244 lines
8.8 KiB
C#
244 lines
8.8 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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#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 GamePadButtons
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{
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#region Private Members
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internal Buttons buttonValue;
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internal ButtonState button_a;
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internal ButtonState button_b;
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internal ButtonState button_x;
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internal ButtonState button_y;
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internal ButtonState stick_left;
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internal ButtonState stick_right;
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internal ButtonState shoulder_left;
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internal ButtonState shoulder_right;
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internal ButtonState button_back;
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internal ButtonState button_start;
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internal ButtonState button_big;
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#endregion // Private Members
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public GamePadButtons(Buttons buttons)
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{
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this.button_a = GetButtonState(buttons, Buttons.A);
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this.button_b = GetButtonState(buttons, Buttons.B);
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this.button_x = GetButtonState(buttons, Buttons.X);
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this.button_y = GetButtonState(buttons, Buttons.Y);
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this.stick_left = GetButtonState(buttons, Buttons.LeftStick);
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this.stick_right = GetButtonState(buttons, Buttons.RightStick);
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this.shoulder_left = GetButtonState(buttons, Buttons.LeftShoulder);
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this.shoulder_right = GetButtonState(buttons, Buttons.RightShoulder);
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this.button_back = GetButtonState(buttons, Buttons.Back);
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this.button_start = GetButtonState(buttons, Buttons.Start);
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this.button_big = GetButtonState(buttons, Buttons.BigButton);
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this.buttonValue = 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(GamePadButtons))
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{
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return this == (GamePadButtons)obj;
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}
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return false;
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}
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public static bool operator ==(GamePadButtons lhs, GamePadButtons rhs)
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{
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return lhs.buttonValue == rhs.buttonValue;
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}
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public static bool operator !=(GamePadButtons lhs, GamePadButtons rhs)
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{
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return lhs.buttonValue != rhs.buttonValue;
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}
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private static ButtonState GetButtonState(Buttons buttons, Buttons button)
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{
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return (buttons & button) == button ? ButtonState.Pressed : ButtonState.Released;
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}
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public ButtonState A
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{
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get
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{
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return this.button_a;
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}
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}
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public ButtonState B
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{
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get
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{
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return this.button_b;
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}
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}
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public ButtonState Back
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{
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get
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{
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return this.button_back;
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}
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}
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public ButtonState BigButton
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{
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get
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{
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return this.button_big;
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}
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}
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public ButtonState LeftShoulder
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{
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get
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{
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return this.shoulder_left;
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}
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}
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public ButtonState LeftStick
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{
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get
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{
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return stick_left;
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}
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}
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public ButtonState RightShoulder
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{
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get
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{
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return this.shoulder_right;
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}
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}
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public ButtonState RightStick
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{
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get
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{
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return this.stick_right;
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}
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}
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public ButtonState Start
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{
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get
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{
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return this.button_start;
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}
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}
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public ButtonState X
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{
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get
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{
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return this.button_x;
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}
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}
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public ButtonState Y
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{
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get
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{
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return this.button_y;
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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)this.buttonValue;
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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.button_a == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "A" : "";
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buttons += this.button_b == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "B" : "";
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buttons += this.button_x == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "X" : "";
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buttons += this.button_y == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Y" : "";
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buttons += this.shoulder_left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftShoulder" : "";
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buttons += this.shoulder_right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightShoulder" : "";
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buttons += this.stick_left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftStick" : "";
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buttons += this.stick_right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightStick" : "";
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buttons += this.button_start == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Start" : "";
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buttons += this.button_back == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Back" : "";
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buttons += this.button_big == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "BigButton" : "";
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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("{{Buttons:{0}}}", 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.buttonValue;
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}
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}
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}
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}
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