- 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...
82 lines
2.1 KiB
C#
82 lines
2.1 KiB
C#
using ANX.Framework;
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using ANX.Framework.Input;
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using ANX.Framework.NonXNA;
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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.InputDevices.Test
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{
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public class GamePad : IGamePad
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{
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public GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
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{
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return new GamePadCapabilities();
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}
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public GamePadState GetState(PlayerIndex playerIndex, out bool isConnected,
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out int packetNumber)
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{
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GamePadState gamepad;
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switch (playerIndex)
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{
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case PlayerIndex.One:
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isConnected = true;
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packetNumber = 0;
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gamepad = new GamePadState(new Vector2(100, 100), new Vector2(100, 100),
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0.5f, 0.5f, Buttons.A, Buttons.B);
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break;
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case PlayerIndex.Two:
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isConnected = true;
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packetNumber = 0;
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gamepad = new GamePadState(new Vector2(200, 200), new Vector2(100, 100),
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0.5f, 0.5f, Buttons.A, Buttons.BigButton);
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break;
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case PlayerIndex.Three:
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isConnected = true;
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packetNumber = 0;
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gamepad = new GamePadState(new Vector2(100, 100), new Vector2(100, 100),
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0.5f, 0.5f, Buttons.A, Buttons.X);
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break;
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case PlayerIndex.Four:
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default:
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isConnected = false;
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packetNumber = 0;
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gamepad = new GamePadState();
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break;
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}
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return gamepad;
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}
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public GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode,
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out bool isConnected, out int packetNumber)
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{
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return this.GetState(playerIndex, out isConnected, out packetNumber);
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}
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public bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor)
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{
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switch (playerIndex)
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{
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case PlayerIndex.One:
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return (leftMotor == 0.5f && rightMotor == 0.5f);
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case PlayerIndex.Two:
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return (leftMotor == 0.7f && rightMotor == 0.5f);
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case PlayerIndex.Three:
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return (leftMotor == -0.5f && rightMotor == 0.7f);
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case PlayerIndex.Four:
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return (leftMotor == 0.5f && rightMotor == 0.5f);
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}
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return false;
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}
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}
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}
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