#region License // // GamePadCapabilities.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 { /// <summary> /// Describes the capabilities of a <c>GamePad</c> input device. /// </summary> public struct GamePadCapabilities : IEquatable<GamePadCapabilities> { Buttons buttons; GamePadAxes axes; byte gamepad_type; bool is_connected; #region Constructors internal GamePadCapabilities(GamePadType type, GamePadAxes axes, Buttons buttons, bool is_connected) : this() { gamepad_type = (byte)type; this.axes = axes; this.buttons = buttons; this.is_connected = is_connected; } #endregion #region Public Members /// <summary> /// Gets a <see cref="GamePadType"/> value describing the type of a <see cref="GamePad"/> input device. /// This value depends on the connected device and the drivers in use. If <c>IsConnected</c> /// is false, then this value will be <c>GamePadType.Unknown</c>. /// </summary> /// <value>The <c>GamePadType</c> of the connected input device.</value> public GamePadType GamePadType { get { return (GamePadType)gamepad_type; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// an up digital pad button. /// </summary> /// <value><c>true</c> if this instance has an up digital pad button; otherwise, <c>false</c>.</value> public bool HasDPadUpButton { get { return (buttons & Buttons.DPadUp) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a down digital pad button. /// </summary> /// <value><c>true</c> if this instance has a down digital pad button; otherwise, <c>false</c>.</value> public bool HasDPadDownButton { get { return (buttons & Buttons.DPadDown) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a left digital pad button. /// </summary> /// <value><c>true</c> if this instance has a left digital pad button; otherwise, <c>false</c>.</value> public bool HasDPadLeftButton { get { return (buttons & Buttons.DPadLeft) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a right digital pad button. /// </summary> /// <value><c>true</c> if this instance has a right digital pad button; otherwise, <c>false</c>.</value> public bool HasDPadRightButton { get { return (buttons & Buttons.DPadRight) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// an A button. /// </summary> /// <value><c>true</c> if this instance has an A button; otherwise, <c>false</c>.</value> public bool HasAButton { get { return (buttons & Buttons.A) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a B button. /// </summary> /// <value><c>true</c> if this instance has a B button; otherwise, <c>false</c>.</value> public bool HasBButton { get { return (buttons & Buttons.B) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a X button. /// </summary> /// <value><c>true</c> if this instance has a X button; otherwise, <c>false</c>.</value> public bool HasXButton { get { return (buttons & Buttons.X) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a Y button. /// </summary> /// <value><c>true</c> if this instance has a Y button; otherwise, <c>false</c>.</value> public bool HasYButton { get { return (buttons & Buttons.Y) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a left stick button. /// </summary> /// <value><c>true</c> if this instance has a left stick button; otherwise, <c>false</c>.</value> public bool HasLeftStickButton { get { return (buttons & Buttons.LeftStick) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a right stick button. /// </summary> /// <value><c>true</c> if this instance has a right stick button; otherwise, <c>false</c>.</value> public bool HasRightStickButton { get { return (buttons & Buttons.RightStick) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a left shoulder button. /// </summary> /// <value><c>true</c> if this instance has a left shoulder button; otherwise, <c>false</c>.</value> public bool HasLeftShoulderButton { get { return (buttons & Buttons.LeftShoulder) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a right shoulder button. /// </summary> /// <value><c>true</c> if this instance has a right shoulder button; otherwise, <c>false</c>.</value> public bool HasRightShoulderButton { get { return (buttons & Buttons.RightShoulder) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a back button. /// </summary> /// <value><c>true</c> if this instance has a back button; otherwise, <c>false</c>.</value> public bool HasBackButton { get { return (buttons & Buttons.Back) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a big button. (also known as "guide" or "home" button). /// </summary> /// <value><c>true</c> if this instance has a big button; otherwise, <c>false</c>.</value> public bool HasBigButton { get { return (buttons & Buttons.BigButton) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a start button. /// </summary> /// <value><c>true</c> if this instance has a start button; otherwise, <c>false</c>.</value> public bool HasStartButton { get { return (buttons & Buttons.Start) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a left thumbstick with a x-axis. /// </summary> /// <value><c>true</c> if this instance has a left thumbstick with a x-axis; otherwise, <c>false</c>.</value> public bool HasLeftXThumbStick { get { return (axes & GamePadAxes.LeftX) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a left thumbstick with a y-axis. /// </summary> /// <value><c>true</c> if this instance has a left thumbstick with a y-axis; otherwise, <c>false</c>.</value> public bool HasLeftYThumbStick { get { return (axes & GamePadAxes.LeftY) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a right thumbstick with a x-axis. /// </summary> /// <value><c>true</c> if this instance has a right thumbstick with a x-axis; otherwise, <c>false</c>.</value> public bool HasRightXThumbStick { get { return (axes & GamePadAxes.RightX) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a right thumbstick with a y-axis. /// </summary> /// <value><c>true</c> if this instance has a right thumbstick with a y-axis; otherwise, <c>false</c>.</value> public bool HasRightYThumbStick { get { return (axes & GamePadAxes.RightY) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a left trigger. /// </summary> /// <value><c>true</c> if this instance has a left trigger; otherwise, <c>false</c>.</value> public bool HasLeftTrigger { get { return (axes & GamePadAxes.LeftTrigger) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a right trigger. /// </summary> /// <value><c>true</c> if this instance has a right trigger; otherwise, <c>false</c>.</value> public bool HasRightTrigger { get { return (axes & GamePadAxes.RightTrigger) != 0; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a low-frequency vibration motor. /// </summary> /// <value><c>true</c> if this instance has a low-frequency vibration motor; otherwise, <c>false</c>.</value> public bool HasLeftVibrationMotor { get { return false; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a high-frequency vibration motor. /// </summary> /// <value><c>true</c> if this instance has a high frequency vibration motor; otherwise, <c>false</c>.</value> public bool HasRightVibrationMotor { get { return false; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has /// a microphone input. /// </summary> /// <value><c>true</c> if this instance has a microphone input; otherwise, <c>false</c>.</value> public bool HasVoiceSupport { get { return false; } } /// <summary> /// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> is /// currently connected. /// </summary> /// <value><c>true</c> if this instance is currently connected; otherwise, <c>false</c>.</value> public bool IsConnected { get { return is_connected; } } /// <param name="left">A <see cref="GamePadCapabilities"/> structure to test for equality.</param> /// <param name="right">A <see cref="GamePadCapabilities"/> structure to test for equality.</param> public static bool operator ==(GamePadCapabilities left, GamePadCapabilities right) { return left.Equals(right); } /// <param name="left">A <see cref="GamePadCapabilities"/> structure to test for inequality.</param> /// <param name="right">A <see cref="GamePadCapabilities"/> structure to test for inequality.</param> public static bool operator !=(GamePadCapabilities left, GamePadCapabilities right) { return !left.Equals(right); } /// <summary> /// Returns a <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadCapabilities"/>. /// </summary> /// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadCapabilities"/>.</returns> public override string ToString() { return String.Format( "{{Type: {0}; Axes: {1}; Buttons: {2}; Connected: {3}}}", GamePadType, Convert.ToString((int)axes, 2), Convert.ToString((int)buttons, 2), IsConnected); } /// <summary> /// Serves as a hash function for a <see cref="OpenTK.Input.GamePadCapabilities"/> object. /// </summary> /// <returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a /// hash table.</returns> public override int GetHashCode() { return buttons.GetHashCode() ^ is_connected.GetHashCode() ^ gamepad_type.GetHashCode(); } /// <summary> /// Determines whether the specified <see cref="System.Object"/> is equal to the current <see cref="OpenTK.Input.GamePadCapabilities"/>. /// </summary> /// <param name="obj">The <see cref="System.Object"/> to compare with the current <see cref="OpenTK.Input.GamePadCapabilities"/>.</param> /// <returns><c>true</c> if the specified <see cref="System.Object"/> is equal to the current /// <see cref="OpenTK.Input.GamePadCapabilities"/>; otherwise, <c>false</c>.</returns> public override bool Equals(object obj) { return obj is GamePadCapabilities && Equals((GamePadCapabilities)obj); } #endregion #region IEquatable<GamePadCapabilities> Members /// <summary> /// Determines whether the specified <see cref="OpenTK.Input.GamePadCapabilities"/> is equal to the current <see cref="OpenTK.Input.GamePadCapabilities"/>. /// </summary> /// <param name="other">The <see cref="OpenTK.Input.GamePadCapabilities"/> to compare with the current <see cref="OpenTK.Input.GamePadCapabilities"/>.</param> /// <returns><c>true</c> if the specified <see cref="OpenTK.Input.GamePadCapabilities"/> is equal to the current /// <see cref="OpenTK.Input.GamePadCapabilities"/>; otherwise, <c>false</c>.</returns> public bool Equals(GamePadCapabilities other) { return buttons == other.buttons && is_connected == other.is_connected && gamepad_type == other.gamepad_type; } #endregion } }