Opentk/Source/OpenTK/Input/GamePad.cs
2014-01-02 19:52:00 +01:00

87 lines
3.6 KiB
C#

#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2009 the Open Toolkit library.
//
// 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>
/// Provides access to GamePad devices.
/// </summary>
public sealed class GamePad
{
internal const int MaxAxisCount = 10;
internal const int MaxDPadCount = 2;
static readonly IGamePadDriver driver =
Platform.Factory.Default.CreateGamePadDriver();
private GamePad() { }
/// <summary>
/// Retrieves a <c>GamePadCapabilities</c> structure describing the
/// capabilities of a gamepad device.
/// </summary>
/// <param name="index">The zero-based index of a gamepad device.</param>
/// <returns>A <c>GamePadCapabilities</c> structure describing the capabilities of the gamepad device.</returns>
public static GamePadCapabilities GetCapabilities(int index)
{
if (index < 0)
throw new IndexOutOfRangeException();
return driver.GetCapabilities(index);
}
/// <summary>
/// Retrieves the <c>GamePadState</c> for the specified gamepad device.
/// </summary>
/// <param name="index">The zero-based index of a gamepad device.</param>
/// <returns>A <c>GamePadState</c> structure describing the state of the gamepad device.</returns>
public static GamePadState GetState(int index)
{
return driver.GetState(index);
}
/// <summary>
/// Sets the vibration intensity for the left and right motors of this <see cref="GamePad"/>
/// </summary>
/// <returns>
/// <c>true</c>, if vibration was set, <c>false</c> otherwise. This method can return false
/// if the <c>GamePad</c> hardware does not support vibration or if it cannot respond to
/// the command for any reason. Do not loop until this becomes true, but rather ignore
/// a return value of false.
/// </returns>
/// <param name="index">A zero-based device index for the <c>GamePad</c> device to affect</param>
/// <param name="left">The vibration intensity for the left motor, between 0.0 and 1.0.</param>
/// <param name="right">The vibration intensity for the right motor, between 0.0 and 1.0.</param>
public static bool SetVibration(int index, float left, float right)
{
return driver.SetVibration(index, left, right);
}
}
}