#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; using ANX.Framework.Input; 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 namespace ANX.InputDevices.Test { public class GamePad : IGamePad { public GamePadCapabilities GetCapabilities(PlayerIndex playerIndex) { return new GamePadCapabilities(); } public GamePadState GetState(PlayerIndex playerIndex, out bool isConnected, out int packetNumber) { GamePadState gamepad; switch (playerIndex) { case PlayerIndex.One: isConnected = true; packetNumber = 0; gamepad = new GamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.B); break; case PlayerIndex.Two: isConnected = true; packetNumber = 0; gamepad = new GamePadState(new Vector2(200, 200), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.BigButton); break; case PlayerIndex.Three: isConnected = true; packetNumber = 0; gamepad = new GamePadState(new Vector2(100, 100), new Vector2(100, 100), 0.5f, 0.5f, Buttons.A, Buttons.X); break; case PlayerIndex.Four: default: isConnected = false; packetNumber = 0; gamepad = new GamePadState(); break; } return gamepad; } public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode, out bool isConnected, out int packetNumber) { return this.GetState(playerIndex, out isConnected, out packetNumber); } public bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor) { switch (playerIndex) { case PlayerIndex.One: if (leftMotor == 0.5f && rightMotor == 0.5f) { return true; } return false; break; case PlayerIndex.Two: if (leftMotor == 0.7f && rightMotor == 0.5f) { return true; } return false; break; case PlayerIndex.Three: if (leftMotor == -0.5f && rightMotor == 0.7f) { return true; } return false; break; case PlayerIndex.Four: if (leftMotor == 0.5f && rightMotor == 0.5f) { return false; } return true; default: return false; break; } } } }