#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 { private int buttons; public GamePadButtons (int value) { this.buttons = value; } public GamePadButtons(Buttons buttons) { this.buttons = (int)buttons; } public ButtonState A { get { if ((this.buttons & (int)Buttons.A) == (int)Buttons.A) return ButtonState.Pressed; else return ButtonState.Released; } } public ButtonState B { get { if ((this.buttons & (int)Buttons.B) == (int)Buttons.B) return ButtonState.Pressed; else return ButtonState.Released; } } public ButtonState Back { get { if ((this.buttons & (int)Buttons.Back) == (int)Buttons.Back) return ButtonState.Pressed; else return ButtonState.Released; } } public ButtonState BigButton { get { if ((this.buttons & (int)Buttons.BigButton) == (int)Buttons.BigButton) return ButtonState.Pressed; else return ButtonState.Released; } } public ButtonState LeftShoulder { get { if ((this.buttons & (int)Buttons.LeftShoulder) == (int)Buttons.LeftShoulder) return ButtonState.Pressed; else return ButtonState.Released; } } public ButtonState LeftStick { get { if ((this.buttons & (int)Buttons.LeftStick) == (int)Buttons.LeftStick) return ButtonState.Pressed; else return ButtonState.Released; } } public ButtonState RightShoulder { get { if ((this.buttons & (int)Buttons.RightShoulder) == (int)Buttons.RightShoulder) return ButtonState.Pressed; else return ButtonState.Released; } } public ButtonState RightStick { get { if ((this.buttons & (int)Buttons.RightStick) == (int)Buttons.RightStick) return ButtonState.Pressed; else return ButtonState.Released; } } public ButtonState Start { get { if ((this.buttons & (int)Buttons.Start) == (int)Buttons.Start) return ButtonState.Pressed; else return ButtonState.Released; } } public ButtonState X { get { if ((this.buttons & (int)Buttons.X) == (int)Buttons.X) return ButtonState.Pressed; else return ButtonState.Released; } } public ButtonState Y { get { if ((this.buttons & (int)Buttons.Y) == (int)Buttons.Y) return ButtonState.Pressed; else return ButtonState.Released; } } public override bool Equals(object obj) { if (obj is GamePadButtons) { return this == (GamePadButtons)obj; } return false; } public static bool operator ==(GamePadButtons left, GamePadButtons right) { return left.X == right.X && left.Y == right.Y && left.A == right.A && left.B == right.B && left.Back == right.Back && left.BigButton == right.BigButton && left.LeftShoulder == right.LeftShoulder && left.LeftStick == right.LeftStick && left.RightShoulder == right.RightShoulder && left.RightStick == right.RightStick && left.Start == right.Start; } public static bool operator !=(GamePadButtons left, GamePadButtons right) { return left.X != right.X || left.Y != right.Y || left.A != right.A || left.B != right.B || left.Back != right.Back || left.BigButton != right.BigButton || left.LeftShoulder != right.LeftShoulder || left.LeftStick != right.LeftStick || left.RightShoulder != right.RightShoulder || left.RightStick != right.RightStick || left.Start != right.Start; } public override int GetHashCode() { return (((((((((A.GetHashCode() ^ B.GetHashCode()) ^ Back.GetHashCode()) ^ BigButton.GetHashCode()) ^ LeftShoulder.GetHashCode()) ^ LeftStick.GetHashCode()) ^ RightShoulder.GetHashCode()) ^ RightStick.GetHashCode()) ^ Start.GetHashCode()) ^ X.GetHashCode()) ^ Y.GetHashCode(); } public override string ToString() { string buttons = String.Empty; buttons += A == ButtonState.Pressed ? "A" : ""; buttons += B == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "B" : ""; buttons += Back == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Back" : ""; buttons += BigButton == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "BigButton" : ""; buttons += LeftShoulder == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftShoulder" : ""; buttons += LeftStick == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftStick" : ""; buttons += RightShoulder == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightShoulder" : ""; buttons += RightStick == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightStick" : ""; buttons += Start == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Start" : ""; buttons += X == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "X" : ""; buttons += Y == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Y" : ""; return buttons; } } }