223 lines
8.2 KiB
C#
223 lines
8.2 KiB
C#
// #region License
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//
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// GamePadDPad.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 state of a <see cref="GamePad"/> directional pad.
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/// </summary>
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public struct GamePadDPad : IEquatable<GamePadDPad>
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{
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[Flags]
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enum DPadButtons : byte
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{
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Up = Buttons.DPadUp,
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Down = Buttons.DPadDown,
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Left = Buttons.DPadLeft,
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Right = Buttons.DPadRight
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}
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DPadButtons buttons;
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#region Internal Members
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internal GamePadDPad(Buttons state)
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{
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// DPad butons are stored in the lower 4bits
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// of the Buttons enumeration.
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buttons = (DPadButtons)((int)state & 0x0f);
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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 the <see cref="ButtonState"/> for the up button.
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/// </summary>
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/// <value><c>ButtonState.Pressed</c> if the up button is pressed; otherwise, <c>ButtonState.Released</c>.</value>
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public ButtonState Up
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{
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get { return IsUp ? ButtonState.Pressed : ButtonState.Released; }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the down button.
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/// </summary>
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/// <value><c>ButtonState.Pressed</c> if the down button is pressed; otherwise, <c>ButtonState.Released</c>.</value>
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public ButtonState Down
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{
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get { return IsDown ? ButtonState.Pressed : ButtonState.Released; }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the left button.
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/// </summary>
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/// <value><c>ButtonState.Pressed</c> if the left button is pressed; otherwise, <c>ButtonState.Released</c>.</value>
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public ButtonState Left
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{
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get { return IsLeft ? ButtonState.Pressed : ButtonState.Released; }
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}
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/// <summary>
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/// Gets the <see cref="ButtonState"/> for the right button.
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/// </summary>
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/// <value><c>ButtonState.Pressed</c> if the right button is pressed; otherwise, <c>ButtonState.Released</c>.</value>
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public ButtonState Right
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{
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get { return IsRight ? ButtonState.Pressed : ButtonState.Released; }
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}
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/// <summary>
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/// Gets a value indicating whether the up button is pressed.
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/// </summary>
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/// <value><c>true</c> if the up button is pressed; otherwise, <c>false</c>.</value>
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public bool IsUp
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{
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get { return (buttons & DPadButtons.Up) != 0; }
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internal set { SetButton(DPadButtons.Up, value); }
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}
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/// <summary>
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/// Gets a value indicating whether the down button is pressed.
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/// </summary>
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/// <value><c>true</c> if the down button is pressed; otherwise, <c>false</c>.</value>
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public bool IsDown
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{
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get { return (buttons & DPadButtons.Down) != 0; }
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internal set { SetButton(DPadButtons.Down, value); }
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}
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/// <summary>
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/// Gets a value indicating whether the left button is pressed.
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/// </summary>
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/// <value><c>true</c> if the left button is pressed; otherwise, <c>false</c>.</value>
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public bool IsLeft
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{
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get { return (buttons & DPadButtons.Left) != 0; }
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internal set { SetButton(DPadButtons.Left, value); }
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}
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/// <summary>
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/// Gets a value indicating whether the right button is pressed.
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/// </summary>
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/// <value><c>true</c> if the right button is pressed; otherwise, <c>false</c>.</value>
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public bool IsRight
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{
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get { return (buttons & DPadButtons.Right) != 0; }
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internal set { SetButton(DPadButtons.Right, value); }
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}
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/// <param name="left">A <see cref="GamePadDPad"/> instance to test for equality.</param>
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/// <param name="right">A <see cref="GamePadDPad"/> instance to test for equality.</param>
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public static bool operator ==(GamePadDPad left, GamePadDPad 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="GamePadDPad"/> instance to test for inequality.</param>
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/// <param name="right">A <see cref="GamePadDPad"/> instance to test for inequality.</param>
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public static bool operator !=(GamePadDPad left, GamePadDPad 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.GamePadDPad"/>.
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/// </summary>
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/// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadDPad"/>.</returns>
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public override string ToString()
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{
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return String.Format(
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"{{{0}{1}{2}{3}}}",
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IsUp ? "U" : String.Empty,
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IsLeft ? "L" : String.Empty,
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IsDown ? "D" : String.Empty,
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IsRight ? "R" : String.Empty);
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}
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/// <summary>
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/// Serves as a hash function for a <see cref="OpenTK.Input.GamePadDPad"/> 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.GamePadDPad"/>.
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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.GamePadDPad"/>.</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.GamePadDPad"/>; 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 GamePadDPad &&
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Equals((GamePadDPad)obj);
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}
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#endregion
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#region Private Members
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void SetButton(DPadButtons button, bool value)
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{
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if (value)
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{
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buttons |= button;
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}
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else
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{
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buttons &= ~button;
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}
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}
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#endregion
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#region IEquatable<GamePadDPad> Members
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/// <summary>
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/// Determines whether the specified <see cref="OpenTK.Input.GamePadDPad"/> is equal to the current <see cref="OpenTK.Input.GamePadDPad"/>.
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/// </summary>
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/// <param name="other">The <see cref="OpenTK.Input.GamePadDPad"/> to compare with the current <see cref="OpenTK.Input.GamePadDPad"/>.</param>
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/// <returns><c>true</c> if the specified <see cref="OpenTK.Input.GamePadDPad"/> is equal to the current
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/// <see cref="OpenTK.Input.GamePadDPad"/>; otherwise, <c>false</c>.</returns>
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public bool Equals(GamePadDPad 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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}
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}
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