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84 lines
2.8 KiB
C#
84 lines
2.8 KiB
C#
#region License
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//
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// MappedGamePadDriver.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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using System.Collections.Generic;
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using System.Text;
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using OpenTK.Input;
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namespace OpenTK.Platform
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{
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/// \internal
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/// <summary>
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/// Implements IGamePadDriver using OpenTK.Input.Joystick
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/// and a gamepad-specific axis/button mapping.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This class supports OpenTK and is not meant to be accessed by user code.
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/// </para>
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/// <para>
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/// To support gamepads on platforms that do not offer a gamepad-optimized API,
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/// we need to use the generic OpenTK.Input.Joystick and implement a custom
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/// mapping scheme to provide a stable mapping to OpenTK.Input.GamePad. This
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/// class implements this mapping scheme.
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/// </para>
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/// </remarks>
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class MappedGamePadDriver : IGamePadDriver
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{
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public GamePadState GetState(int index)
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{
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JoystickState joy = Joystick.GetState(index);
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GamePadState pad = new GamePadState();
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if (joy.IsConnected)
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{
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GamePadMapping mapping = new GamePadMapping();//GamePadMapping.Lookup()
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// Todo: implement mapping
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}
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return pad;
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}
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public GamePadCapabilities GetCapabilities(int index)
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{
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JoystickCapabilities joy = Joystick.GetCapabilities(index);
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GamePadCapabilities pad = new GamePadCapabilities();
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if (joy.IsConnected)
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{
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// Todo: implement mapping
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}
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return pad;
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}
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public string GetName(int index)
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{
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throw new NotImplementedException();
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}
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}
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}
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