///////////////////////////////////////////////////////////////////////////////////////////////
 /// <summary>
 /// assigns the latest gamepad input to leftStick
 /// </summary>
 /// <param name="_event"></param>
 ///////////////////////////////////////////////////////////////////////////////////////////////
 void UpdateInput(EVENT_GAMEPAD_P1 _event)
 {
     leftStick = _event.gamepad.ls;
 }
Example #2
0
    ///////////////////////////////////////////////////////////////////////////////////////////////

    #endregion

    #region PRIVATE METHODS
    ///////////////////////////////////////////////////////////////////////////////////////////////
    void TestButtons(EVENT_GAMEPAD_P1 _event)
    {
        //y button
        y_status.text   = _event.gamepad.y.Status.ToString();
        y_value.text    = _event.gamepad.y.XYValues.x.ToString("F2");
        y_held.text     = _event.gamepad.y.HeldDuration.ToString("F2");
        y_inactive.text = _event.gamepad.y.InactiveDuration.ToString("F2");
        //b button
        b_status.text   = _event.gamepad.b.Status.ToString();
        b_value.text    = _event.gamepad.b.XYValues.x.ToString("F2");
        b_held.text     = _event.gamepad.b.HeldDuration.ToString("F2");
        b_inactive.text = _event.gamepad.b.InactiveDuration.ToString("F2");
        //a button
        a_status.text   = _event.gamepad.a.Status.ToString();
        a_value.text    = _event.gamepad.a.XYValues.x.ToString("F2");
        a_held.text     = _event.gamepad.a.HeldDuration.ToString("F2");
        a_inactive.text = _event.gamepad.a.InactiveDuration.ToString("F2");
        //x button
        x_status.text   = _event.gamepad.x.Status.ToString();
        x_value.text    = _event.gamepad.x.XYValues.x.ToString("F2");
        x_held.text     = _event.gamepad.x.HeldDuration.ToString("F2");
        x_inactive.text = _event.gamepad.x.InactiveDuration.ToString("F2");
        //select button
        select_status.text   = _event.gamepad.select.Status.ToString();
        select_value.text    = _event.gamepad.select.XYValues.x.ToString("F2");
        select_held.text     = _event.gamepad.select.HeldDuration.ToString("F2");
        select_inactive.text = _event.gamepad.select.InactiveDuration.ToString("F2");
        //start button
        start_status.text   = _event.gamepad.start.Status.ToString();
        start_value.text    = _event.gamepad.start.XYValues.x.ToString("F2");
        start_held.text     = _event.gamepad.start.HeldDuration.ToString("F2");
        start_inactive.text = _event.gamepad.start.InactiveDuration.ToString("F2");
        //lb
        lb_status.text   = _event.gamepad.lb.Status.ToString();
        lb_value.text    = _event.gamepad.lb.XYValues.x.ToString("F2");
        lb_held.text     = _event.gamepad.lb.HeldDuration.ToString("F2");
        lb_inactive.text = _event.gamepad.lb.InactiveDuration.ToString("F2");
        //rb
        rb_status.text   = _event.gamepad.rb.Status.ToString();
        rb_value.text    = _event.gamepad.rb.XYValues.x.ToString("F2");
        rb_held.text     = _event.gamepad.rb.HeldDuration.ToString("F2");
        rb_inactive.text = _event.gamepad.rb.InactiveDuration.ToString("F2");
        //lt
        lt_status.text   = _event.gamepad.lt.Status.ToString();
        lt_value.text    = _event.gamepad.lt.XYValues.x.ToString("F2");
        lt_raw.text      = _event.gamepad.lt.XYRawValues.x.ToString("F2");
        lt_held.text     = _event.gamepad.lt.HeldDuration.ToString("F2");
        lt_inactive.text = _event.gamepad.lt.InactiveDuration.ToString("F2");
        //rt
        rt_status.text   = _event.gamepad.rt.Status.ToString();
        rt_value.text    = _event.gamepad.rt.XYValues.x.ToString("F2");
        rt_raw.text      = _event.gamepad.rt.XYRawValues.x.ToString("F2");
        rt_held.text     = _event.gamepad.rt.HeldDuration.ToString("F2");
        rt_inactive.text = _event.gamepad.rt.InactiveDuration.ToString("F2");
        //dpad up
        up_status.text   = _event.gamepad.dp_up.Status.ToString();
        up_value.text    = _event.gamepad.dp_up.XYValues.x.ToString("F2");
        up_held.text     = _event.gamepad.dp_up.HeldDuration.ToString("F2");
        up_inactive.text = _event.gamepad.dp_up.InactiveDuration.ToString("F2");
        //dpad right
        right_status.text   = _event.gamepad.dp_right.Status.ToString();
        right_value.text    = _event.gamepad.dp_right.XYValues.x.ToString("F2");
        right_held.text     = _event.gamepad.dp_right.HeldDuration.ToString("F2");
        right_inactive.text = _event.gamepad.dp_right.InactiveDuration.ToString("F2");
        //dpad down
        down_status.text   = _event.gamepad.dp_down.Status.ToString();
        down_value.text    = _event.gamepad.dp_down.XYValues.x.ToString("F2");
        down_held.text     = _event.gamepad.dp_down.HeldDuration.ToString("F2");
        down_inactive.text = _event.gamepad.dp_down.InactiveDuration.ToString("F2");
        //dpad left
        left_status.text   = _event.gamepad.dp_left.Status.ToString();
        left_value.text    = _event.gamepad.dp_left.XYValues.x.ToString("F2");
        left_held.text     = _event.gamepad.dp_left.HeldDuration.ToString("F2");
        left_inactive.text = _event.gamepad.dp_left.InactiveDuration.ToString("F2");
        //l3
        l3_status.text   = _event.gamepad.l3.Status.ToString();
        l3_value.text    = _event.gamepad.l3.XYValues.x.ToString("F2");
        l3_held.text     = _event.gamepad.l3.HeldDuration.ToString("F2");
        l3_inactive.text = _event.gamepad.l3.InactiveDuration.ToString("F2");
        //ls
        ls_status.text   = _event.gamepad.ls.Status.ToString();
        ls_value.text    = _event.gamepad.ls.XYValues.x.ToString("F2");
        ls_held.text     = _event.gamepad.ls.HeldDuration.ToString("F2");
        ls_inactive.text = _event.gamepad.ls.InactiveDuration.ToString("F2");
        ls_angle.text    = _event.gamepad.ls.Angle.ToString();
        ls_aa.text       = _event.gamepad.ls.ArcadeAxis.ToString();

        //r3
        r3_status.text   = _event.gamepad.r3.Status.ToString();
        r3_value.text    = _event.gamepad.r3.XYValues.x.ToString("F2");
        r3_held.text     = _event.gamepad.r3.HeldDuration.ToString("F2");
        r3_inactive.text = _event.gamepad.r3.InactiveDuration.ToString("F2");
        //ls
        rs_status.text   = _event.gamepad.rs.Status.ToString();
        rs_value.text    = _event.gamepad.rs.XYValues.x.ToString("F2");
        rs_held.text     = _event.gamepad.rs.HeldDuration.ToString("F2");
        rs_inactive.text = _event.gamepad.rs.InactiveDuration.ToString("F2");
        rs_angle.text    = _event.gamepad.rs.Angle.ToString();
        rs_aa.text       = _event.gamepad.rs.ArcadeAxis.ToString();

        if (_event.gamepad.comboTracker != null)
        {
            InputData[] temp = new InputData[10];
            _event.gamepad.comboTracker.CopyTo(temp, 0);
            for (int i = 0; i < 10; ++i)
            {
                if (temp[i] != null)
                {
                    comboButtons[i].sprite = temp[i].IconXBox;
                }
            }
        }
    }
Example #3
0
    ///////////////////////////////////////////////////////////////////////////////////////////////

    #endregion

    #region PRIVATE METHODS
    ///////////////////////////////////////////////////////////////////////////////////////////////
    protected virtual void RespondToInput(EVENT_GAMEPAD_P1 _event)
    {
        switch (button)
        {
        case XBoxButtons.Y:
            if (_event.gamepad.y.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.y);
            }
            else if (_event.gamepad.y.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.y);
            }
            else if (_event.gamepad.y.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.y);
            }
            else
            {
                OnInactive(_event.gamepad.y);
            }
            break;

        case XBoxButtons.B:
            if (_event.gamepad.b.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.b);
            }
            else if (_event.gamepad.b.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.b);
            }
            else if (_event.gamepad.b.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.b);
            }
            else
            {
                OnInactive(_event.gamepad.b);
            }
            break;

        case XBoxButtons.A:
            if (_event.gamepad.a.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.a);
            }
            else if (_event.gamepad.a.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.a);
            }
            else if (_event.gamepad.a.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.a);
            }
            else
            {
                OnInactive(_event.gamepad.a);
            }
            break;

        case XBoxButtons.X:
            if (_event.gamepad.x.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.x);
            }
            else if (_event.gamepad.x.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.x);
            }
            else if (_event.gamepad.x.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.x);
            }
            else
            {
                OnInactive(_event.gamepad.x);
            }
            break;

        case XBoxButtons.SELECT:
            if (_event.gamepad.select.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.select);
            }
            else if (_event.gamepad.select.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.select);
            }
            else if (_event.gamepad.select.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.select);
            }
            else
            {
                OnInactive(_event.gamepad.select);
            }
            break;

        case XBoxButtons.START:
            if (_event.gamepad.start.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.start);
            }
            else if (_event.gamepad.start.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.start);
            }
            else if (_event.gamepad.start.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.start);
            }
            else
            {
                OnInactive(_event.gamepad.start);
            }
            break;

        case XBoxButtons.LT:
            if (_event.gamepad.lt.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.lt);
            }
            else if (_event.gamepad.lt.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.lt);
            }
            else if (_event.gamepad.lt.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.lt);
            }
            else
            {
                OnInactive(_event.gamepad.lt);
            }
            break;

        case XBoxButtons.RT:
            if (_event.gamepad.rt.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.rt);
            }
            else if (_event.gamepad.rt.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.rt);
            }
            else if (_event.gamepad.rt.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.rt);
            }
            else
            {
                OnInactive(_event.gamepad.rt);
            }
            break;

        case XBoxButtons.LB:
            if (_event.gamepad.lb.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.lb);
            }
            else if (_event.gamepad.lb.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.lb);
            }
            else if (_event.gamepad.lb.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.lb);
            }
            else
            {
                OnInactive(_event.gamepad.lb);
            }
            break;

        case XBoxButtons.RB:
            if (_event.gamepad.rb.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.rb);
            }
            else if (_event.gamepad.rb.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.rb);
            }
            else if (_event.gamepad.rb.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.rb);
            }
            else
            {
                OnInactive(_event.gamepad.rb);
            }
            break;

        case XBoxButtons.DP_UP:
            if (_event.gamepad.dp_up.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.dp_up);
            }
            else if (_event.gamepad.dp_up.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.dp_up);
            }
            else if (_event.gamepad.dp_up.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.dp_up);
            }
            else
            {
                OnInactive(_event.gamepad.dp_up);
            }
            break;

        case XBoxButtons.DP_RIGHT:
            if (_event.gamepad.dp_right.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.dp_right);
            }
            else if (_event.gamepad.dp_right.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.dp_right);
            }
            else if (_event.gamepad.dp_right.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.dp_right);
            }
            else
            {
                OnInactive(_event.gamepad.dp_right);
            }
            break;

        case XBoxButtons.DP_DOWN:
            if (_event.gamepad.dp_down.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.dp_down);
            }
            else if (_event.gamepad.start.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.dp_down);
            }
            else if (_event.gamepad.dp_down.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.dp_down);
            }
            else
            {
                OnInactive(_event.gamepad.dp_down);
            }
            break;

        case XBoxButtons.DP_LEFT:
            if (_event.gamepad.dp_left.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.dp_left);
            }
            else if (_event.gamepad.dp_left.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.dp_left);
            }
            else if (_event.gamepad.dp_left.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.dp_left);
            }
            else
            {
                OnInactive(_event.gamepad.dp_left);
            }
            break;

        case XBoxButtons.LS:
            if (_event.gamepad.ls.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.ls);
            }
            else if (_event.gamepad.ls.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.ls);
            }
            else if (_event.gamepad.ls.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.ls);
            }
            else
            {
                OnInactive(_event.gamepad.ls);
            }
            break;

        case XBoxButtons.RS:
            if (_event.gamepad.rs.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.rs);
            }
            else if (_event.gamepad.rs.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.rs);
            }
            else if (_event.gamepad.rs.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.rs);
            }
            else
            {
                OnInactive(_event.gamepad.rs);
            }
            break;

        case XBoxButtons.L3:
            if (_event.gamepad.l3.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.l3);
            }
            else if (_event.gamepad.l3.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.l3);
            }
            else if (_event.gamepad.l3.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.l3);
            }
            else
            {
                OnInactive(_event.gamepad.l3);
            }
            break;

        case XBoxButtons.R3:
            if (_event.gamepad.r3.Status == InputStatus.RELEASED)
            {
                OnReleased(_event.gamepad.r3);
            }
            else if (_event.gamepad.r3.Status == InputStatus.HELD)
            {
                OnHeld(_event.gamepad.r3);
            }
            else if (_event.gamepad.r3.Status == InputStatus.PRESSED)
            {
                OnPressed(_event.gamepad.r3);
            }
            else
            {
                OnInactive(_event.gamepad.r3);
            }
            break;

        default:
            break;
        }
    }