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[Input] Added xml documentation for GamePadCapabilities
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@ -31,7 +31,9 @@ using System;
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namespace OpenTK.Input
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{
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/// <summary>
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/// Describes the capabilities of a <c>GamePad</c> input device.
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/// </summary>
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public struct GamePadCapabilities : IEquatable<GamePadCapabilities>
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{
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Buttons buttons;
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@ -54,146 +56,285 @@ namespace OpenTK.Input
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#region Public Members
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/// <summary>
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/// Gets a <see cref="GamePadType"/> value describing the type of a <see cref="GamePad"/> input device.
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/// This value depends on the connected device and the drivers in use. If <c>IsConnected</c>
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/// is false, then this value will be <c>GamePadType.Unknown</c>.
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/// </summary>
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/// <value>The <c>GamePadType</c> of the connected input device.</value>
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public GamePadType GamePadType
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{
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get { return (GamePadType)gamepad_type; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// an up digital pad button.
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/// </summary>
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/// <value><c>true</c> if this instance has an up digital pad button; otherwise, <c>false</c>.</value>
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public bool HasDPadUpButton
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{
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get { return (buttons & Buttons.DPadUp) != 0; }
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}
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public bool HasDPadLeftButton
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{
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get { return (buttons & Buttons.DPadLeft) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a down digital pad button.
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/// </summary>
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/// <value><c>true</c> if this instance has a down digital pad button; otherwise, <c>false</c>.</value>
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public bool HasDPadDownButton
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{
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get { return (buttons & Buttons.DPadDown) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a left digital pad button.
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/// </summary>
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/// <value><c>true</c> if this instance has a left digital pad button; otherwise, <c>false</c>.</value>
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public bool HasDPadLeftButton
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{
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get { return (buttons & Buttons.DPadLeft) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a right digital pad button.
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/// </summary>
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/// <value><c>true</c> if this instance has a right digital pad button; otherwise, <c>false</c>.</value>
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public bool HasDPadRightButton
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{
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get { return (buttons & Buttons.DPadRight) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// an A button.
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/// </summary>
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/// <value><c>true</c> if this instance has an A button; otherwise, <c>false</c>.</value>
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public bool HasAButton
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{
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get { return (buttons & Buttons.A) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a B button.
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/// </summary>
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/// <value><c>true</c> if this instance has a B button; otherwise, <c>false</c>.</value>
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public bool HasBButton
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{
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get { return (buttons & Buttons.B) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a X button.
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/// </summary>
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/// <value><c>true</c> if this instance has a X button; otherwise, <c>false</c>.</value>
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public bool HasXButton
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{
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get { return (buttons & Buttons.X) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a Y button.
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/// </summary>
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/// <value><c>true</c> if this instance has a Y button; otherwise, <c>false</c>.</value>
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public bool HasYButton
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{
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get { return (buttons & Buttons.Y) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a left stick button.
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/// </summary>
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/// <value><c>true</c> if this instance has a left stick button; otherwise, <c>false</c>.</value>
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public bool HasLeftStickButton
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{
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get { return (buttons & Buttons.LeftStick) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a right stick button.
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/// </summary>
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/// <value><c>true</c> if this instance has a right stick button; otherwise, <c>false</c>.</value>
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public bool HasRightStickButton
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{
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get { return (buttons & Buttons.RightStick) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a left shoulder button.
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/// </summary>
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/// <value><c>true</c> if this instance has a left shoulder button; otherwise, <c>false</c>.</value>
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public bool HasLeftShoulderButton
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{
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get { return (buttons & Buttons.LeftShoulder) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a right shoulder button.
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/// </summary>
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/// <value><c>true</c> if this instance has a right shoulder button; otherwise, <c>false</c>.</value>
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public bool HasRightShoulderButton
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{
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get { return (buttons & Buttons.RightShoulder) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a back button.
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/// </summary>
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/// <value><c>true</c> if this instance has a back button; otherwise, <c>false</c>.</value>
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public bool HasBackButton
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{
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get { return (buttons & Buttons.Back) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a big button. (also known as "guide" or "home" button).
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/// </summary>
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/// <value><c>true</c> if this instance has a big button; otherwise, <c>false</c>.</value>
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public bool HasBigButton
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{
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get { return (buttons & Buttons.BigButton) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a start button.
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/// </summary>
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/// <value><c>true</c> if this instance has a start button; otherwise, <c>false</c>.</value>
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public bool HasStartButton
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{
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get { return (buttons & Buttons.Start) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a left thumbstick with a x-axis.
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/// </summary>
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/// <value><c>true</c> if this instance has a left thumbstick with a x-axis; otherwise, <c>false</c>.</value>
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public bool HasLeftXThumbStick
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{
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get { return (axes & GamePadAxes.LeftX) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a left thumbstick with a y-axis.
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/// </summary>
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/// <value><c>true</c> if this instance has a left thumbstick with a y-axis; otherwise, <c>false</c>.</value>
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public bool HasLeftYThumbStick
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{
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get { return (axes & GamePadAxes.LeftY) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a right thumbstick with a x-axis.
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/// </summary>
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/// <value><c>true</c> if this instance has a right thumbstick with a x-axis; otherwise, <c>false</c>.</value>
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public bool HasRightXThumbStick
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{
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get { return (axes & GamePadAxes.RightX) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a right thumbstick with a y-axis.
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/// </summary>
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/// <value><c>true</c> if this instance has a right thumbstick with a y-axis; otherwise, <c>false</c>.</value>
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public bool HasRightYThumbStick
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{
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get { return (axes & GamePadAxes.RightY) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a left trigger.
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/// </summary>
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/// <value><c>true</c> if this instance has a left trigger; otherwise, <c>false</c>.</value>
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public bool HasLeftTrigger
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{
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get { return (axes & GamePadAxes.LeftTrigger) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a right trigger.
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/// </summary>
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/// <value><c>true</c> if this instance has a right trigger; otherwise, <c>false</c>.</value>
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public bool HasRightTrigger
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{
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get { return (axes & GamePadAxes.RightTrigger) != 0; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a low-frequency vibration motor.
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/// </summary>
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/// <value><c>true</c> if this instance has a low-frequency vibration motor; otherwise, <c>false</c>.</value>
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public bool HasLeftVibrationMotor
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{
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get { return false; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a high-frequency vibration motor.
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/// </summary>
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/// <value><c>true</c> if this instance has a high frequency vibration motor; otherwise, <c>false</c>.</value>
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public bool HasRightVibrationMotor
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{
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get { return false; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
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/// a microphone input.
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/// </summary>
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/// <value><c>true</c> if this instance has a microphone input; otherwise, <c>false</c>.</value>
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public bool HasVoiceSupport
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{
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get { return false; }
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}
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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> is
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/// currently connected.
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/// </summary>
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/// <value><c>true</c> if this instance is currently connected; otherwise, <c>false</c>.</value>
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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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/// <param name="left">A <see cref="GamePadCapabilities"/> structure to test for equality.</param>
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/// <param name="right">A <see cref="GamePadCapabilities"/> structure to test for equality.</param>
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public static bool operator ==(GamePadCapabilities left, GamePadCapabilities 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="GamePadCapabilities"/> structure to test for inequality.</param>
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/// <param name="right">A <see cref="GamePadCapabilities"/> structure to test for inequality.</param>
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public static bool operator !=(GamePadCapabilities left, GamePadCapabilities right)
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{
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return !left.Equals(right);
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}
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/// <summary>
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/// Returns a <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadCapabilities"/>.
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/// </summary>
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/// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadCapabilities"/>.</returns>
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public override string ToString()
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{
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return String.Format(
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@ -204,6 +345,11 @@ namespace OpenTK.Input
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IsConnected);
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}
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/// <summary>
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/// Serves as a hash function for a <see cref="OpenTK.Input.GamePadCapabilities"/> 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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@ -212,6 +358,12 @@ namespace OpenTK.Input
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gamepad_type.GetHashCode();
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}
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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.GamePadCapabilities"/>.
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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.GamePadCapabilities"/>.</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.GamePadCapabilities"/>; 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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@ -223,6 +375,12 @@ namespace OpenTK.Input
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#region IEquatable<GamePadCapabilities> Members
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/// <summary>
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/// Determines whether the specified <see cref="OpenTK.Input.GamePadCapabilities"/> is equal to the current <see cref="OpenTK.Input.GamePadCapabilities"/>.
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/// </summary>
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/// <param name="other">The <see cref="OpenTK.Input.GamePadCapabilities"/> to compare with the current <see cref="OpenTK.Input.GamePadCapabilities"/>.</param>
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/// <returns><c>true</c> if the specified <see cref="OpenTK.Input.GamePadCapabilities"/> is equal to the current
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/// <see cref="OpenTK.Input.GamePadCapabilities"/>; otherwise, <c>false</c>.</returns>
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public bool Equals(GamePadCapabilities other)
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{
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return
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