public override float GetValue(InputManager manager) { IGamePadDevice gamePad = null; if (PadIndex >= 0) { gamePad = manager.GetGamePadByIndex(PadIndex); } else { gamePad = manager.DefaultGamePad; } if (gamePad == null) { return(0.0f); } var state = gamePad.State; var index = (int)(Id & TypeIdMask); if (index <= 15) { if ((state.Buttons & (GamePadButton)(1 << index)) != 0) { return(1.0f); } } else { switch (index) { case 16: return(state.LeftThumb.X); case 17: return(state.LeftThumb.Y); case 18: return(state.RightThumb.X); case 19: return(state.RightThumb.Y); case 20: return(state.LeftTrigger); case 21: return(state.RightTrigger); } } return(0.0f); }
public InputDevice(IGamePadDevice device) { this.device = device; }
/// <summary> /// Maps game controller events to gamepad events /// </summary> /// <returns>The equivalent gamepad event</returns> /// <param name="targetDevice">The gamepad that events are mapped to</param> /// <param name="sourceDevice">The game controller that is mapped to a gamepad</param> /// <param name="controllerEvent">The controller input event as a source</param> /// <param name="target">Target list</param> public virtual void MapInputEvent(IGamePadDevice targetDevice, IGameControllerDevice sourceDevice, InputEvent controllerEvent, List <InputEvent> target) { var buttonEvent = controllerEvent as GameControllerButtonEvent; if (buttonEvent != null) { if (buttonEvent.Index < buttonMap.Count && buttonMap[buttonEvent.Index] != GamePadButton.None) { GamePadButtonEvent buttonEvent1 = InputEventPool <GamePadButtonEvent> .GetOrCreate(targetDevice); buttonEvent1.Button = buttonMap[buttonEvent.Index]; buttonEvent1.IsDown = buttonEvent.IsDown; target.Add(buttonEvent1); } if (buttonEvent.Index < buttonsToTriggerMap.Count && buttonsToTriggerMap[buttonEvent.Index].Axis != GamePadAxis.None) { var mappedAxis = buttonsToTriggerMap[buttonEvent.Index]; GamePadAxisEvent axisEvent1 = InputEventPool <GamePadAxisEvent> .GetOrCreate(targetDevice); axisEvent1.Axis = mappedAxis.Axis; axisEvent1.Value = buttonEvent.IsDown ? 1.0f : 0.0f; if (mappedAxis.Invert) { axisEvent1.Value = -axisEvent1.Value; } target.Add(axisEvent1); } } else { var axisEvent = controllerEvent as GameControllerAxisEvent; if (axisEvent != null) { if (axisEvent.Index < axisMap.Count && axisMap[axisEvent.Index].Axis != GamePadAxis.None) { var mappedAxis = axisMap[axisEvent.Index]; GamePadAxisEvent axisEvent1 = InputEventPool <GamePadAxisEvent> .GetOrCreate(targetDevice); axisEvent1.Axis = mappedAxis.Axis; if (mappedAxis.Invert) { axisEvent1.Value = -axisEvent.Value; } else { axisEvent1.Value = axisEvent.Value; } if (mappedAxis.Remap) { axisEvent1.Value = (axisEvent1.Value + 1.0f) * 0.5f; if (axisEvent1.Value < 0.0001f) { axisEvent1.Value = 0.0f; } } target.Add(axisEvent1); } if (axisEvent.Index < axisToButtonMap.Count && axisToButtonMap[axisEvent.Index] != GamePadButton.None) { GamePadButtonEvent buttonEvent1 = InputEventPool <GamePadButtonEvent> .GetOrCreate(targetDevice); buttonEvent1.Button = axisToButtonMap[axisEvent.Index]; buttonEvent1.IsDown = axisEvent.Value > 0.5f; target.Add(buttonEvent1); } } else if (MapFirstPovToPad) { var directionEvent = controllerEvent as GameControllerDirectionEvent; if (directionEvent?.Index == 0) { GamePadButton targetButtons = GameControllerUtils.DirectionToButtons(directionEvent.Direction); // Pad buttons down for (int i = 0; i < 4; i++) { int mask = (1 << i); if (((int)targetDevice.State.Buttons & mask) != ((int)targetButtons & mask)) { GamePadButtonEvent buttonEvent1 = InputEventPool <GamePadButtonEvent> .GetOrCreate(targetDevice); buttonEvent1.Button = (GamePadButton)mask; buttonEvent1.IsDown = ((int)targetButtons & mask) != 0; target.Add(buttonEvent1); } } } } } }
/// <summary> /// Allows the user to perform some additional setup operations when using this layout on a device /// </summary> /// <param name="targetDevice">The gamepad that events are mapped to</param> /// <param name="sourceDevice">The game controller that is mapped to a gamepad</param> public virtual void InitializeDevice(IGamePadDevice targetDevice, IGameControllerDevice sourceDevice) { }
/// <summary> /// Determines whether the specified button is being pressed down /// </summary> /// /// <param name="gamepad">The gamepad</param> /// <param name="button">The button</param> /// <returns><c>true</c> if the specified button is being pressed down; otherwise, <c>false</c>.</returns> public static bool IsButtonDown(this IGamePadDevice gamepad, GamePadButton button) { return(gamepad.DownButtons.Contains(button)); }
/// <summary> /// Determines whether the specified button is released since the previous update. /// </summary> /// /// <param name="gamepad">The gamepad</param> /// <param name="button">The button</param> /// <returns><c>true</c> if the specified button is released; otherwise, <c>false</c>.</returns> public static bool IsButtonReleased(this IGamePadDevice gamepad, GamePadButton button) { return(gamepad.ReleasedButtons.Contains(button)); }
/// <summary> /// Sets the gamepad's large and small motors to the given amounts /// </summary> /// <param name="gamepad">The gamepad</param> /// <param name="largeMotors">The amount of vibration for the large motors</param> /// <param name="smallMotors">The amount of vibration for the small motors</param> public static void SetVibration(this IGamePadDevice gamepad, float largeMotors, float smallMotors) { gamepad.SetVibration(smallMotors, smallMotors, largeMotors, largeMotors); }
/// <summary> /// Sets all the gamepad vibration motors to the same amount /// </summary> /// <param name="gamepad">The gamepad</param> /// <param name="amount">The amount of vibration</param> public static void SetVibration(this IGamePadDevice gamepad, float amount) { gamepad.SetVibration(amount, amount, amount, amount); }