Xbox gamepad input state.
Beispiel #1
0
		public void ParseKeyboardInput(ref InputState NewInput)
		{
			//gets keyboard input
			KeyboardState Keyboard = Input.GetKeyboardState();
			if (Keyboard != null)
			{
				if (Keyboard[Key.UpArrow])		NewInput.ThumbLY = short.MaxValue;
				if (Keyboard[Key.LeftArrow])	NewInput.ThumbLX = short.MinValue;
				if (Keyboard[Key.DownArrow])	NewInput.ThumbLY = short.MinValue;
				if (Keyboard[Key.RightArrow])	NewInput.ThumbLX = short.MaxValue;
				if (Keyboard[Key.A])			NewInput.Buttons |= Buttons.Back;
				if (Keyboard[Key.S])			NewInput.Buttons |= Buttons.Start;
				if (Keyboard[Key.I])			NewInput.AnalogButtons[(int)AnalogButtons.Y] = 0xFF;
				if (Keyboard[Key.J])			NewInput.AnalogButtons[(int)AnalogButtons.X] = 0xFF;
				if (Keyboard[Key.K])			NewInput.AnalogButtons[(int)AnalogButtons.A] = 0xFF;
				if (Keyboard[Key.L])			NewInput.AnalogButtons[(int)AnalogButtons.B] = 0xFF;
				if (Keyboard[Key.U])			NewInput.AnalogButtons[(int)AnalogButtons.White] = 0xFF;
				if (Keyboard[Key.O])			NewInput.AnalogButtons[(int)AnalogButtons.Black] = 0xFF;

				if (Keyboard[Key.Escape])
				{
					Xbox.Gamepad.OverrideControllers(false);
					running = false;
				}
			}
		}
Beispiel #2
0
        /// <summary>
        /// Compares the differences between two states and determines if they have changed.
        /// </summary>
        /// <param name="oldState"></param>
        /// <param name="newState"></param>
        /// <returns></returns>
        bool StateChanged(InputState oldState, InputState newState)
        {
            for (int i = 0; i < 8; i++)
                if (oldState.AnalogButtons[i] != newState.AnalogButtons[i])
                    return true;

            if (oldState.Buttons != newState.Buttons ||
                oldState.ThumbRX != newState.ThumbRX ||
                oldState.ThumbRY != newState.ThumbRY ||
                oldState.ThumbLX != newState.ThumbLX ||
                oldState.ThumbLY != newState.ThumbLY)
                return true;

            return false;
        }
Beispiel #3
0
		/// <summary>
		/// Sends gamepad input to a specified controller port.  
		/// *** A controller must be plugged into the specified port for this to work. ***
		/// You are also responsible for the polling frequency.
		/// </summary>
		/// <param name="port">Controller port. [0-3]</param>
		/// <param name="input">Gamepad input.</param>
		public void SetState(uint port, InputState input)
		{
			if (port > 3)
				throw new Exception("Invalid controller port specified.  Valid ports are within the range of [0-3].");

			// only update if state has changed...otherwise its just a waste of bandwidth ;p
			if (StateChanged(PreviousState, input))
			{
				// get our XINPUT_STATE address
                uint inputState = XboxHistory.Gamepad.StateBufferAddress + port * 32;

				// indicate a changed gamepad state
				PacketNumber++;

				//convert pad to byte array
				byte[] gamepadData = new byte[22];
				using (var pad = new BinaryWriter(new System.IO.MemoryStream(gamepadData)))
				{
					pad.Write(PacketNumber);
					pad.Write((ushort)input.Buttons);
					pad.Write(BitConverter.ToUInt64(input.AnalogButtons, 0));
					pad.Write((short)input.ThumbLX);
					pad.Write((short)input.ThumbLY);
					pad.Write((short)input.ThumbRX);
					pad.Write((short)input.ThumbRY);
				}

				// store new state
				Xbox.SetMemory(inputState, gamepadData);

				// replace old with new
				PreviousState = input;
			}
		}
Beispiel #4
0
		void XCE_Shown(object sender, System.EventArgs e)
		{
			try
			{
                this.WindowState = FormWindowState.Normal;
                System.Threading.Thread.Sleep(1000);

				Prompt.Show();
				while (!Prompt.IsDisposed)  // waits for it to be disposed
				{
					System.Threading.Thread.Sleep(1);
					Application.DoEvents();
				}
				Input = new Input(this);
                Xbox.Connect(Prompt.DebugName);
				Xbox.Gamepad.InitializeControllerHook();
				Xbox.Gamepad.OverrideControllers(true);

				while (running)
				{
					NewInput = new InputState();
					//DateTime before = DateTime.Now;

					ParseKeyboardInput(ref NewInput);

					#region Mouse Input
					MouseState Mouse = Input.GetMouseState();
					if (Mouse.GetMouseButtons()[0] > 0) // left click
						NewInput.AnalogButtons[(int)AnalogButtons.RightTrigger] = 0xFF;
					if (Mouse.GetMouseButtons()[1] > 0) // right click
						NewInput.AnalogButtons[(int)AnalogButtons.LeftTrigger] = 0xFF;
					if (Mouse.GetMouseButtons()[2] > 0) // middle click
						NewInput.Buttons |= Buttons.RightThumb;

					/*
					// get mouse input with separate function...we need to capture constantly instead of 30fps

					NewInput.ThumbRX = (short)(Mouse.X * 0x7FF);
					NewInput.ThumbRY = (short)(-Mouse.Y * 0x7FF);


					//NewInput.ThumbRX = (short)(((float)short.MaxValue * (Mouse.X / 2)) / 4);
					//NewInput.ThumbRY = (short)(-((float)short.MaxValue * (Mouse.Y / 2) / 4));
					*/
					#endregion


					//int PollsPerSecond = 30;
					//System.Threading.Thread.Sleep(1000 / PollsPerSecond);
					System.Threading.Thread.Sleep(1);
					Xbox.Gamepad.SetState(0, NewInput);
					Application.DoEvents();
				}

			}
			catch
			{
				Hide();
				MessageBox.Show("You slipped one past the goalie, don't let it happen again ;P", "Unhandled Exception", MessageBoxButtons.OK, MessageBoxIcon.Error);
			}
			finally
			{
				Close();
			}
		}
Beispiel #5
0
 public void AssignState(InputState state)
 {
     this.Buttons = state.Buttons;
     this.AnalogButtons = state.AnalogButtons;
     this.ThumbLX = state.ThumbLX;
     this.ThumbLY = state.ThumbLY;
     this.ThumbRX = state.ThumbRX;
     this.ThumbRY = state.ThumbRY;
 }