178 lines
7.1 KiB
C#
178 lines
7.1 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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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Input
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{
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public struct GamePadState
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{
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#region Private Members
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private GamePadThumbSticks thumbSticks;
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private GamePadTriggers triggers;
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private GamePadButtons buttons;
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private GamePadDPad dPad;
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private Buttons buttonsValue;
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private bool isConnected;
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private int packetNumber;
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#endregion // Private Members
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public GamePadState(GamePadThumbSticks thumbSticks, GamePadTriggers triggers, GamePadButtons buttons, GamePadDPad dPad)
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{
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this.thumbSticks = thumbSticks;
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this.triggers = triggers;
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this.buttons = buttons;
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this.dPad = dPad;
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this.isConnected = false;
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this.packetNumber = 0;
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this.buttonsValue = this.buttons.Buttons | this.dPad.Buttons;
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}
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public GamePadState(Vector2 leftThumbStick, Vector2 rightThumbStick, float leftTrigger, float rightTrigger, params Buttons[] buttons)
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{
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this.thumbSticks = new GamePadThumbSticks(leftThumbStick, rightThumbStick);
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this.triggers = new GamePadTriggers(leftTrigger, rightTrigger);
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Buttons buttonField = 0;
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for (int i = 0; i < buttons.Length; i++)
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{
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buttonField |= buttons[i];
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}
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this.buttonsValue = buttonField;
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this.isConnected = false;
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this.packetNumber = 0;
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this.buttons = new GamePadButtons(this.buttonsValue);
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this.dPad = new GamePadDPad(this.buttonsValue);
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}
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//public GamePadState(int value, bool isConnected, int packetNumber, Vector2 thumbStickLeft, Vector2 thumbStickRight, float triggerLeft, float triggerRight)
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//{
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// this.buttonsValue = value;
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// //TODO: this.buttons = new GamePadButtons(value);
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// this.dPad = new GamePadDPad(value);
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// this.isConnected = isConnected;
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// this.packetNumber = packetNumber;
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// this.thumbSticks = new GamePadThumbSticks(thumbStickLeft, thumbStickRight);
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// this.triggers = new GamePadTriggers(triggerLeft, triggerRight);
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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(GamePadState))
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{
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return this == (GamePadState)obj;
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}
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return false;
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}
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public static bool operator ==(GamePadState lhs, GamePadState rhs)
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{
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return lhs.buttonsValue == rhs.buttonsValue;
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}
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public static bool operator !=(GamePadState lhs, GamePadState rhs)
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{
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return lhs.buttonsValue != rhs.buttonsValue;
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}
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public override int GetHashCode()
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{
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return (int)buttonsValue;
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}
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public override string ToString()
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{
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return String.Format("{{IsConnected:{0}}}", IsConnected);
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}
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public bool IsButtonDown(Buttons button) { return ((this.buttonsValue & button) == button); }
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public bool IsButtonUp(Buttons button) { return ((this.buttonsValue & button) != button); }
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public GamePadButtons Buttons { get { return this.buttons; } }
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public GamePadDPad DPad { get { return this.dPad; } }
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public bool IsConnected
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{
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get
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{
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return this.isConnected;
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}
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internal set
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{
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this.isConnected = value;
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}
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}
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public int PacketNumber
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{
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get
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{
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return this.packetNumber;
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}
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internal set
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{
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this.packetNumber = value;
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}
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}
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public GamePadThumbSticks ThumbSticks { get { return this.thumbSticks; } }
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public GamePadTriggers Triggers { get { return this.triggers; } }
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}
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}
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