Opentk/Source/OpenTK/Input/GamePad.cs

109 lines
4.4 KiB
C#

#region License
//
// GamePad.cs
//
// Author:
// Stefanos A. <stapostol@gmail.com>
//
// 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
{
/// <summary>
/// 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 <c>GetCapabilities</c> to retrieve the exact
/// capabilities of a given device.
/// Use <c>GetState</c> to retrieve the current state
/// of a given device.
/// </summary>
public sealed class GamePad
{
internal const int MaxAxisCount = 10;
internal const int MaxDPadCount = 2;
static readonly IGamePadDriver driver =
Platform.Factory.Default.CreateGamePadDriver();
private GamePad() { }
/// <summary>
/// Retrieves a <c>GamePadCapabilities</c> structure describing the
/// capabilities of a gamepad device.
/// </summary>
/// <param name="index">The zero-based index of a gamepad device.</param>
/// <returns>A <c>GamePadCapabilities</c> structure describing the capabilities of the gamepad device.</returns>
public static GamePadCapabilities GetCapabilities(int index)
{
if (index < 0)
throw new IndexOutOfRangeException();
return driver.GetCapabilities(index);
}
/// <summary>
/// Retrieves the <c>GamePadState</c> for the specified gamepad device.
/// </summary>
/// <param name="index">The zero-based index of a gamepad device.</param>
/// <returns>A <c>GamePadState</c> structure describing the state of the gamepad device.</returns>
public static GamePadState GetState(int index)
{
return driver.GetState(index);
}
/// <summary>
/// Sets the vibration intensity for the left and right motors of this <see cref="GamePad"/>
/// </summary>
/// <returns>
/// <c>true</c>, if vibration was set, <c>false</c> otherwise. This method can return false
/// if the <c>GamePad</c> 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.
/// </returns>
/// <param name="index">A zero-based device index for the <c>GamePad</c> device to affect</param>
/// <param name="left">The vibration intensity for the left motor, between 0.0 and 1.0.</param>
/// <param name="right">The vibration intensity for the right motor, between 0.0 and 1.0.</param>
public static bool SetVibration(int index, float left, float right)
{
return driver.SetVibration(index, left, right);
}
/// <summary>
/// Gets the name of this <see cref="GamePad"/>
/// </summary>
/// <returns>
/// Returns the name of the gamepad if the gamepad is connected.
/// Otherwise returns an empty string.
/// </returns>
/// <param name="index">A zero-based device index for the <c>GamePad</c> device to affect</param>
public static string GetName(int index)
{
return driver.GetName(index);
}
}
}