2011-12-14 19:54:23 +00:00

160 lines
6.8 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using ANX.Framework.Input;
using ANX.Framework;
using SharpDX.XInput;
#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.InputDevices.Windows.XInput
{
public class GamePad : IGamePad
{
#region Private Members
private Controller[] controller;
private const float thumbstickRangeFactor = 1.0f / short.MaxValue;
#endregion // Private Members
public GamePad()
{
controller = new Controller[4];
controller[0] = new Controller(UserIndex.One);
controller[1] = new Controller(UserIndex.Two);
controller[2] = new Controller(UserIndex.Three);
controller[3] = new Controller(UserIndex.Four);
}
public GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
{
Capabilities result;
GamePadCapabilities returnres;
//SharpDX.XInput.Capabilities = new SharpDX.XInput.Capabilities();
try
{
result = controller[(int)playerIndex].GetCapabilities(DeviceQueryType.Gamepad);
returnres = new GamePadCapabilities();
}
catch (Exception)
{
returnres = new GamePadCapabilities();
} return returnres;
}
public GamePadState GetState(PlayerIndex playerIndex, out bool isConnected, out int packetNumber)
{
State result;
GamePadState returnres;
if(controller[(int)playerIndex].IsConnected)
{
result = controller[(int)playerIndex].GetState();
//returnres = new GamePadCapabilities(result.Type,result.Gamepad.Buttons.)
returnres = new GamePadState(new Vector2(result.Gamepad.LeftThumbX * thumbstickRangeFactor, result.Gamepad.LeftThumbY * thumbstickRangeFactor), new Vector2(result.Gamepad.RightThumbX * thumbstickRangeFactor, result.Gamepad.RightThumbY * thumbstickRangeFactor), (float)result.Gamepad.LeftTrigger, (float)result.Gamepad.RightTrigger, FormatConverter.Translate(result.Gamepad.Buttons));
packetNumber = result.PacketNumber;
isConnected = true;
}
else
{
isConnected = false;
packetNumber = 0;
returnres = new GamePadState();
}
return returnres;
}
public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode, out bool isConnected, out int packetNumber)
{
throw new NotImplementedException();
}
public bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
{
short left;
short right;
if (Math.Abs(leftMotor)>1)
{
left = 1;
}
else
{
left = Convert.ToInt16(Math.Abs(leftMotor) * short.MaxValue);
}
if (Math.Abs(rightMotor) > 1)
{
right = 1;
}
else
{
right = Convert.ToInt16(Math.Abs(rightMotor) * short.MaxValue);
}
if (controller[(int)playerIndex].IsConnected)
{
Vibration vib = new Vibration();
vib.LeftMotorSpeed = left;
vib.RightMotorSpeed = right;
controller[(int)playerIndex].SetVibration(vib);
return true;
}
return false;
}
}
}