97 lines
5.3 KiB
C#

#region Using Statements
using System;
using ANX.Framework.Input;
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.InputSystem.Windows.XInput
{
internal class FormatConverter
{
public static KeyboardState Translate(SharpDX.DirectInput.KeyboardState keyboardState)
{
int keyCount = keyboardState.PressedKeys.Count;
Keys[] keys = new Keys[keyCount];
for (int i = 0; i < keyCount; i++)
{
keys[i] = (ANX.Framework.Input.Keys)((int)keyboardState.PressedKeys[i]);
}
KeyboardState ks = new KeyboardState(keys);
return ks;
}
public static Buttons Translate(SharpDX.XInput.GamepadButtonFlags buttons)
{
Buttons tb = 0;
tb |= (buttons & GamepadButtonFlags.A) == GamepadButtonFlags.A ? Buttons.A : 0;
tb |= (buttons & GamepadButtonFlags.B) == GamepadButtonFlags.B ? Buttons.B : 0;
tb |= (buttons & GamepadButtonFlags.Back) == GamepadButtonFlags.Back ? Buttons.Back : 0;
tb |= (buttons & GamepadButtonFlags.DPadDown) == GamepadButtonFlags.DPadDown ? Buttons.DPadDown : 0;
tb |= (buttons & GamepadButtonFlags.DPadLeft) == GamepadButtonFlags.DPadLeft ? Buttons.DPadLeft : 0;
tb |= (buttons & GamepadButtonFlags.DPadRight) == GamepadButtonFlags.DPadRight ? Buttons.DPadRight : 0;
tb |= (buttons & GamepadButtonFlags.DPadUp) == GamepadButtonFlags.DPadUp ? Buttons.DPadUp : 0;
tb |= (buttons & GamepadButtonFlags.LeftShoulder) == GamepadButtonFlags.LeftShoulder ? Buttons.LeftShoulder : 0;
tb |= (buttons & GamepadButtonFlags.LeftThumb) == GamepadButtonFlags.LeftThumb ? Buttons.LeftTrigger : 0;
tb |= (buttons & GamepadButtonFlags.RightShoulder) == GamepadButtonFlags.RightShoulder ? Buttons.RightShoulder : 0;
tb |= (buttons & GamepadButtonFlags.RightThumb) == GamepadButtonFlags.RightThumb ? Buttons.RightTrigger : 0;
tb |= (buttons & GamepadButtonFlags.Start) == GamepadButtonFlags.Start ? Buttons.Start : 0;
tb |= (buttons & GamepadButtonFlags.X) == GamepadButtonFlags.X ? Buttons.X : 0;
tb |= (buttons & GamepadButtonFlags.Y) == GamepadButtonFlags.Y ? Buttons.Y : 0;
return tb;
}
}
}