anx.framework/ANX.Framework/Input/GamePadButtons.cs
Glatzemann 9695acd2e3 implemented class stubs of Storage Namespace
fixed signature of KeyboardState
fixed signature of GamePadButtons and optimized a little bit (for frequently used properties it is now cheaper to check state)
fixed signature of GamePadDPad and made it the same style as GamePadButtons
fixed signature of GamePadTriggers
fixed signature of GamePadCapabilities
fixed signature of GamePadState
2011-11-11 12:50:46 +00:00

244 lines
8.8 KiB
C#

#region Using Statements
using System;
using System.IO;
using ANX.Framework.NonXNA;
#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
{
public struct GamePadButtons
{
#region Private Members
internal Buttons buttonValue;
internal ButtonState button_a;
internal ButtonState button_b;
internal ButtonState button_x;
internal ButtonState button_y;
internal ButtonState stick_left;
internal ButtonState stick_right;
internal ButtonState shoulder_left;
internal ButtonState shoulder_right;
internal ButtonState button_back;
internal ButtonState button_start;
internal ButtonState button_big;
#endregion // Private Members
public GamePadButtons(Buttons buttons)
{
this.button_a = GetButtonState(buttons, Buttons.A);
this.button_b = GetButtonState(buttons, Buttons.B);
this.button_x = GetButtonState(buttons, Buttons.X);
this.button_y = GetButtonState(buttons, Buttons.Y);
this.stick_left = GetButtonState(buttons, Buttons.LeftStick);
this.stick_right = GetButtonState(buttons, Buttons.RightStick);
this.shoulder_left = GetButtonState(buttons, Buttons.LeftShoulder);
this.shoulder_right = GetButtonState(buttons, Buttons.RightShoulder);
this.button_back = GetButtonState(buttons, Buttons.Back);
this.button_start = GetButtonState(buttons, Buttons.Start);
this.button_big = GetButtonState(buttons, Buttons.BigButton);
this.buttonValue = buttons;
}
public override bool Equals(object obj)
{
if (obj != null && obj.GetType() == typeof(GamePadButtons))
{
return this == (GamePadButtons)obj;
}
return false;
}
public static bool operator ==(GamePadButtons lhs, GamePadButtons rhs)
{
return lhs.buttonValue == rhs.buttonValue;
}
public static bool operator !=(GamePadButtons lhs, GamePadButtons rhs)
{
return lhs.buttonValue != rhs.buttonValue;
}
private static ButtonState GetButtonState(Buttons buttons, Buttons button)
{
return (buttons & button) == button ? ButtonState.Pressed : ButtonState.Released;
}
public ButtonState A
{
get
{
return this.button_a;
}
}
public ButtonState B
{
get
{
return this.button_b;
}
}
public ButtonState Back
{
get
{
return this.button_back;
}
}
public ButtonState BigButton
{
get
{
return this.button_big;
}
}
public ButtonState LeftShoulder
{
get
{
return this.shoulder_left;
}
}
public ButtonState LeftStick
{
get
{
return stick_left;
}
}
public ButtonState RightShoulder
{
get
{
return this.shoulder_right;
}
}
public ButtonState RightStick
{
get
{
return this.stick_right;
}
}
public ButtonState Start
{
get
{
return this.button_start;
}
}
public ButtonState X
{
get
{
return this.button_x;
}
}
public ButtonState Y
{
get
{
return this.button_y;
}
}
public override int GetHashCode()
{
return (int)this.buttonValue;
}
public override string ToString()
{
String buttons = String.Empty;
buttons += this.button_a == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "A" : "";
buttons += this.button_b == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "B" : "";
buttons += this.button_x == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "X" : "";
buttons += this.button_y == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Y" : "";
buttons += this.stick_left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftStick" : "";
buttons += this.stick_right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightStick" : "";
buttons += this.shoulder_left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "LeftShoulder" : "";
buttons += this.shoulder_right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "RightShoulder" : "";
buttons += this.button_start == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Start" : "";
buttons += this.button_back == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Back" : "";
buttons += this.button_big == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "BigButton" : "";
if (string.IsNullOrEmpty(buttons))
{
buttons = "None";
}
return String.Format("{{Buttons:{0}}}", buttons);
}
internal Buttons Buttons
{
get
{
return this.buttonValue;
}
}
}
}