#region Using Statements using System; #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.Touch { public struct TouchLocation : IEquatable { #region Private members private int id; private TouchLocationState prevState; private Vector2 prevPos; private TouchLocationState state; private Vector2 pos; #endregion // Private members public TouchLocation(int id, TouchLocationState state, Vector2 position) { this.id = id; this.state = state; this.pos = position; this.prevState = TouchLocationState.Invalid; this.prevPos = Vector2.Zero; } public TouchLocation(int id, TouchLocationState state, Vector2 position, TouchLocationState previousState, Vector2 previousPosition) { this.id = id; this.state = state; this.pos = position; this.prevState = previousState; this.prevPos = previousPosition; } public bool TryGetPreviousLocation(out TouchLocation previousLocation) { if (this.prevState == TouchLocationState.Invalid) { previousLocation.id = -1; previousLocation.state = TouchLocationState.Invalid; previousLocation.pos = Vector2.Zero; previousLocation.prevState = TouchLocationState.Invalid; previousLocation.prevPos = Vector2.Zero; return false; } previousLocation.id = this.id; previousLocation.state = this.prevState; previousLocation.pos = this.pos; previousLocation.prevState = TouchLocationState.Invalid; previousLocation.prevPos = this.prevPos; return true; } public override string ToString() { return string.Format("{{Position:{0}}}", this.pos); } public override int GetHashCode() { return this.id.GetHashCode() + this.pos.X.GetHashCode() + this.pos.Y.GetHashCode(); } public override bool Equals(Object other) { if (other != null && other.GetType() == this.GetType()) { return this == (TouchLocation)other; } return false; } public bool Equals(TouchLocation other) { return this.id == other.id && this.pos == other.pos && this.prevPos == other.prevPos; } public static bool operator ==(TouchLocation lhs, TouchLocation rhs) { return lhs.id == rhs.id && lhs.pos == rhs.pos && lhs.prevPos == rhs.prevPos; } public static bool operator !=(TouchLocation lhs, TouchLocation rhs) { return lhs.id != rhs.id || lhs.pos != rhs.pos || lhs.prevPos != rhs.prevPos; } public int Id { get { return this.id; } } public Vector2 Position { get { return this.pos; } } public TouchLocationState State { get { return this.state; } } } }