Implemented GamePadButtons

This commit is contained in:
thefiddler 2013-12-19 16:27:57 +01:00
parent a4d7d79b95
commit 9374b6b41b
3 changed files with 344 additions and 68 deletions

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//
// GamePadButton.cs
//
// Author:
// robert <${AuthorEmail}>
//
// Copyright (c) 2012 robert
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
namespace OpenTK.Input
{
public enum Buttons
{
/// <summary>
/// DPad up direction button
/// </summary>
DPadUp = 1 << 0,
/// <summary>
/// DPad down direction button
/// </summary>
DPadDown = 1 << 1,
/// <summary>
/// DPad left direction button
/// </summary>
DPadLeft = 1 << 2,
/// <summary>
/// DPad right direction button
/// </summary>
DPadRight = 1 << 3,
/// <summary>
/// Start button
/// </summary>
Start = 1 << 4,
/// <summary>
/// Back button
/// </summary>
Back = 1 << 5,
/// <summary>
/// Left stick button
/// </summary>
LeftStick = 1 << 6,
/// <summary>
/// Right stick button
/// </summary>
RightStick = 1 << 7,
/// <summary>
/// Left shoulder button
/// </summary>
LeftShoulder = 1 << 8,
/// <summary>
/// Right shoulder button
/// </summary>
RightShoulder = 1 << 9,
/// <summary>
/// Home button
/// </summary>
Home = 1 << 11,
/// <summary>
/// Home button
/// </summary>
BigButton = Home,
/// <summary>
/// A button
/// </summary>
A = 1 << 12,
/// <summary>
/// B button
/// </summary>
B = 1 << 13,
/// <summary>
/// X button
/// </summary>
X = 1 << 14,
/// <summary>
/// Y button
/// </summary>
Y = 1 << 15,
/// <summary>
/// Left thumbstick left direction button
/// </summary>
LeftThumbstickLeft = 1 << 21,
/// <summary>
/// Right trigger button
/// </summary>
RightTrigger = 1 << 22,
/// <summary>
/// Left trigger button
/// </summary>
LeftTrigger = 1 << 23,
/// <summary>
/// Right thumbstick up direction button
/// </summary>
RightThumbstickUp = 1 << 24,
/// <summary>
/// Right thumbstick down direction button
/// </summary>
RightThumbstickDown = 1 << 25,
/// <summary>
/// Right stick right direction button
/// </summary>
RightThumbstickRight = 1 << 26,
/// <summary>
/// Right stick left direction button
/// </summary>
RightThumbstickLeft = 1 << 27,
/// <summary>
/// Left stick up direction button
/// </summary>
LeftThumbstickUp = 1 << 28,
/// <summary>
/// Left stick down direction button
/// </summary>
LeftThumbstickDown = 1 << 29,
/// <summary>
/// Left stick right direction button
/// </summary>
LeftThumbstickRight = 1 << 30,
/// <summary>The first button of the gamepad.</summary>
Button0 = A,
/// <summary>The second button of the gamepad.</summary>
Button1 = B,
/// <summary>The third button of the gamepad.</summary>
Button2 = X,
/// <summary>The fourth button of the gamepad.</summary>
Button3 = Y,
/// <summary>The fifth button of the gamepad.</summary>
Button4 = Start,
/// <summary>The sixth button of the gamepad.</summary>
Button5 = Back,
/// <summary>The seventh button of the gamepad.</summary>
Button6 = LeftStick,
/// <summary>The eighth button of the gamepad.</summary>
Button7 = RightStick,
/// <summary>The ninth button of the gamepad.</summary>
Button8 = LeftShoulder,
/// <summary>The tenth button of the gamepad.</summary>
Button9 = RightShoulder,
/// <summary>The eleventh button of the gamepad.</summary>
Button10 = Home,
/// <summary>The twelfth button of the gamepad.</summary>
Button11 = DPadUp,
/// <summary>The thirteenth button of the gamepad.</summary>
Button12 = DPadDown,
/// <summary>The fourteenth button of the gamepad.</summary>
Button13 = DPadLeft,
/// <summary>The fifteenth button of the gamepad.</summary>
Button14 = DPadRight,
/// <summary>The sixteenth button of the gamepad.</summary>
Button15 = LeftTrigger,
/// <summary>The seventeenth button of the gamepad.</summary>
Button16 = RightTrigger,
/// <summary>The eighteenth button of the gamepad.</summary>
Button17 = LeftThumbstickUp,
/// <summary>The nineteenth button of the gamepad.</summary>
Button18 = LeftThumbstickDown,
/// <summary>The twentieth button of the gamepad.</summary>
Button19 = LeftThumbstickLeft,
/// <summary>The twentieth-one button of the gamepad.</summary>
Button20 = LeftThumbstickRight,
/// <summary>The twentieth-one button of the gamepad.</summary>
Button21 = RightThumbstickUp,
/// <summary>The twentieth-one button of the gamepad.</summary>
Button22 = RightThumbstickDown,
/// <summary>The twentieth-one button of the gamepad.</summary>
Button23 = RightThumbstickLeft,
/// <summary>The twentieth-one button of the gamepad.</summary>
Button24 = RightThumbstickRight,
}
}

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//
// GamePadButton.cs
//
// Author:
// robert <${AuthorEmail}>
//
// Copyright (c) 2012 robert
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
namespace OpenTK
{
public enum GamePadButton
{
/// <summary>The first button of the gamepad.</summary>
Button0 = 0,
/// <summary>The second button of the gamepad.</summary>
Button1,
/// <summary>The third button of the gamepad.</summary>
Button2,
/// <summary>The fourth button of the gamepad.</summary>
Button3,
/// <summary>The fifth button of the gamepad.</summary>
Button4,
/// <summary>The sixth button of the gamepad.</summary>
Button5,
/// <summary>The seventh button of the gamepad.</summary>
Button6,
/// <summary>The eighth button of the gamepad.</summary>
Button7,
/// <summary>The ninth button of the gamepad.</summary>
Button8,
/// <summary>The tenth button of the gamepad.</summary>
Button9,
/// <summary>The eleventh button of the gamepad.</summary>
Button10,
/// <summary>The twelfth button of the gamepad.</summary>
Button11,
/// <summary>The thirteenth button of the gamepad.</summary>
Button12,
/// <summary>The fourteenth button of the gamepad.</summary>
Button13,
/// <summary>The fifteenth button of the gamepad.</summary>
Button14,
/// <summary>The sixteenth button of the gamepad.</summary>
Button15,
/// <summary>The last button of the gamepad.</summary>
LastButton
}
}

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// #region License
//
// GamePadButtons.cs
//
// Author:
// Stefanos A. <stapostol@gmail.com>
//
// Copyright (c) 2006-2013 Stefanos Apostolopoulos
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
// #endregion
using System;
namespace OpenTK.Input
{
public struct GamePadButtons : IEquatable<GamePadButtons>
{
Buttons buttons;
public GamePadButtons(Buttons state)
{
buttons = state;
}
#region Public Members
public ButtonState A
{
get { return GetButton(Buttons.A); }
}
public ButtonState B
{
get { return GetButton(Buttons.B); }
}
public ButtonState X
{
get { return GetButton(Buttons.X); }
}
public ButtonState Y
{
get { return GetButton(Buttons.Y); }
}
public ButtonState Back
{
get { return GetButton(Buttons.Back); }
}
public ButtonState BigButton
{
get { return GetButton(Buttons.BigButton); }
}
public ButtonState LeftShoulder
{
get { return GetButton(Buttons.LeftShoulder); }
}
public ButtonState LeftStick
{
get { return GetButton(Buttons.LeftStick); }
}
public ButtonState RightShoulder
{
get { return GetButton(Buttons.RightShoulder); }
}
public ButtonState RightStick
{
get { return GetButton(Buttons.RightStick); }
}
public ButtonState Start
{
get { return GetButton(Buttons.Start); }
}
public static bool operator ==(GamePadButtons left, GamePadButtons right)
{
return left.Equals(right);
}
public static bool operator !=(GamePadButtons left, GamePadButtons right)
{
return !left.Equals(right);
}
#endregion
#region IEquatable Members
public bool Equals(GamePadButtons other)
{
return buttons == other.buttons;
}
#endregion
#region Private Members
ButtonState GetButton(Buttons b)
{
return (buttons & b) != 0 ? ButtonState.Pressed : ButtonState.Released;
}
#endregion
}
}