#region License // // GamePadButtons.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 { /// /// Describes the of . /// public struct GamePadButtons : IEquatable { Buttons buttons; /// /// Initializes a new instance of the structure. /// /// A bitmask containing the button state. public GamePadButtons(Buttons state) { buttons = state; } #region Public Members /// /// Gets the for the A button. /// public ButtonState A { get { return GetButton(Buttons.A); } } /// /// Gets the for the B button. /// public ButtonState B { get { return GetButton(Buttons.B); } } /// /// Gets the for the X button. /// public ButtonState X { get { return GetButton(Buttons.X); } } /// /// Gets the for the Y button. /// public ButtonState Y { get { return GetButton(Buttons.Y); } } /// /// Gets the for the Back button. /// public ButtonState Back { get { return GetButton(Buttons.Back); } } /// /// Gets the for the big button. /// This button is also known as Home or Guide. /// public ButtonState BigButton { get { return GetButton(Buttons.BigButton); } } /// /// Gets the for the left shoulder button. /// public ButtonState LeftShoulder { get { return GetButton(Buttons.LeftShoulder); } } /// /// Gets the for the left stick button. /// This button represents a left stick that is pressed in. /// public ButtonState LeftStick { get { return GetButton(Buttons.LeftStick); } } /// /// Gets the for the right shoulder button. /// public ButtonState RightShoulder { get { return GetButton(Buttons.RightShoulder); } } /// /// Gets the for the right stick button. /// This button represents a right stick that is pressed in. /// public ButtonState RightStick { get { return GetButton(Buttons.RightStick); } } /// /// Gets the for the starth button. /// public ButtonState Start { get { return GetButton(Buttons.Start); } } /// A instance to test for equality. /// A instance to test for equality. public static bool operator ==(GamePadButtons left, GamePadButtons right) { return left.Equals(right); } /// A instance to test for inequality. /// A instance to test for inequality. public static bool operator !=(GamePadButtons left, GamePadButtons right) { return !left.Equals(right); } /// /// Returns a that represents the current . /// /// A that represents the current . public override string ToString() { return Convert.ToString((int)buttons, 2).PadLeft(10, '0'); } /// /// Serves as a hash function for a object. /// /// A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a /// hash table. public override int GetHashCode() { return buttons.GetHashCode(); } /// /// Determines whether the specified is equal to the current . /// /// The to compare with the current . /// true if the specified is equal to the current /// ; otherwise, false. public override bool Equals(object obj) { return obj is GamePadButtons && Equals((GamePadButtons)obj); } #endregion #region IEquatable Members /// /// Determines whether the specified is equal to the current . /// /// The to compare with the current . /// true if the specified is equal to the current /// ; otherwise, false. public bool Equals(GamePadButtons other) { return buttons == other.buttons; } #endregion #region Private Members ButtonState GetButton(Buttons b) { return (buttons & b) != 0 ? ButtonState.Pressed : ButtonState.Released; } #endregion } }