Opentk/Source/OpenTK/Input/GamePadCapabilities.cs
2013-12-24 17:18:04 +01:00

238 lines
6.1 KiB
C#

#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
{
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
public GamePadType GamePadType
{
get { return (GamePadType)gamepad_type; }
}
public bool HasDPadUpButton
{
get { return (buttons & Buttons.DPadUp) != 0; }
}
public bool HasDPadLeftButton
{
get { return (buttons & Buttons.DPadLeft) != 0; }
}
public bool HasDPadDownButton
{
get { return (buttons & Buttons.DPadDown) != 0; }
}
public bool HasDPadRightButton
{
get { return (buttons & Buttons.DPadRight) != 0; }
}
public bool HasAButton
{
get { return (buttons & Buttons.A) != 0; }
}
public bool HasBButton
{
get { return (buttons & Buttons.B) != 0; }
}
public bool HasXButton
{
get { return (buttons & Buttons.X) != 0; }
}
public bool HasYButton
{
get { return (buttons & Buttons.Y) != 0; }
}
public bool HasLeftStickButton
{
get { return (buttons & Buttons.LeftStick) != 0; }
}
public bool HasRightStickButton
{
get { return (buttons & Buttons.RightStick) != 0; }
}
public bool HasLeftShoulderButton
{
get { return (buttons & Buttons.LeftShoulder) != 0; }
}
public bool HasRightShoulderButton
{
get { return (buttons & Buttons.RightShoulder) != 0; }
}
public bool HasBackButton
{
get { return (buttons & Buttons.Back) != 0; }
}
public bool HasBigButton
{
get { return (buttons & Buttons.BigButton) != 0; }
}
public bool HasStartButton
{
get { return (buttons & Buttons.Start) != 0; }
}
public bool HasLeftXThumbStick
{
get { return (axes & GamePadAxes.LeftX) != 0; }
}
public bool HasLeftYThumbStick
{
get { return (axes & GamePadAxes.LeftY) != 0; }
}
public bool HasRightXThumbStick
{
get { return (axes & GamePadAxes.RightX) != 0; }
}
public bool HasRightYThumbStick
{
get { return (axes & GamePadAxes.RightY) != 0; }
}
public bool HasLeftTrigger
{
get { return (axes & GamePadAxes.LeftTrigger) != 0; }
}
public bool HasRightTrigger
{
get { return (axes & GamePadAxes.RightTrigger) != 0; }
}
public bool HasLeftVibrationMotor
{
get { return false; }
}
public bool HasRightVibrationMotor
{
get { return false; }
}
public bool HasVoiceSupport
{
get { return false; }
}
public bool IsConnected
{
get { return is_connected; }
}
public static bool operator ==(GamePadCapabilities left, GamePadCapabilities right)
{
return left.Equals(right);
}
public static bool operator !=(GamePadCapabilities left, GamePadCapabilities right)
{
return !left.Equals(right);
}
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);
}
public override int GetHashCode()
{
return
buttons.GetHashCode() ^
is_connected.GetHashCode() ^
gamepad_type.GetHashCode();
}
public override bool Equals(object obj)
{
return
obj is GamePadCapabilities &&
Equals((GamePadCapabilities)obj);
}
#endregion
#region IEquatable<GamePadCapabilities> Members
public bool Equals(GamePadCapabilities other)
{
return
buttons == other.buttons &&
is_connected == other.is_connected &&
gamepad_type == other.gamepad_type;
}
#endregion
}
}