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
167 lines
6.8 KiB
C#
167 lines
6.8 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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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Input
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{
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public struct GamePadState
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{
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#region Private Members
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private GamePadThumbSticks thumbSticks;
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private GamePadTriggers triggers;
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private GamePadButtons buttons;
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private GamePadDPad dPad;
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private Buttons buttonsValue;
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//private bool isConnected ;
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//private int packetNumber ;
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#endregion // Private Members
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public GamePadState(GamePadThumbSticks thumbSticks, GamePadTriggers triggers, GamePadButtons buttons, GamePadDPad dPad)
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{
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this.thumbSticks = thumbSticks;
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this.triggers = triggers;
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this.buttons = buttons;
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this.dPad = dPad;
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this.buttonsValue = this.buttons.Buttons | this.dPad.Buttons;
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}
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public GamePadState(Vector2 leftThumbStick, Vector2 rightThumbStick, float leftTrigger, float rightTrigger, params Buttons[] buttons)
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{
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this.thumbSticks = new GamePadThumbSticks(leftThumbStick, rightThumbStick);
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this.triggers = new GamePadTriggers(leftTrigger, rightTrigger);
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Buttons buttonField = 0;
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for (int i = 0; i < buttons.Length; i++)
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{
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buttonField |= buttons[i];
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}
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this.buttonsValue = buttonField;
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this.buttons = new GamePadButtons(this.buttonsValue);
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this.dPad = new GamePadDPad(this.buttonsValue);
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}
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//public GamePadState(int value, bool isConnected, int packetNumber, Vector2 thumbStickLeft, Vector2 thumbStickRight, float triggerLeft, float triggerRight)
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//{
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// this.buttonsValue = value;
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// //TODO: this.buttons = new GamePadButtons(value);
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// this.dPad = new GamePadDPad(value);
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// this.isConnected = isConnected;
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// this.packetNumber = packetNumber;
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// this.thumbSticks = new GamePadThumbSticks(thumbStickLeft, thumbStickRight);
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// this.triggers = new GamePadTriggers(triggerLeft, triggerRight);
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//}
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public override bool Equals(object obj)
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{
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if (obj != null && obj.GetType() == typeof(GamePadState))
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{
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return this == (GamePadState)obj;
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}
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return false;
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}
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public static bool operator ==(GamePadState lhs, GamePadState rhs)
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{
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return lhs.buttonsValue == rhs.buttonsValue;
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}
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public static bool operator !=(GamePadState lhs, GamePadState rhs)
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{
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return lhs.buttonsValue != rhs.buttonsValue;
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}
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public override int GetHashCode()
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{
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return (int)buttonsValue;
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}
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public override string ToString()
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{
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return String.Format("{{IsConnected:{0}}}", IsConnected);
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}
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public bool IsButtonDown(Buttons button) { return ((this.buttonsValue & button) == button); }
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public bool IsButtonUp(Buttons button) { return ((this.buttonsValue & button) != button); }
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public GamePadButtons Buttons { get { return this.buttons; } }
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public GamePadDPad DPad { get { return this.dPad; } }
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public bool IsConnected
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{
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get
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{
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throw new NotImplementedException();
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}
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}
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public int PacketNumber
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{
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get
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{
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throw new NotImplementedException();
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}
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}
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public GamePadThumbSticks ThumbSticks { get { return this.thumbSticks; } }
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public GamePadTriggers Triggers { get { return this.triggers; } }
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}
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}
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