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Implemented GamePadButtons
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213
Source/OpenTK/Input/Buttons.cs
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213
Source/OpenTK/Input/Buttons.cs
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//
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// GamePadButton.cs
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//
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// Author:
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// robert <${AuthorEmail}>
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//
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// Copyright (c) 2012 robert
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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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using System;
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namespace OpenTK.Input
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{
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public enum Buttons
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{
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/// <summary>
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/// DPad up direction button
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/// </summary>
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DPadUp = 1 << 0,
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/// <summary>
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/// DPad down direction button
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/// </summary>
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DPadDown = 1 << 1,
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/// <summary>
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/// DPad left direction button
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/// </summary>
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DPadLeft = 1 << 2,
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/// <summary>
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/// DPad right direction button
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/// </summary>
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DPadRight = 1 << 3,
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/// <summary>
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/// Start button
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/// </summary>
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Start = 1 << 4,
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/// <summary>
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/// Back button
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/// </summary>
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Back = 1 << 5,
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/// <summary>
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/// Left stick button
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/// </summary>
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LeftStick = 1 << 6,
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/// <summary>
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/// Right stick button
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/// </summary>
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RightStick = 1 << 7,
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/// <summary>
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/// Left shoulder button
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/// </summary>
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LeftShoulder = 1 << 8,
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/// <summary>
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/// Right shoulder button
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/// </summary>
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RightShoulder = 1 << 9,
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/// <summary>
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/// Home button
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/// </summary>
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Home = 1 << 11,
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/// <summary>
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/// Home button
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/// </summary>
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BigButton = Home,
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/// <summary>
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/// A button
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/// </summary>
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A = 1 << 12,
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/// <summary>
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/// B button
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/// </summary>
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B = 1 << 13,
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/// <summary>
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/// X button
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/// </summary>
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X = 1 << 14,
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/// <summary>
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/// Y button
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/// </summary>
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Y = 1 << 15,
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/// <summary>
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/// Left thumbstick left direction button
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/// </summary>
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LeftThumbstickLeft = 1 << 21,
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/// <summary>
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/// Right trigger button
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/// </summary>
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RightTrigger = 1 << 22,
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/// <summary>
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/// Left trigger button
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/// </summary>
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LeftTrigger = 1 << 23,
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/// <summary>
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/// Right thumbstick up direction button
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/// </summary>
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RightThumbstickUp = 1 << 24,
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/// <summary>
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/// Right thumbstick down direction button
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/// </summary>
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RightThumbstickDown = 1 << 25,
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/// <summary>
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/// Right stick right direction button
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/// </summary>
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RightThumbstickRight = 1 << 26,
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/// <summary>
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/// Right stick left direction button
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/// </summary>
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RightThumbstickLeft = 1 << 27,
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/// <summary>
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/// Left stick up direction button
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/// </summary>
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LeftThumbstickUp = 1 << 28,
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/// <summary>
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/// Left stick down direction button
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/// </summary>
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LeftThumbstickDown = 1 << 29,
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/// <summary>
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/// Left stick right direction button
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/// </summary>
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LeftThumbstickRight = 1 << 30,
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/// <summary>The first button of the gamepad.</summary>
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Button0 = A,
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/// <summary>The second button of the gamepad.</summary>
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Button1 = B,
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/// <summary>The third button of the gamepad.</summary>
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Button2 = X,
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/// <summary>The fourth button of the gamepad.</summary>
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Button3 = Y,
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/// <summary>The fifth button of the gamepad.</summary>
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Button4 = Start,
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/// <summary>The sixth button of the gamepad.</summary>
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Button5 = Back,
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/// <summary>The seventh button of the gamepad.</summary>
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Button6 = LeftStick,
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/// <summary>The eighth button of the gamepad.</summary>
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Button7 = RightStick,
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/// <summary>The ninth button of the gamepad.</summary>
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Button8 = LeftShoulder,
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/// <summary>The tenth button of the gamepad.</summary>
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Button9 = RightShoulder,
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/// <summary>The eleventh button of the gamepad.</summary>
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Button10 = Home,
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/// <summary>The twelfth button of the gamepad.</summary>
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Button11 = DPadUp,
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/// <summary>The thirteenth button of the gamepad.</summary>
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Button12 = DPadDown,
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/// <summary>The fourteenth button of the gamepad.</summary>
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Button13 = DPadLeft,
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/// <summary>The fifteenth button of the gamepad.</summary>
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Button14 = DPadRight,
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/// <summary>The sixteenth button of the gamepad.</summary>
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Button15 = LeftTrigger,
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/// <summary>The seventeenth button of the gamepad.</summary>
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Button16 = RightTrigger,
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/// <summary>The eighteenth button of the gamepad.</summary>
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Button17 = LeftThumbstickUp,
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/// <summary>The nineteenth button of the gamepad.</summary>
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Button18 = LeftThumbstickDown,
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/// <summary>The twentieth button of the gamepad.</summary>
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Button19 = LeftThumbstickLeft,
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/// <summary>The twentieth-one button of the gamepad.</summary>
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Button20 = LeftThumbstickRight,
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/// <summary>The twentieth-one button of the gamepad.</summary>
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Button21 = RightThumbstickUp,
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/// <summary>The twentieth-one button of the gamepad.</summary>
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Button22 = RightThumbstickDown,
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/// <summary>The twentieth-one button of the gamepad.</summary>
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Button23 = RightThumbstickLeft,
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/// <summary>The twentieth-one button of the gamepad.</summary>
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Button24 = RightThumbstickRight,
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}
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}
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//
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// GamePadButton.cs
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//
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// Author:
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// robert <${AuthorEmail}>
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//
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// Copyright (c) 2012 robert
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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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using System;
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namespace OpenTK
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{
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public enum GamePadButton
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{
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/// <summary>The first button of the gamepad.</summary>
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Button0 = 0,
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/// <summary>The second button of the gamepad.</summary>
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Button1,
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/// <summary>The third button of the gamepad.</summary>
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Button2,
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/// <summary>The fourth button of the gamepad.</summary>
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Button3,
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/// <summary>The fifth button of the gamepad.</summary>
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Button4,
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/// <summary>The sixth button of the gamepad.</summary>
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Button5,
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/// <summary>The seventh button of the gamepad.</summary>
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Button6,
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/// <summary>The eighth button of the gamepad.</summary>
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Button7,
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/// <summary>The ninth button of the gamepad.</summary>
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Button8,
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/// <summary>The tenth button of the gamepad.</summary>
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Button9,
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/// <summary>The eleventh button of the gamepad.</summary>
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Button10,
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/// <summary>The twelfth button of the gamepad.</summary>
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Button11,
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/// <summary>The thirteenth button of the gamepad.</summary>
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Button12,
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/// <summary>The fourteenth button of the gamepad.</summary>
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Button13,
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/// <summary>The fifteenth button of the gamepad.</summary>
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Button14,
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/// <summary>The sixteenth button of the gamepad.</summary>
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Button15,
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/// <summary>The last button of the gamepad.</summary>
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LastButton
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}
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}
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131
Source/OpenTK/Input/GamePadButtons.cs
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131
Source/OpenTK/Input/GamePadButtons.cs
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// #region License
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//
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// GamePadButtons.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 GamePadButtons : IEquatable<GamePadButtons>
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{
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Buttons buttons;
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public GamePadButtons(Buttons state)
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{
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buttons = state;
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}
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#region Public Members
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public ButtonState A
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{
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get { return GetButton(Buttons.A); }
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}
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public ButtonState B
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{
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get { return GetButton(Buttons.B); }
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}
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public ButtonState X
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{
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get { return GetButton(Buttons.X); }
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}
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public ButtonState Y
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{
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get { return GetButton(Buttons.Y); }
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}
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public ButtonState Back
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{
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get { return GetButton(Buttons.Back); }
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}
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public ButtonState BigButton
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{
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get { return GetButton(Buttons.BigButton); }
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}
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public ButtonState LeftShoulder
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{
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get { return GetButton(Buttons.LeftShoulder); }
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}
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public ButtonState LeftStick
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{
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get { return GetButton(Buttons.LeftStick); }
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}
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public ButtonState RightShoulder
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{
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get { return GetButton(Buttons.RightShoulder); }
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}
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public ButtonState RightStick
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{
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get { return GetButton(Buttons.RightStick); }
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}
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public ButtonState Start
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{
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get { return GetButton(Buttons.Start); }
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}
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public static bool operator ==(GamePadButtons left, GamePadButtons right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(GamePadButtons left, GamePadButtons right)
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{
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return !left.Equals(right);
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}
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#endregion
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#region IEquatable Members
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public bool Equals(GamePadButtons other)
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{
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return buttons == other.buttons;
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}
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#endregion
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#region Private Members
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ButtonState GetButton(Buttons b)
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{
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return (buttons & b) != 0 ? ButtonState.Pressed : ButtonState.Released;
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}
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#endregion
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}
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}
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