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410 lines
16 KiB
C#
410 lines
16 KiB
C#
#region License
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//
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// GamePadCapabilities.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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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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GamePadAxes axes;
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byte gamepad_type;
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bool is_connected;
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bool is_mapped;
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#region Constructors
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internal GamePadCapabilities(GamePadType type, GamePadAxes axes, Buttons buttons, bool is_connected, bool is_mapped)
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: this()
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{
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gamepad_type = (byte)type;
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this.axes = axes;
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this.buttons = buttons;
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this.is_connected = is_connected;
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this.is_mapped = is_mapped;
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}
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#endregion
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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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/// <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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/// <summary>
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/// Gets a <see cref="System.Boolean"/> value describing whether a valid button configuration
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/// exists for this <c>GamePad</c> in the GamePad configuration database.
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/// </summary>
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public bool IsMapped
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{
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get { return is_mapped; }
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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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"{{Type: {0}; Axes: {1}; Buttons: {2}; {3}; {4}}}",
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GamePadType,
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Convert.ToString((int)axes, 2),
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Convert.ToString((int)buttons, 2),
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IsMapped ? "Mapped" : "Unmapped",
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IsConnected ? "Connected" : "Disconnected");
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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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buttons.GetHashCode() ^
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is_connected.GetHashCode() ^
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is_mapped.GetHashCode() ^
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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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obj is GamePadCapabilities &&
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Equals((GamePadCapabilities)obj);
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}
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#endregion
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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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buttons == other.buttons &&
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is_connected == other.is_connected &&
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is_mapped == other.is_mapped &&
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gamepad_type == other.gamepad_type;
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}
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#endregion
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}
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}
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