/// <summary> /// 特になし /// </summary> /// <param name="c">特になし</param> /// <param name="type">特になし</param> /// <param name="num">特になし</param> /// <returns>特になし</returns> public static UniversalControlState Getter(UniversalControl c, UniversalControlType type, byte num) { switch (type) { case UniversalControlType.XInputGamepad: return(StateXInput(c, num)); case UniversalControlType.DirectInputGamepad: return(StateDirectInput(c, num)); case UniversalControlType.Keyboard: return(StateKeyboard(c, num)); } return(new UniversalControlState()); }
/// <summary> /// 新しいコントローラを割り当てて、初期化します。 /// </summary> /// <param name="type"></param> /// <param name="num"></param> public UniversalControl(UniversalControlType type, byte num) { InputType = type; Number = num; RemappedA = DX.PAD_INPUT_1; RemappedB = DX.PAD_INPUT_2; RemappedX = DX.PAD_INPUT_3; RemappedY = DX.PAD_INPUT_4; RemappedL = DX.PAD_INPUT_5; RemappedR = DX.PAD_INPUT_6; RemappedUp = DX.PAD_INPUT_UP; RemappedDown = DX.PAD_INPUT_DOWN; RemappedLeft = DX.PAD_INPUT_LEFT; RemappedRight = DX.PAD_INPUT_RIGHT; RemappedStart = DX.PAD_INPUT_7; RemappedBack = DX.PAD_INPUT_8; }
/// <summary> /// 特になし /// </summary> /// <param name="c">特になし</param> /// <param name="type">特になし</param> /// <param name="num">特になし</param> /// <returns>特になし</returns> public static UniversalControlState Getter(UniversalControl c, UniversalControlType type, byte num) { switch (type) { case UniversalControlType.XInputGamepad: return StateXInput(c, num); case UniversalControlType.DirectInputGamepad: return StateDirectInput(c, num); case UniversalControlType.Keyboard: return StateKeyboard(c, num); } return new UniversalControlState(); }
/// <summary> /// 新しいコントローラを割り当てて、初期化します。 /// </summary> /// <param name="type"></param> /// <param name="num"></param> public UniversalControl(UniversalControlType type, byte num) { InputType = type; Number = num; RemappedA = DX.PAD_INPUT_1; RemappedB = DX.PAD_INPUT_2; RemappedX = DX.PAD_INPUT_3; RemappedY = DX.PAD_INPUT_4; RemappedL = DX.PAD_INPUT_5; RemappedR = DX.PAD_INPUT_6; RemappedUp = DX.PAD_INPUT_UP; RemappedDown = DX.PAD_INPUT_DOWN; RemappedLeft = DX.PAD_INPUT_LEFT; RemappedRight = DX.PAD_INPUT_RIGHT; RemappedStart = DX.PAD_INPUT_7; RemappedBack = DX.PAD_INPUT_8; }