2013-12-23 19:30:58 +00:00
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// #region License
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//
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// GamePadTriggers.cs
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//
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// Author:
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// Stefanos A. <stapostol@gmail.com>
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//
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// Copyright (c) 2006-2013 Stefanos Apostolopoulos
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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// #endregion
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using System;
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namespace OpenTK.Input
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{
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2014-01-03 00:58:16 +00:00
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/// <summary>
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/// Describes the state of a <see cref="GamePad"/> trigger buttons.
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/// </summary>
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2013-12-23 19:30:58 +00:00
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public struct GamePadTriggers : IEquatable<GamePadTriggers>
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{
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2014-01-25 16:05:06 +00:00
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const float ConversionFactor = 1.0f / byte.MaxValue;
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byte left;
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byte right;
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2014-01-25 16:05:06 +00:00
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internal GamePadTriggers(byte left, byte right)
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{
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this.left = left;
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this.right = right;
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}
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#region Public Members
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/// <summary>
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/// Gets the offset of the left trigger button, between 0.0 and 1.0.
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/// </summary>
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2013-12-23 19:30:58 +00:00
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public float Left
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{
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get { return left * ConversionFactor; }
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}
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2014-01-03 00:58:16 +00:00
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/// <summary>
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/// Gets the offset of the left trigger button, between 0.0 and 1.0.
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/// </summary>
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public float Right
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{
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get { return right * ConversionFactor; }
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}
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/// <param name="left">A <see cref="GamePadTriggers"/> instance to test for equality.</param>
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/// <param name="right">A <see cref="GamePadTriggers"/> instance to test for equality.</param>
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public static bool operator ==(GamePadTriggers left, GamePadTriggers right)
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{
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return left.Equals(right);
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}
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/// <param name="left">A <see cref="GamePadTriggers"/> instance to test for equality.</param>
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/// <param name="right">A <see cref="GamePadTriggers"/> instance to test for equality.</param>
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public static bool operator !=(GamePadTriggers left, GamePadTriggers right)
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{
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return !left.Equals(right);
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}
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2014-01-03 00:58:16 +00:00
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/// <summary>
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/// Returns a <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadTriggers"/>.
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/// </summary>
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/// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadTriggers"/>.</returns>
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public override string ToString()
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{
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return String.Format(
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2014-09-02 22:10:21 +00:00
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"({0:f2}; {1:f2})",
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Left, Right);
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}
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2014-01-03 00:58:16 +00:00
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/// <summary>
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/// Serves as a hash function for a <see cref="OpenTK.Input.GamePadTriggers"/> object.
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/// </summary>
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/// <returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
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/// hash table.</returns>
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public override int GetHashCode()
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{
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return
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left.GetHashCode() ^ right.GetHashCode();
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}
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2014-01-03 00:58:16 +00:00
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/// <summary>
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/// Determines whether the specified <see cref="System.Object"/> is equal to the current <see cref="OpenTK.Input.GamePadTriggers"/>.
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/// </summary>
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/// <param name="obj">The <see cref="System.Object"/> to compare with the current <see cref="OpenTK.Input.GamePadTriggers"/>.</param>
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/// <returns><c>true</c> if the specified <see cref="System.Object"/> is equal to the current
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/// <see cref="OpenTK.Input.GamePadTriggers"/>; otherwise, <c>false</c>.</returns>
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public override bool Equals(object obj)
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{
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return
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obj is GamePadTriggers &&
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Equals((GamePadTriggers)obj);
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}
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#endregion
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#region IEquatable<GamePadTriggers> Members
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2014-01-03 00:58:16 +00:00
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/// <summary>
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/// Determines whether the specified <see cref="OpenTK.Input.GamePadTriggers"/> is equal to the current <see cref="OpenTK.Input.GamePadTriggers"/>.
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/// </summary>
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/// <param name="other">The <see cref="OpenTK.Input.GamePadTriggers"/> to compare with the current <see cref="OpenTK.Input.GamePadTriggers"/>.</param>
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/// <returns><c>true</c> if the specified <see cref="OpenTK.Input.GamePadTriggers"/> is equal to the current
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/// <see cref="OpenTK.Input.GamePadTriggers"/>; otherwise, <c>false</c>.</returns>
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public bool Equals(GamePadTriggers other)
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{
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return
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left == other.left &&
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right == other.right;
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}
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#endregion
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}
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}
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