public static bool GetButtonDown(int controllerIndex, ControllerButtonCode keyCode) { if (!m_IsInitialized) Initialize(); return m_XboxControllers[controllerIndex].GetButtonDown(keyCode); }
/// <summary> /// Constructs a new <see cref="ControllerButton"/> using the given code. /// </summary> /// <param name="controller">The controller's device ID.</param> /// <param name="code">The code for the button represented by this <see cref="ControllerButton"/>.</param> public ControllerButton(int controller, ControllerButtonCode code) { Assert.Index(controller, Core.Input.ControllersMax); this.controller = controller; this.code = code; }
public ButtonInputCommand(int controllerIndex, KeyCode keyCode, ControllerButtonCode buttonCode, ButtonState buttonState) { this.ControllerIndex = controllerIndex; this.KeyCode = keyCode; this.ButtonCode = buttonCode; this.ButtonState = buttonState; }
public static bool GetButtonUp(int controllerIndex, ControllerButtonCode keyCode) { if (!m_IsInitialized) { Initialize(); } return(m_XboxControllers[controllerIndex].GetButtonUp(keyCode)); }
public bool GetButton(ControllerButtonCode keyCode) { switch (keyCode) { case ControllerButtonCode.A: return(m_CurrentState.Buttons.A == ButtonState.Pressed); case ControllerButtonCode.B: return(m_CurrentState.Buttons.B == ButtonState.Pressed); case ControllerButtonCode.X: return(m_CurrentState.Buttons.X == ButtonState.Pressed); case ControllerButtonCode.Y: return(m_CurrentState.Buttons.Y == ButtonState.Pressed); case ControllerButtonCode.LeftShoulder: return(m_CurrentState.Buttons.LeftShoulder == ButtonState.Pressed); case ControllerButtonCode.RightShoulder: return(m_CurrentState.Buttons.RightShoulder == ButtonState.Pressed); case ControllerButtonCode.LeftStick: return(m_CurrentState.Buttons.LeftStick == ButtonState.Pressed); case ControllerButtonCode.RightStick: return(m_CurrentState.Buttons.RightStick == ButtonState.Pressed); //Central buttons case ControllerButtonCode.Start: return(m_CurrentState.Buttons.Start == ButtonState.Pressed); case ControllerButtonCode.Back: return(m_CurrentState.Buttons.Back == ButtonState.Pressed); case ControllerButtonCode.Guide: return(m_CurrentState.Buttons.Guide == ButtonState.Pressed); //D pad case ControllerButtonCode.Up: return(m_CurrentState.DPad.Up == ButtonState.Pressed); case ControllerButtonCode.Down: return(m_CurrentState.DPad.Down == ButtonState.Pressed); case ControllerButtonCode.Left: return(m_CurrentState.DPad.Left == ButtonState.Pressed); case ControllerButtonCode.Right: return(m_CurrentState.DPad.Right == ButtonState.Pressed); default: return(false); } }
public bool IsUsed(ControllerButtonCode buttonCode) { foreach (KeyValuePair <string, ButtonInputCommand> valuePair in m_ButtonInputCommands) { if (valuePair.Value.ButtonCode == buttonCode) { return(true); } } return(false); }
public void BindAxis(string name, int controllerIndex, ControllerButtonCode positiveButtonCode, ControllerButtonCode negativeButtonCode) { if (m_AxisInputCommands.ContainsKey(name)) { AxisInputCommand inputCommand = m_AxisInputCommands[name]; inputCommand.ControllerIndex = controllerIndex; inputCommand.PositiveButtonCode = positiveButtonCode; inputCommand.NegativeButtonCode = negativeButtonCode; return; } m_AxisInputCommands.Add(name, new AxisInputCommand(controllerIndex, KeyCode.None, KeyCode.None, ControllerAxisCode.None, positiveButtonCode, negativeButtonCode)); }
public void BindButton(string name, int controllerIndex, ControllerButtonCode buttonCode, ButtonState buttonState) { if (m_ButtonInputCommands.ContainsKey(name)) { ButtonInputCommand inputCommand = m_ButtonInputCommands[name]; inputCommand.ControllerIndex = controllerIndex; inputCommand.ButtonCode = buttonCode; inputCommand.ButtonState = buttonState; return; } m_ButtonInputCommands.Add(name, new ButtonInputCommand(controllerIndex, KeyCode.None, buttonCode, buttonState)); }
public static bool GetButton(int controllerIndex, ControllerButtonCode keyCode) { if (!m_IsInitialized) { Initialize(); } if (!CheckControllerIndex(controllerIndex)) { return(false); } return(m_XboxControllers[controllerIndex].GetButton(keyCode)); }
public bool GetButtonUp(ControllerButtonCode keyCode) { switch (keyCode) { case ControllerButtonCode.A: return (m_CurrentState.Buttons.A != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.A == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.B: return (m_CurrentState.Buttons.B != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.B == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.X: return (m_CurrentState.Buttons.X != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.X == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.Y: return (m_CurrentState.Buttons.Y != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.Y == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.LeftShoulder: return (m_CurrentState.Buttons.LeftShoulder != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.LeftShoulder == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.RightShoulder: return (m_CurrentState.Buttons.RightShoulder != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.RightShoulder == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.LeftStick: return (m_CurrentState.Buttons.LeftStick != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.LeftStick == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.RightStick: return (m_CurrentState.Buttons.RightStick != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.RightStick == XInputDotNetPure.ButtonState.Pressed); //Central buttons case ControllerButtonCode.Start: return (m_CurrentState.Buttons.Start != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.Start == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.Back: return (m_CurrentState.Buttons.Back != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.Back == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.Guide: return (m_CurrentState.Buttons.Guide != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.Guide == XInputDotNetPure.ButtonState.Pressed); //D pad case ControllerButtonCode.Up: return (m_CurrentState.DPad.Up != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.DPad.Up == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.Down: return (m_CurrentState.DPad.Down != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.DPad.Down == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.Left: return (m_CurrentState.DPad.Left != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.DPad.Left == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.Right: return (m_CurrentState.DPad.Right != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.DPad.Right == XInputDotNetPure.ButtonState.Pressed); default: return false; } }
public bool GetButton(ControllerButtonCode keyCode) { switch (keyCode) { case ControllerButtonCode.A: return (m_CurrentState.Buttons.A == ButtonState.Pressed); case ControllerButtonCode.B: return (m_CurrentState.Buttons.B == ButtonState.Pressed); case ControllerButtonCode.X: return (m_CurrentState.Buttons.X == ButtonState.Pressed); case ControllerButtonCode.Y: return (m_CurrentState.Buttons.Y == ButtonState.Pressed); case ControllerButtonCode.LeftShoulder: return (m_CurrentState.Buttons.LeftShoulder == ButtonState.Pressed); case ControllerButtonCode.RightShoulder: return (m_CurrentState.Buttons.RightShoulder == ButtonState.Pressed); case ControllerButtonCode.LeftStick: return (m_CurrentState.Buttons.LeftStick == ButtonState.Pressed); case ControllerButtonCode.RightStick: return (m_CurrentState.Buttons.RightStick == ButtonState.Pressed); //Central buttons case ControllerButtonCode.Start: return (m_CurrentState.Buttons.Start == ButtonState.Pressed); case ControllerButtonCode.Back: return (m_CurrentState.Buttons.Back == ButtonState.Pressed); case ControllerButtonCode.Guide: return (m_CurrentState.Buttons.Guide == ButtonState.Pressed); //D pad case ControllerButtonCode.Up: return (m_CurrentState.DPad.Up == ButtonState.Pressed); case ControllerButtonCode.Down: return (m_CurrentState.DPad.Down == ButtonState.Pressed); case ControllerButtonCode.Left: return (m_CurrentState.DPad.Left == ButtonState.Pressed); case ControllerButtonCode.Right: return (m_CurrentState.DPad.Right == ButtonState.Pressed); default: return false; } }
public AxisInputCommand(int controllerIndex, KeyCode positiveKeyCode, KeyCode negativeKeyCode, ControllerAxisCode axisCode, ControllerButtonCode positiveButtonCode, ControllerButtonCode negativeButtonCode) { this.ControllerIndex = controllerIndex; this.PositiveKeyCode = positiveKeyCode; this.NegativeKeyCode = negativeKeyCode; this.AxisCode = axisCode; this.PositiveButtonCode = positiveButtonCode; this.NegativeButtonCode = negativeButtonCode; }
/// <summary> /// Checks if the given controller button is currently down. /// </summary> /// <param name="id">The device ID of the controller to check.</param> /// <param name="code">The <see cref="ControllerButtonCode"/> representing the button to check.</param> /// <returns>True if the controller button is currently down; false if not.</returns> public bool GetControllerButtonDown(int id, ControllerButtonCode code) { Assert.Index(id, Core.Input.ControllersMax); return(coreState.Controllers[id].Buttons[(int)(code)]); }
public bool GetButtonUp(ControllerButtonCode keyCode) { switch (keyCode) { case ControllerButtonCode.A: return(m_CurrentState.Buttons.A != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.A == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.B: return(m_CurrentState.Buttons.B != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.B == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.X: return(m_CurrentState.Buttons.X != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.X == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.Y: return(m_CurrentState.Buttons.Y != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.Y == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.LeftShoulder: return(m_CurrentState.Buttons.LeftShoulder != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.LeftShoulder == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.RightShoulder: return(m_CurrentState.Buttons.RightShoulder != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.RightShoulder == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.LeftStick: return(m_CurrentState.Buttons.LeftStick != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.LeftStick == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.RightStick: return(m_CurrentState.Buttons.RightStick != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.RightStick == XInputDotNetPure.ButtonState.Pressed); //Central buttons case ControllerButtonCode.Start: return(m_CurrentState.Buttons.Start != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.Start == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.Back: return(m_CurrentState.Buttons.Back != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.Back == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.Guide: return(m_CurrentState.Buttons.Guide != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.Buttons.Guide == XInputDotNetPure.ButtonState.Pressed); //D pad case ControllerButtonCode.Up: return(m_CurrentState.DPad.Up != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.DPad.Up == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.Down: return(m_CurrentState.DPad.Down != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.DPad.Down == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.Left: return(m_CurrentState.DPad.Left != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.DPad.Left == XInputDotNetPure.ButtonState.Pressed); case ControllerButtonCode.Right: return(m_CurrentState.DPad.Right != XInputDotNetPure.ButtonState.Pressed && m_PreviousState.DPad.Right == XInputDotNetPure.ButtonState.Pressed); default: return(false); } }