109 lines
4.4 KiB
C#
109 lines
4.4 KiB
C#
#region License
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//
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// GamePad.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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/// Provides access to GamePad devices.
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/// A GamePad device offers a well-defined layout with
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/// one direction-pad, two thumbsticks, two triggers,
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/// four main buttons (A, B, X, Y) and up to seven
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/// auxilliary buttons.
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/// Use <c>GetCapabilities</c> to retrieve the exact
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/// capabilities of a given device.
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/// Use <c>GetState</c> to retrieve the current state
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/// of a given device.
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/// </summary>
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public sealed class GamePad
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{
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internal const int MaxAxisCount = 10;
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internal const int MaxDPadCount = 2;
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static readonly IGamePadDriver driver =
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Platform.Factory.Default.CreateGamePadDriver();
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private GamePad() { }
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/// <summary>
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/// Retrieves a <c>GamePadCapabilities</c> structure describing the
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/// capabilities of a gamepad device.
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/// </summary>
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/// <param name="index">The zero-based index of a gamepad device.</param>
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/// <returns>A <c>GamePadCapabilities</c> structure describing the capabilities of the gamepad device.</returns>
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public static GamePadCapabilities GetCapabilities(int index)
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{
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if (index < 0)
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throw new IndexOutOfRangeException();
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return driver.GetCapabilities(index);
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}
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/// <summary>
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/// Retrieves the <c>GamePadState</c> for the specified gamepad device.
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/// </summary>
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/// <param name="index">The zero-based index of a gamepad device.</param>
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/// <returns>A <c>GamePadState</c> structure describing the state of the gamepad device.</returns>
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public static GamePadState GetState(int index)
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{
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return driver.GetState(index);
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}
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/// <summary>
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/// Sets the vibration intensity for the left and right motors of this <see cref="GamePad"/>
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/// </summary>
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/// <returns>
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/// <c>true</c>, if vibration was set, <c>false</c> otherwise. This method can return false
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/// if the <c>GamePad</c> hardware does not support vibration or if it cannot respond to
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/// the command for any reason. Do not loop until this becomes true, but rather ignore
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/// a return value of false.
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/// </returns>
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/// <param name="index">A zero-based device index for the <c>GamePad</c> device to affect</param>
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/// <param name="left">The vibration intensity for the left motor, between 0.0 and 1.0.</param>
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/// <param name="right">The vibration intensity for the right motor, between 0.0 and 1.0.</param>
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public static bool SetVibration(int index, float left, float right)
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{
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return driver.SetVibration(index, left, right);
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}
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/// <summary>
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/// Gets the name of this <see cref="GamePad"/>
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/// </summary>
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/// <returns>
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/// Returns the name of the gamepad if the gamepad is connected.
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/// Otherwise returns an empty string.
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/// </returns>
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/// <param name="index">A zero-based device index for the <c>GamePad</c> device to affect</param>
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public static string GetName(int index)
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{
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return driver.GetName(index);
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}
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}
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}
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