// #region License // // GamePadDPad.cs // // Author: // Stefanos A. // // Copyright (c) 2006-2013 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 state of a directional pad. /// public struct GamePadDPad : IEquatable { [Flags] enum DPadButtons : byte { Up = Buttons.DPadUp, Down = Buttons.DPadDown, Left = Buttons.DPadLeft, Right = Buttons.DPadRight } DPadButtons buttons; #region Internal Members internal GamePadDPad(Buttons state) { // DPad butons are stored in the lower 4bits // of the Buttons enumeration. buttons = (DPadButtons)((int)state & 0x0f); } #endregion #region Public Members /// /// Gets the for the up button. /// /// ButtonState.Pressed if the up button is pressed; otherwise, ButtonState.Released. public ButtonState Up { get { return IsUp ? ButtonState.Pressed : ButtonState.Released; } } /// /// Gets the for the down button. /// /// ButtonState.Pressed if the down button is pressed; otherwise, ButtonState.Released. public ButtonState Down { get { return IsDown ? ButtonState.Pressed : ButtonState.Released; } } /// /// Gets the for the left button. /// /// ButtonState.Pressed if the left button is pressed; otherwise, ButtonState.Released. public ButtonState Left { get { return IsLeft ? ButtonState.Pressed : ButtonState.Released; } } /// /// Gets the for the right button. /// /// ButtonState.Pressed if the right button is pressed; otherwise, ButtonState.Released. public ButtonState Right { get { return IsRight ? ButtonState.Pressed : ButtonState.Released; } } /// /// Gets a value indicating whether the up button is pressed. /// /// true if the up button is pressed; otherwise, false. public bool IsUp { get { return (buttons & DPadButtons.Up) != 0; } internal set { SetButton(DPadButtons.Up, value); } } /// /// Gets a value indicating whether the down button is pressed. /// /// true if the down button is pressed; otherwise, false. public bool IsDown { get { return (buttons & DPadButtons.Down) != 0; } internal set { SetButton(DPadButtons.Down, value); } } /// /// Gets a value indicating whether the left button is pressed. /// /// true if the left button is pressed; otherwise, false. public bool IsLeft { get { return (buttons & DPadButtons.Left) != 0; } internal set { SetButton(DPadButtons.Left, value); } } /// /// Gets a value indicating whether the right button is pressed. /// /// true if the right button is pressed; otherwise, false. public bool IsRight { get { return (buttons & DPadButtons.Right) != 0; } internal set { SetButton(DPadButtons.Right, value); } } /// A instance to test for equality. /// A instance to test for equality. public static bool operator ==(GamePadDPad left, GamePadDPad right) { return left.Equals(right); } /// A instance to test for inequality. /// A instance to test for inequality. public static bool operator !=(GamePadDPad left, GamePadDPad right) { return !left.Equals(right); } /// /// Returns a that represents the current . /// /// A that represents the current . public override string ToString() { return String.Format( "{{{0}{1}{2}{3}}}", IsUp ? "U" : String.Empty, IsLeft ? "L" : String.Empty, IsDown ? "D" : String.Empty, IsRight ? "R" : String.Empty); } /// /// 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 GamePadDPad && Equals((GamePadDPad)obj); } #endregion #region Private Members void SetButton(DPadButtons button, bool value) { if (value) { buttons |= button; } else { buttons &= ~button; } } #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(GamePadDPad other) { return buttons == other.buttons; } #endregion } }