- Started Windows, Metro and Linux Platform-Plugins - Moved the RecordingSample to the Samples folder - Started two samples for using the graphics device in a WinForms and Wpf Editor - Refactorings in the AddIn-System - Moved the Window initialization-code to the Platform modules - Changed the License text in all code files which is now way smaller - Started ProjectConverter tool which converts all the projects and solution to the target configuration - Changed the SupportedPlatform names in the Resource files - Changed the WIN8 define to WINDOWSMETRO which is actually meant - Removed NLog and started our own Logger class - Many more stuff...
133 lines
3.8 KiB
C#
133 lines
3.8 KiB
C#
#region Using Statements
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using System;
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using System.IO;
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using ANX.Framework.NonXNA;
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#endregion // Using Statements
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Input
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{
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public struct GamePadDPad
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{
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#region Private Members
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private Buttons buttons;
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private ButtonState up;
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private ButtonState down;
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private ButtonState left;
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private ButtonState right;
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#endregion // Private Members
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public GamePadDPad(ButtonState upValue, ButtonState downValue, ButtonState leftValue, ButtonState rightValue)
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{
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this.up = upValue;
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this.down = downValue;
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this.left = leftValue;
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this.right = rightValue;
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buttons = 0;
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buttons |= (upValue == ButtonState.Pressed ? Buttons.DPadUp : 0);
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buttons |= (downValue == ButtonState.Pressed ? Buttons.DPadDown : 0);
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buttons |= (leftValue == ButtonState.Pressed ? Buttons.DPadLeft : 0);
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buttons |= (rightValue == ButtonState.Pressed ? Buttons.DPadRight : 0);
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}
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internal GamePadDPad(Buttons buttons)
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{
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this.buttons = buttons;
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this.up = (buttons & Buttons.DPadUp) == Buttons.DPadUp ? ButtonState.Pressed : ButtonState.Released;
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this.left = (buttons & Buttons.DPadLeft) == Buttons.DPadLeft ? ButtonState.Pressed : ButtonState.Released;
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this.down = (buttons & Buttons.DPadDown) == Buttons.DPadDown ? ButtonState.Pressed : ButtonState.Released;
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this.right = (buttons & Buttons.DPadRight) == Buttons.DPadRight ? ButtonState.Pressed : ButtonState.Released;
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}
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public ButtonState Down
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{
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get
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{
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return down;
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}
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}
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public ButtonState Left
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{
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get
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{
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return left;
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}
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}
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public ButtonState Right
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{
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get
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{
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return right;
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}
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}
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public ButtonState Up
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{
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get
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{
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return up;
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}
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}
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public override int GetHashCode()
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{
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return (int)buttons;
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}
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public override string ToString()
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{
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String buttons = String.Empty;
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buttons += this.up == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Up" : "";
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buttons += this.down == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Down" : "";
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buttons += this.left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Left" : "";
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buttons += this.right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Right" : "";
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if (String.IsNullOrEmpty(buttons))
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{
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buttons = "None";
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}
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return String.Format("{{DPad:{0}}}", buttons);
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}
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public override bool Equals(object obj)
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{
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if (obj != null && obj.GetType() == typeof(GamePadDPad))
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{
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return this == (GamePadDPad)obj;
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}
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return false;
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}
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public static bool operator ==(GamePadDPad lhs, GamePadDPad rhs)
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{
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return lhs.buttons == rhs.buttons;
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}
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public static bool operator !=(GamePadDPad lhs, GamePadDPad rhs)
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{
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return lhs.buttons != rhs.buttons;
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}
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internal Buttons Buttons
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{
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get
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{
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return this.buttons;
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}
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}
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}
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}
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