#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 GamePadDPad { #region Private Members private Buttons buttons; private ButtonState up; private ButtonState down; private ButtonState left; private ButtonState right; #endregion // Private Members public GamePadDPad(ButtonState upValue, ButtonState downValue, ButtonState leftValue, ButtonState rightValue) { this.up = upValue; this.down = downValue; this.left = leftValue; this.right = rightValue; buttons = 0; buttons |= (upValue == ButtonState.Pressed ? Buttons.DPadUp : 0); buttons |= (downValue == ButtonState.Pressed ? Buttons.DPadDown : 0); buttons |= (leftValue == ButtonState.Pressed ? Buttons.DPadLeft : 0); buttons |= (rightValue == ButtonState.Pressed ? Buttons.DPadRight : 0); } internal GamePadDPad(Buttons buttons) { this.buttons = buttons; this.up = (buttons & Buttons.DPadUp) == Buttons.DPadUp ? ButtonState.Pressed : ButtonState.Released; this.left = (buttons & Buttons.DPadLeft) == Buttons.DPadLeft ? ButtonState.Pressed : ButtonState.Released; this.down = (buttons & Buttons.DPadDown) == Buttons.DPadDown ? ButtonState.Pressed : ButtonState.Released; this.right = (buttons & Buttons.DPadRight) == Buttons.DPadRight ? ButtonState.Pressed : ButtonState.Released; } public ButtonState Down { get { return down; } } public ButtonState Left { get { return left; } } public ButtonState Right { get { return right; } } public ButtonState Up { get { return up; } } public override int GetHashCode() { return (int)buttons; } public override string ToString() { String buttons = String.Empty; buttons += this.up == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Up" : ""; buttons += this.left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Left" : ""; buttons += this.down == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Down" : ""; buttons += this.right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Right" : ""; if (String.IsNullOrEmpty(buttons)) { buttons = "None"; } return String.Format("{{DPad:{0}}}", buttons); } public override bool Equals(object obj) { if (obj != null && obj.GetType() == typeof(GamePadDPad)) { return this == (GamePadDPad)obj; } return false; } public static bool operator ==(GamePadDPad lhs, GamePadDPad rhs) { return lhs.buttons == rhs.buttons; } public static bool operator !=(GamePadDPad lhs, GamePadDPad rhs) { return lhs.buttons != rhs.buttons; } internal Buttons Buttons { get { return this.buttons; } } } }