Esempio n. 1
0
        public void Update()
        {
            _keyboardPrevious = _keyboardCurrent;
            _keyboardCurrent  = Keyboard.GetState();
            _mousePrevious    = _mouseCurrent;
            _mouseCurrent     = Mouse.GetState();

            for (int i = 0; i < GamePad.MaximumGamePadCount; i++)
            {
                _gamepadPrevious[i] = _gamepadCurrent[i];
                _gamepadCurrent[i]  = GamePad.GetState(i);
                if (_gamepadCurrent[i].IsConnected != _gamepadPrevious[i].IsConnected)
                {
                    if (_gamepadCurrent[i].IsConnected)
                    {
                        _connectedGamePads.Add(i);
                        GamePadConnected?.Invoke(this, i);
                    }
                    else
                    {
                        _connectedGamePads.Remove(i);
                        GamePadDisconnected?.Invoke(this, i);
                    }
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Raises the <see cref="GamePadDisconnected"/> event.
        /// </summary>
        /// <param name="device">The device that was disconnected.</param>
        /// <param name="playerIndex">The player index associated with the game pad.</param>
        private void OnGamePadDisconnected(GamePadDevice device, Int32 playerIndex)
        {
            if (primaryGamePad == device)
            {
                primaryGamePad = null;
            }

            GamePadDisconnected?.Invoke(device, playerIndex);
        }
Esempio n. 3
0
        public void Update()
        {
            _previousKeyboardState = _currentKeyboardState;
            _currentKeyboardState  = Keyboard.GetState();

            _previousMouseState = _currentMouseState;
            _currentMouseState  = Mouse.GetState();

            for (int i = 0; i < SUPPORTED_GAMEPAD_COUNT; i++)
            {
                _previousGamePadStates[i] = _currentGamePadStates[i];
                _currentGamePadStates[i]  = GamePad.GetState(i);

                if (_currentGamePadStates[i].IsConnected && !_previousGamePadStates[i].IsConnected)
                {
                    GamePadConnected?.Invoke(i);
                }

                if (!_currentGamePadStates[i].IsConnected && _previousGamePadStates[i].IsConnected)
                {
                    GamePadDisconnected?.Invoke(i);
                }
            }
        }
 /// <summary>
 /// Raises the <see cref="GamePadDisconnected"/> event.
 /// </summary>
 /// <param name="device">The device that was disconnected.</param>
 /// <param name="playerIndex">The player index associated with the game pad.</param>
 private void OnGamePadDisconnected(GamePadDevice device, Int32 playerIndex) =>
 GamePadDisconnected?.Invoke(device, playerIndex);