anx.framework/ANX.Framework/Input/GamePadButtons.cs
2011-11-23 00:04:20 +00:00

244 lines
8.8 KiB
C#

#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
{
#region Private Members
internal Buttons buttonValue;
internal ButtonState button_a;
internal ButtonState button_b;
internal ButtonState button_x;
internal ButtonState button_y;
internal ButtonState stick_left;
internal ButtonState stick_right;
internal ButtonState shoulder_left;
internal ButtonState shoulder_right;
internal ButtonState button_back;
internal ButtonState button_start;
internal ButtonState button_big;
#endregion // Private Members
public GamePadButtons(Buttons buttons)
{
this.button_a = GetButtonState(buttons, Buttons.A);
this.button_b = GetButtonState(buttons, Buttons.B);
this.button_x = GetButtonState(buttons, Buttons.X);
this.button_y = GetButtonState(buttons, Buttons.Y);
this.stick_left = GetButtonState(buttons, Buttons.LeftStick);
this.stick_right = GetButtonState(buttons, Buttons.RightStick);
this.shoulder_left = GetButtonState(buttons, Buttons.LeftShoulder);
this.shoulder_right = GetButtonState(buttons, Buttons.RightShoulder);
this.button_back = GetButtonState(buttons, Buttons.Back);
this.button_start = GetButtonState(buttons, Buttons.Start);
this.button_big = GetButtonState(buttons, Buttons.BigButton);
this.buttonValue = buttons;
}
public override bool Equals(object obj)
{
if (obj != null && obj.GetType() == typeof(GamePadButtons))
{
return this == (GamePadButtons)obj;
}
return false;
}
public static bool operator ==(GamePadButtons lhs, GamePadButtons rhs)
{
return lhs.buttonValue == rhs.buttonValue;
}
public static bool operator !=(GamePadButtons lhs, GamePadButtons rhs)
{
return lhs.buttonValue != rhs.buttonValue;
}
private static ButtonState GetButtonState(Buttons buttons, Buttons button)
{
return (buttons & button) == button ? ButtonState.Pressed : ButtonState.Released;
}
public ButtonState A
{
get
{
return this.button_a;
}
}
public ButtonState B
{
get
{
return this.button_b;
}
}
public ButtonState Back
{
get
{
return this.button_back;
}
}
public ButtonState BigButton
{
get
{
return this.button_big;
}
}
public ButtonState LeftShoulder
{
get
{
return this.shoulder_left;
}
}
public ButtonState LeftStick
{
get
{
return stick_left;
}
}
public ButtonState RightShoulder
{
get
{
return this.shoulder_right;
}
}
public ButtonState RightStick
{
get
{
return this.stick_right;
}
}
public ButtonState Start
{
get
{
return this.button_start;
}
}
public ButtonState X
{
get
{
return this.button_x;
}
}
public ButtonState Y
{
get
{
return this.button_y;
}
}
public override int GetHashCode()
{
return (int)this.buttonValue;
}
public override string ToString()
{
String buttons = String.Empty;
buttons += this.button_a == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "A" : "";
buttons += this.button_b == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "B" : "";
buttons += this.button_x == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "X" : "";
buttons += this.button_y == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Y" : "";
buttons += this.shoulder_left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftShoulder" : "";
buttons += this.shoulder_right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightShoulder" : "";
buttons += this.stick_left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftStick" : "";
buttons += this.stick_right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightStick" : "";
buttons += this.button_start == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Start" : "";
buttons += this.button_back == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Back" : "";
buttons += this.button_big == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "BigButton" : "";
if (string.IsNullOrEmpty(buttons))
{
buttons = "None";
}
return String.Format("{{Buttons:{0}}}", buttons);
}
internal Buttons Buttons
{
get
{
return this.buttonValue;
}
}
}
}