2011-11-08 06:46:58 +00:00

166 lines
6.4 KiB
C#

#region Using Statements
using System;
#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.Touch
{
public struct TouchLocation : IEquatable<TouchLocation>
{
#region Private members
private int id;
private TouchLocationState prevState;
private Vector2 prevPos;
private TouchLocationState state;
private Vector2 pos;
#endregion // Private members
public TouchLocation(int id, TouchLocationState state, Vector2 position)
{
this.id = id;
this.state = state;
this.pos = position;
this.prevState = TouchLocationState.Invalid;
this.prevPos = Vector2.Zero;
}
public TouchLocation(int id, TouchLocationState state, Vector2 position, TouchLocationState previousState, Vector2 previousPosition)
{
this.id = id;
this.state = state;
this.pos = position;
this.prevState = previousState;
this.prevPos = previousPosition;
}
public bool TryGetPreviousLocation(out TouchLocation previousLocation)
{
if (this.prevState == TouchLocationState.Invalid)
{
previousLocation.id = -1;
previousLocation.state = TouchLocationState.Invalid;
previousLocation.pos = Vector2.Zero;
previousLocation.prevState = TouchLocationState.Invalid;
previousLocation.prevPos = Vector2.Zero;
return false;
}
previousLocation.id = this.id;
previousLocation.state = this.prevState;
previousLocation.pos = this.pos;
previousLocation.prevState = TouchLocationState.Invalid;
previousLocation.prevPos = this.prevPos;
return true;
}
public override string ToString()
{
return string.Format("{{Position:{0}}}", this.pos);
}
public override int GetHashCode()
{
return this.id.GetHashCode() + this.pos.X.GetHashCode() + this.pos.Y.GetHashCode();
}
public override bool Equals(Object other)
{
if (other != null && other.GetType() == this.GetType())
{
return this == (TouchLocation)other;
}
return false;
}
public bool Equals(TouchLocation other)
{
return this.id == other.id && this.pos == other.pos && this.prevPos == other.prevPos;
}
public static bool operator ==(TouchLocation lhs, TouchLocation rhs)
{
return lhs.id == rhs.id && lhs.pos == rhs.pos && lhs.prevPos == rhs.prevPos;
}
public static bool operator !=(TouchLocation lhs, TouchLocation rhs)
{
return lhs.id != rhs.id || lhs.pos != rhs.pos || lhs.prevPos != rhs.prevPos;
}
public int Id
{
get
{
return this.id;
}
}
public Vector2 Position
{
get
{
return this.pos;
}
}
public TouchLocationState State
{
get
{
return this.state;
}
}
}
}