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Implemented new GamePad interface (WIP)
This commit is contained in:
parent
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commit
2bf024a912
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@ -30,17 +30,39 @@ using System;
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namespace OpenTK.Input
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{
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/// <summary>
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/// Provides access to GamePad devices. Note: this API is not implemented yet.
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/// Provides access to GamePad devices.
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/// </summary>
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public class GamePad
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{
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#region Constructors
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internal const int MaxAxisCount = 10;
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internal const int MaxButtonCount = 16; // if this grows over 32 then GamePadState.buttons must be modified
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internal const int MaxDPadCount = 2;
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static GamePad()
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static readonly IGamePadDriver driver =
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Platform.Factory.Default.CreateGamePadDriver();
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/// <summary>
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/// Retrieves a <c>GamePadCapabilities</c> structure describing the
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/// capabilities of a gamepad device.
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/// </summary>
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/// <param name="index">The zero-based index of a gamepad device.</param>
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/// <returns>A <c>GamePadCapabilities</c> structure describing the capabilities of the gamepad device.</returns>
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public static GamePadCapabilities GetCapabilities(int index)
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{
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throw new NotImplementedException();
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if (index < 0)
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throw new IndexOutOfRangeException();
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return driver.GetCapabilities(index);
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}
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#endregion
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/// <summary>
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/// Retrieves the <c>GamePadState</c> for the specified gamepad device.
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/// </summary>
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/// <param name="index">The zero-based index of a gamepad device.</param>
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/// <returns>A <c>GamePadState</c> structure describing the state of the gamepad device.</returns>
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public static GamePadState GetState(int index)
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{
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return driver.GetState(index);
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}
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}
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}
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@ -25,11 +25,11 @@
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// THE SOFTWARE.
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using System;
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namespace OpenTK
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namespace OpenTK.Input
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{
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public enum GamePadAxis
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{
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/// <summary>The first axis of the gamepad.</summary>
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{
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/// <summary>The first axis of the gamepad.</summary>
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Axis0 = 0,
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/// <summary>The second axis of the gamepad.</summary>
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Axis1,
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@ -49,8 +49,6 @@ namespace OpenTK
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Axis8,
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/// <summary>The tenth axis of the gamepad.</summary>
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Axis9,
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/// <summary>The last axis of the gamepad.</summary>
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LastAxis
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}
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}
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67
Source/OpenTK/Input/GamePadCapabilities.cs
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67
Source/OpenTK/Input/GamePadCapabilities.cs
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@ -0,0 +1,67 @@
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// #region License
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//
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// GamePadCapabilities.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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public struct GamePadCapabilities
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{
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byte axis_count;
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byte button_count;
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byte dpad_count;
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byte trackball_count;
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public int AxisCount
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{
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get { return axis_count; }
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internal set { axis_count = (byte)value; }
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}
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public int ButtonCount
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{
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get { return button_count; }
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internal set { button_count = (byte)value; }
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}
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public int DPadCount
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{
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get { return dpad_count; }
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internal set { dpad_count = (byte)value; }
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}
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public int TrackballCount
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{
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get { return trackball_count; }
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internal set { trackball_count = (byte)value; }
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}
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}
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}
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90
Source/OpenTK/Input/GamePadDPad.cs
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90
Source/OpenTK/Input/GamePadDPad.cs
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@ -0,0 +1,90 @@
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// #region License
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//
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// GamePadDPad.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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public struct GamePadDPad
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{
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[Flags]
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enum DPadButtons : byte
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{
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Up = Buttons.DPadUp,
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Down = Buttons.DPadDown,
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Left = Buttons.DPadLeft,
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Right = Buttons.DPadRight
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}
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DPadButtons buttons;
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internal GamePadDPad(Buttons state)
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{
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// DPad butons are stored in the lower 4bits
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// of the Buttons enumeration.
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buttons = (DPadButtons)((int)state & 0x0f);
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}
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public bool IsUp
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{
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get { return (buttons & DPadButtons.Up) != 0; }
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internal set { SetButton(DPadButtons.Up, value); }
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}
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public bool IsDown
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{
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get { return (buttons & DPadButtons.Down) != 0; }
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internal set { SetButton(DPadButtons.Down, value); }
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}
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public bool IsLeft
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{
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get { return (buttons & DPadButtons.Left) != 0; }
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internal set { SetButton(DPadButtons.Left, value); }
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}
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public bool IsRight
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{
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get { return (buttons & DPadButtons.Right) != 0; }
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internal set { SetButton(DPadButtons.Right, value); }
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}
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void SetButton(DPadButtons button, bool value)
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{
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if (value)
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{
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buttons |= button;
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}
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else
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{
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buttons &= ~button;
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}
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}
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}
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}
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@ -34,6 +34,105 @@ namespace OpenTK.Input
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/// </summary>
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public struct GamePadState /*: IEquatable<GamePadState>*/
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{
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const float RangeMultiplier = 1.0f / (short.MaxValue + 1);
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Buttons buttons;
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unsafe fixed short axes[GamePad.MaxAxisCount];
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bool is_connected;
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#region Public Members
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public float GetAxis(GamePadAxis axis)
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{
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throw new NotImplementedException();
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}
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public GamePadButtons Buttons
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{
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get { return new GamePadButtons(buttons); }
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}
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public GamePadDPad DPad
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{
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get { return new GamePadDPad(buttons); }
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}
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public bool IsConnected
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{
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get { return is_connected; }
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}
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#endregion
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#region Internal Members
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internal void SetAxis(GamePadAxis axis, short value)
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{
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if (IsAxisValid(axis))
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{
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int index = (int)axis;
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unsafe
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{
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fixed (short *paxes = axes)
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{
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*(paxes + index) = value;
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}
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}
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}
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else
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{
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throw new ArgumentOutOfRangeException("axis");
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}
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}
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internal void SetButton(Buttons button, bool pressed)
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{
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if (IsButtonValid(button))
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{
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int index = (int)button;
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Buttons mask = (Buttons)(1 << index);
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if (pressed)
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{
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buttons |= mask;
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}
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else
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{
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buttons &= ~mask;
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}
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}
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else
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{
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throw new ArgumentOutOfRangeException("button");
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}
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}
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internal void SetConnected(bool connected)
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{
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is_connected = connected;
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}
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#endregion
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#region Private Members
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bool IsAxisValid(GamePadAxis axis)
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{
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int index = (int)axis;
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return index >= 0 && index < GamePad.MaxAxisCount;
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}
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bool IsButtonValid(Buttons button)
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{
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int index = (int)button;
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return index >= 0 && index < GamePad.MaxButtonCount;
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}
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bool IsDPadValid(int index)
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{
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return index >= 0 && index < GamePad.MaxDPadCount;
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}
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#endregion
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}
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}
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@ -738,7 +738,6 @@
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</EmbeddedResource>
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<Compile Include="Platform\MacOS\HIDInput.cs" />
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<Compile Include="IntPtrEqualityComparer.cs" />
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<Compile Include="Input\GamePadButton.cs" />
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<Compile Include="Input\GamePadAxis.cs" />
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<Compile Include="Platform\SDL2\Sdl2DisplayDeviceDriver.cs" />
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<Compile Include="Platform\SDL2\Sdl2Factory.cs" />
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<Compile Include="SlotAttribute.cs" />
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<Compile Include="RewrittenAttribute.cs" />
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<Compile Include="Graphics\OpenGL\GLObsolete.cs" />
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<Compile Include="Input\GamePadCapabilities.cs" />
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<Compile Include="Input\GamePadDPad.cs" />
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<Compile Include="Input\GamePadButtons.cs" />
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<Compile Include="Input\Buttons.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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