/// <summary> /// Direction of right thumbstick position on a particular player's gamepad. /// </summary> /// <param name="player">Player whose gamepad will be checked.</param> /// <returns>QuadrantDirection indicating right thumbstick direction.</returns> public static QuadrantDirection GetGamePadRightThumbStickQuadrantDirection(this InputManager inputManager, PlayerIndex player) { QuadrantDirection direction = QuadrantDirection.None; if (_currentGamePadStates[player].IsConnected) { direction = _currentGamePadStates[player].ThumbSticks.Right.ToQuadrantDirection(); } return(direction); }
/// <summary> /// Converts a QuadrantDirection value to a normalized Vector2. /// </summary> /// <param name="direction">QuadrantDirection value to convert.</param> /// <returns>A normalized Vector2 instance.</returns> public static Vector2 DirectionToVector(QuadrantDirection direction) { switch (direction) { case QuadrantDirection.Up: return(new Vector2(0.0f, -1.0f)); case QuadrantDirection.Down: return(new Vector2(0.0f, 1.0f)); case QuadrantDirection.Left: return(new Vector2(-1.0f, 0.0f)); case QuadrantDirection.Right: return(new Vector2(1.0f, 0.0f)); default: return(Vector2.Zero); } }
/// <summary> /// Converts a QuadrantDirection value to a normalized Vector2. /// </summary> /// <param name="direction">QuadrantDirection value to convert.</param> /// <returns>A normalized Vector2 instance.</returns> public static Vector2 DirectionToVector(QuadrantDirection direction) { switch (direction) { case QuadrantDirection.Up: return new Vector2(0.0f, -1.0f); case QuadrantDirection.Down: return new Vector2(0.0f, 1.0f); case QuadrantDirection.Left: return new Vector2(-1.0f, 0.0f); case QuadrantDirection.Right: return new Vector2(1.0f, 0.0f); default: return Vector2.Zero; } }
public Quadrant GetChildQuadrant(QuadrantDirection direction) { return(quadrants[(int)direction]); }