- 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...
55 lines
1.7 KiB
C#
55 lines
1.7 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 static class GamePad
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{
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private static IGamePad gamePad;
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static GamePad()
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{
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gamePad = AddInSystemFactory.Instance.GetDefaultCreator<IInputSystemCreator>().GamePad;
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}
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public static GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
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{
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return gamePad.GetCapabilities(playerIndex);
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}
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public static GamePadState GetState(PlayerIndex playerIndex)
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{
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bool isConnected;
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int packetNumber;
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GamePadState ret = gamePad.GetState(playerIndex,out isConnected, out packetNumber);
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ret.IsConnected = isConnected;
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ret.PacketNumber = packetNumber;
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return ret;
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}
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public static GamePadState GetState (PlayerIndex playerIndex,GamePadDeadZone deadZoneMode)
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{
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bool isConnected;
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int packetNumber;
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GamePadState ret = gamePad.GetState(playerIndex,deadZoneMode, out isConnected, out packetNumber);
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ret.IsConnected = isConnected;
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ret.PacketNumber = packetNumber;
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return ret;
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}
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public static bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
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{
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return gamePad.SetVibration(playerIndex, leftMotor, rightMotor);
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}
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}
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}
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