#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.InputSystem.Windows.XInput { public class XInput : IGamePad { private Controller[] controller; public XInput() { 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) { 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((int)result.Gamepad.Buttons, true, result.PacketNumber, new Vector2(result.Gamepad.LeftThumbX, result.Gamepad.LeftThumbY), new Vector2(result.Gamepad.RightThumbX, result.Gamepad.RightThumbY), (float)result.Gamepad.LeftTrigger, (float)result.Gamepad.RightTrigger); } else { returnres = new GamePadState(); } return returnres; } public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode) { 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; } } }