#region License // // GamePad.cs // // Author: // Stefanos A. // // Copyright (c) 2006-2014 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 { /// /// Provides access to GamePad devices. /// A GamePad device offers a well-defined layout with /// one direction-pad, two thumbsticks, two triggers, /// four main buttons (A, B, X, Y) and up to seven /// auxilliary buttons. /// Use GetCapabilities to retrieve the exact /// capabilities of a given device. /// Use GetState to retrieve the current state /// of a given device. /// public sealed class GamePad { internal const int MaxAxisCount = 10; internal const int MaxDPadCount = 2; static readonly IGamePadDriver driver = Platform.Factory.Default.CreateGamePadDriver(); private GamePad() { } /// /// Retrieves a GamePadCapabilities structure describing the /// capabilities of a gamepad device. /// /// The zero-based index of a gamepad device. /// A GamePadCapabilities structure describing the capabilities of the gamepad device. public static GamePadCapabilities GetCapabilities(int index) { if (index < 0) throw new IndexOutOfRangeException(); return driver.GetCapabilities(index); } /// /// Retrieves the GamePadState for the specified gamepad device. /// /// The zero-based index of a gamepad device. /// A GamePadState structure describing the state of the gamepad device. public static GamePadState GetState(int index) { return driver.GetState(index); } /// /// Sets the vibration intensity for the left and right motors of this /// /// /// true, if vibration was set, false otherwise. This method can return false /// if the GamePad 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. /// /// A zero-based device index for the GamePad device to affect /// The vibration intensity for the left motor, between 0.0 and 1.0. /// The vibration intensity for the right motor, between 0.0 and 1.0. public static bool SetVibration(int index, float left, float right) { return driver.SetVibration(index, left, right); } /// /// Gets the name of this /// /// /// Returns the name of the gamepad if the gamepad is connected. /// Otherwise returns an empty string. /// /// A zero-based device index for the GamePad device to affect public static string GetName(int index) { return driver.GetName(index); } } }