395 lines
16 KiB
C#
395 lines
16 KiB
C#
#region License
|
|
//
|
|
// GamePadCapabilities.cs
|
|
//
|
|
// Author:
|
|
// Stefanos A. <stapostol@gmail.com>
|
|
//
|
|
// 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
|
|
{
|
|
/// <summary>
|
|
/// Describes the capabilities of a <c>GamePad</c> input device.
|
|
/// </summary>
|
|
public struct GamePadCapabilities : IEquatable<GamePadCapabilities>
|
|
{
|
|
Buttons buttons;
|
|
GamePadAxes axes;
|
|
byte gamepad_type;
|
|
bool is_connected;
|
|
|
|
#region Constructors
|
|
|
|
internal GamePadCapabilities(GamePadType type, GamePadAxes axes, Buttons buttons, bool is_connected)
|
|
: this()
|
|
{
|
|
gamepad_type = (byte)type;
|
|
this.axes = axes;
|
|
this.buttons = buttons;
|
|
this.is_connected = is_connected;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Public Members
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="GamePadType"/> value describing the type of a <see cref="GamePad"/> input device.
|
|
/// This value depends on the connected device and the drivers in use. If <c>IsConnected</c>
|
|
/// is false, then this value will be <c>GamePadType.Unknown</c>.
|
|
/// </summary>
|
|
/// <value>The <c>GamePadType</c> of the connected input device.</value>
|
|
public GamePadType GamePadType
|
|
{
|
|
get { return (GamePadType)gamepad_type; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// an up digital pad button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has an up digital pad button; otherwise, <c>false</c>.</value>
|
|
public bool HasDPadUpButton
|
|
{
|
|
get { return (buttons & Buttons.DPadUp) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a down digital pad button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a down digital pad button; otherwise, <c>false</c>.</value>
|
|
public bool HasDPadDownButton
|
|
{
|
|
get { return (buttons & Buttons.DPadDown) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a left digital pad button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a left digital pad button; otherwise, <c>false</c>.</value>
|
|
public bool HasDPadLeftButton
|
|
{
|
|
get { return (buttons & Buttons.DPadLeft) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a right digital pad button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a right digital pad button; otherwise, <c>false</c>.</value>
|
|
public bool HasDPadRightButton
|
|
{
|
|
get { return (buttons & Buttons.DPadRight) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// an A button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has an A button; otherwise, <c>false</c>.</value>
|
|
public bool HasAButton
|
|
{
|
|
get { return (buttons & Buttons.A) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a B button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a B button; otherwise, <c>false</c>.</value>
|
|
public bool HasBButton
|
|
{
|
|
get { return (buttons & Buttons.B) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a X button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a X button; otherwise, <c>false</c>.</value>
|
|
public bool HasXButton
|
|
{
|
|
get { return (buttons & Buttons.X) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a Y button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a Y button; otherwise, <c>false</c>.</value>
|
|
public bool HasYButton
|
|
{
|
|
get { return (buttons & Buttons.Y) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a left stick button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a left stick button; otherwise, <c>false</c>.</value>
|
|
public bool HasLeftStickButton
|
|
{
|
|
get { return (buttons & Buttons.LeftStick) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a right stick button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a right stick button; otherwise, <c>false</c>.</value>
|
|
public bool HasRightStickButton
|
|
{
|
|
get { return (buttons & Buttons.RightStick) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a left shoulder button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a left shoulder button; otherwise, <c>false</c>.</value>
|
|
public bool HasLeftShoulderButton
|
|
{
|
|
get { return (buttons & Buttons.LeftShoulder) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a right shoulder button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a right shoulder button; otherwise, <c>false</c>.</value>
|
|
public bool HasRightShoulderButton
|
|
{
|
|
get { return (buttons & Buttons.RightShoulder) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a back button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a back button; otherwise, <c>false</c>.</value>
|
|
public bool HasBackButton
|
|
{
|
|
get { return (buttons & Buttons.Back) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a big button. (also known as "guide" or "home" button).
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a big button; otherwise, <c>false</c>.</value>
|
|
public bool HasBigButton
|
|
{
|
|
get { return (buttons & Buttons.BigButton) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a start button.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a start button; otherwise, <c>false</c>.</value>
|
|
public bool HasStartButton
|
|
{
|
|
get { return (buttons & Buttons.Start) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a left thumbstick with a x-axis.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a left thumbstick with a x-axis; otherwise, <c>false</c>.</value>
|
|
public bool HasLeftXThumbStick
|
|
{
|
|
get { return (axes & GamePadAxes.LeftX) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a left thumbstick with a y-axis.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a left thumbstick with a y-axis; otherwise, <c>false</c>.</value>
|
|
public bool HasLeftYThumbStick
|
|
{
|
|
get { return (axes & GamePadAxes.LeftY) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a right thumbstick with a x-axis.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a right thumbstick with a x-axis; otherwise, <c>false</c>.</value>
|
|
public bool HasRightXThumbStick
|
|
{
|
|
get { return (axes & GamePadAxes.RightX) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a right thumbstick with a y-axis.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a right thumbstick with a y-axis; otherwise, <c>false</c>.</value>
|
|
public bool HasRightYThumbStick
|
|
{
|
|
get { return (axes & GamePadAxes.RightY) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a left trigger.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a left trigger; otherwise, <c>false</c>.</value>
|
|
public bool HasLeftTrigger
|
|
{
|
|
get { return (axes & GamePadAxes.LeftTrigger) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a right trigger.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a right trigger; otherwise, <c>false</c>.</value>
|
|
public bool HasRightTrigger
|
|
{
|
|
get { return (axes & GamePadAxes.RightTrigger) != 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a low-frequency vibration motor.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a low-frequency vibration motor; otherwise, <c>false</c>.</value>
|
|
public bool HasLeftVibrationMotor
|
|
{
|
|
get { return false; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a high-frequency vibration motor.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a high frequency vibration motor; otherwise, <c>false</c>.</value>
|
|
public bool HasRightVibrationMotor
|
|
{
|
|
get { return false; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> has
|
|
/// a microphone input.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance has a microphone input; otherwise, <c>false</c>.</value>
|
|
public bool HasVoiceSupport
|
|
{
|
|
get { return false; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a <see cref="System.Boolean"/> value describing whether this <c>GamePad</c> is
|
|
/// currently connected.
|
|
/// </summary>
|
|
/// <value><c>true</c> if this instance is currently connected; otherwise, <c>false</c>.</value>
|
|
public bool IsConnected
|
|
{
|
|
get { return is_connected; }
|
|
}
|
|
|
|
/// <param name="left">A <see cref="GamePadCapabilities"/> structure to test for equality.</param>
|
|
/// <param name="right">A <see cref="GamePadCapabilities"/> structure to test for equality.</param>
|
|
public static bool operator ==(GamePadCapabilities left, GamePadCapabilities right)
|
|
{
|
|
return left.Equals(right);
|
|
}
|
|
|
|
/// <param name="left">A <see cref="GamePadCapabilities"/> structure to test for inequality.</param>
|
|
/// <param name="right">A <see cref="GamePadCapabilities"/> structure to test for inequality.</param>
|
|
public static bool operator !=(GamePadCapabilities left, GamePadCapabilities right)
|
|
{
|
|
return !left.Equals(right);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadCapabilities"/>.
|
|
/// </summary>
|
|
/// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadCapabilities"/>.</returns>
|
|
public override string ToString()
|
|
{
|
|
return String.Format(
|
|
"{{Type: {0}; Axes: {1}; Buttons: {2}; Connected: {3}}}",
|
|
GamePadType,
|
|
Convert.ToString((int)axes, 2),
|
|
Convert.ToString((int)buttons, 2),
|
|
IsConnected);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Serves as a hash function for a <see cref="OpenTK.Input.GamePadCapabilities"/> object.
|
|
/// </summary>
|
|
/// <returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
|
|
/// hash table.</returns>
|
|
public override int GetHashCode()
|
|
{
|
|
return
|
|
buttons.GetHashCode() ^
|
|
is_connected.GetHashCode() ^
|
|
gamepad_type.GetHashCode();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines whether the specified <see cref="System.Object"/> is equal to the current <see cref="OpenTK.Input.GamePadCapabilities"/>.
|
|
/// </summary>
|
|
/// <param name="obj">The <see cref="System.Object"/> to compare with the current <see cref="OpenTK.Input.GamePadCapabilities"/>.</param>
|
|
/// <returns><c>true</c> if the specified <see cref="System.Object"/> is equal to the current
|
|
/// <see cref="OpenTK.Input.GamePadCapabilities"/>; otherwise, <c>false</c>.</returns>
|
|
public override bool Equals(object obj)
|
|
{
|
|
return
|
|
obj is GamePadCapabilities &&
|
|
Equals((GamePadCapabilities)obj);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region IEquatable<GamePadCapabilities> Members
|
|
|
|
/// <summary>
|
|
/// Determines whether the specified <see cref="OpenTK.Input.GamePadCapabilities"/> is equal to the current <see cref="OpenTK.Input.GamePadCapabilities"/>.
|
|
/// </summary>
|
|
/// <param name="other">The <see cref="OpenTK.Input.GamePadCapabilities"/> to compare with the current <see cref="OpenTK.Input.GamePadCapabilities"/>.</param>
|
|
/// <returns><c>true</c> if the specified <see cref="OpenTK.Input.GamePadCapabilities"/> is equal to the current
|
|
/// <see cref="OpenTK.Input.GamePadCapabilities"/>; otherwise, <c>false</c>.</returns>
|
|
public bool Equals(GamePadCapabilities other)
|
|
{
|
|
return
|
|
buttons == other.buttons &&
|
|
is_connected == other.is_connected &&
|
|
gamepad_type == other.gamepad_type;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|
|
|