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1ca084cf8a
Adds properties to KeyboardState, MouseState, JoystickState and GamePadState (GamePadButtons), to see if any key or button is down. This should be faster than iterating over all the public IsDown properties as we can make use of the internal bit fields. GamePadButtons uses IsButtonPressed rather than IsButtonDown like the others as it more closely matches it's current interface (no down methods).
256 lines
8.9 KiB
C#
256 lines
8.9 KiB
C#
#region License
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//
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// GamePadButtons.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) 2006-2014 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 <see cref="ButtonState"/> of <see cref="GamePad"/> <see cref="Buttons"/>.
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/// </summary>
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public struct GamePadButtons : IEquatable<GamePadButtons>
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{
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Buttons buttons;
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/// <summary>
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/// Initializes a new instance of the <see cref="OpenTK.Input.GamePadButtons"/> structure.
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/// </summary>
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/// <param name="state">A bitmask containing the button state.</param>
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public GamePadButtons(Buttons state)
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{
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buttons = state;
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}
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#region Public Members
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the A button.
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/// </summary>
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public ButtonState A
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{
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get { return GetButton(Buttons.A); }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the B button.
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/// </summary>
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public ButtonState B
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{
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get { return GetButton(Buttons.B); }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the X button.
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/// </summary>
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public ButtonState X
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{
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get { return GetButton(Buttons.X); }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the Y button.
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/// </summary>
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public ButtonState Y
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{
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get { return GetButton(Buttons.Y); }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the Back button.
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/// </summary>
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public ButtonState Back
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{
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get { return GetButton(Buttons.Back); }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the big button.
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/// This button is also known as Home or Guide.
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/// </summary>
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public ButtonState BigButton
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{
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get { return GetButton(Buttons.BigButton); }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the left shoulder button.
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/// </summary>
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public ButtonState LeftShoulder
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{
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get { return GetButton(Buttons.LeftShoulder); }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the left stick button.
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/// This button represents a left stick that is pressed in.
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/// </summary>
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public ButtonState LeftStick
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{
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get { return GetButton(Buttons.LeftStick); }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the right shoulder button.
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/// </summary>
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public ButtonState RightShoulder
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{
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get { return GetButton(Buttons.RightShoulder); }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the right stick button.
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/// This button represents a right stick that is pressed in.
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/// </summary>
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public ButtonState RightStick
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{
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get { return GetButton(Buttons.RightStick); }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the starth button.
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/// </summary>
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public ButtonState Start
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{
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get { return GetButton(Buttons.Start); }
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}
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/// <summary>
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/// Gets a value indicating whether any button is pressed.
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/// </summary>
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/// <value><c>true</c> if any button is pressed; otherwise, <c>false</c>.</value>
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public bool IsAnyButtonPressed
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{
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get
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{
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// If any bit is set then a button is down.
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return buttons != 0;
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}
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}
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/// <param name="left">A <see cref="GamePadButtons"/> instance to test for equality.</param>
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/// <param name="right">A <see cref="GamePadButtons"/> instance to test for equality.</param>
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public static bool operator ==(GamePadButtons left, GamePadButtons 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="GamePadButtons"/> instance to test for inequality.</param>
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/// <param name="right">A <see cref="GamePadButtons"/> instance to test for inequality.</param>
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public static bool operator !=(GamePadButtons left, GamePadButtons 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.GamePadButtons"/>.
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/// </summary>
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/// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadButtons"/>.</returns>
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public override string ToString()
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{
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System.Text.StringBuilder sb = new System.Text.StringBuilder();
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if (A == ButtonState.Pressed)
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sb.Append("A");
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if (B == ButtonState.Pressed)
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sb.Append("B");
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if (X == ButtonState.Pressed)
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sb.Append("X");
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if (Y == ButtonState.Pressed)
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sb.Append("Y");
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if (Back == ButtonState.Pressed)
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sb.Append("Bk");
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if (Start == ButtonState.Pressed)
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sb.Append("St");
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if (BigButton == ButtonState.Pressed)
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sb.Append("Gd");
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if (Back == ButtonState.Pressed)
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sb.Append("Bk");
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if (LeftShoulder == ButtonState.Pressed)
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sb.Append("L");
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if (RightShoulder == ButtonState.Pressed)
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sb.Append("R");
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if (LeftStick == ButtonState.Pressed)
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sb.Append("Ls");
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if (RightStick == ButtonState.Pressed)
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sb.Append("Rs");
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return sb.ToString();
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}
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/// <summary>
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/// Serves as a hash function for a <see cref="OpenTK.Input.GamePadButtons"/> 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 buttons.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.GamePadButtons"/>.
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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.GamePadButtons"/>.</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.GamePadButtons"/>; 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 GamePadButtons &&
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Equals((GamePadButtons)obj);
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}
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#endregion
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#region IEquatable<GamePadButtons> Members
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/// <summary>
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/// Determines whether the specified <see cref="OpenTK.Input.GamePadButtons"/> is equal to the current <see cref="OpenTK.Input.GamePadButtons"/>.
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/// </summary>
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/// <param name="other">The <see cref="OpenTK.Input.GamePadButtons"/> to compare with the current <see cref="OpenTK.Input.GamePadButtons"/>.</param>
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/// <returns><c>true</c> if the specified <see cref="OpenTK.Input.GamePadButtons"/> is equal to the current
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/// <see cref="OpenTK.Input.GamePadButtons"/>; otherwise, <c>false</c>.</returns>
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public bool Equals(GamePadButtons other)
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{
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return buttons == other.buttons;
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}
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#endregion
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#region Private Members
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ButtonState GetButton(Buttons b)
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{
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return (buttons & b) != 0 ? ButtonState.Pressed : ButtonState.Released;
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}
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#endregion
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}
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}
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