttons, Buttons.RightShoulder); this.button_back = GetButtonState(buttons, Buttons.Back); this.button_start = GetButtonState(buttons, Buttons.Start); this.button_big = GetButtonState(buttons, Buttons.BigButton); this.buttonValue = buttons; } public override bool Equals(object obj) { if (obj != null && obj.GetType() == typeof(GamePadButtons)) { return this == (GamePadButtons)obj; } return false; } public static bool operator ==(GamePadButtons lhs, GamePadButtons rhs) { return lhs.buttonValue == rhs.buttonValue; } public static bool operator !=(GamePadButtons lhs, GamePadButtons rhs) { return lhs.buttonValue != rhs.buttonValue; } private static ButtonState GetButtonState(Buttons buttons, Buttons button) { return (buttons & button) == button ? ButtonState.Pressed : ButtonState.Released; } public ButtonState A { get { return this.button_a; } } public ButtonState B { get { return this.button_b; } } public ButtonState Back { get { return this.button_back; } } public ButtonState BigButton { get { return this.button_big; } } public ButtonState LeftShoulder { get { return this.shoulder_left; } } public ButtonState LeftStick { get { return stick_left; } } public ButtonState RightShoulder { get { return this.shoulder_right; } } public ButtonState RightStick { get { return this.stick_right; } } public ButtonState Start { get { return this.button_start; } } public ButtonState X { get { return this.button_x; } } public ButtonState Y { get { return this.button_y; } } public override int GetHashCode() { return (int)this.buttonValue; } public override string ToString() { String buttons = String.Empty; buttons += this.button_a == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "A" : ""; buttons += this.button_b == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "B" : ""; buttons += this.button_x == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "X" : ""; buttons += this.button_y == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Y" : ""; buttons += this.shoulder_left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftShoulder" : ""; buttons += this.shoulder_right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightShoulder" : ""; buttons += this.stick_left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftStick" : ""; buttons += this.stick_right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightStick" : ""; buttons += this.button_start == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Start" : ""; buttons += this.button_back == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Back" : ""; buttons += this.button_big == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "BigButton" : ""; if (string.IsNullOrEmpty(buttons)) { buttons = "None"; } return String.Format("{{Buttons:{0}}}", buttons); } internal Buttons Buttons { get { return this.buttonValue; } } } }