コード例 #1
0
ファイル: GamePad.cs プロジェクト: fragcastle/MonoGame
		protected GamePad(InputDevice device)
		{
			_device = device;
			_deviceId = device.Id;

			_capabilities = CapabilitiesOfDevice(device);
		}
 public GamePadCapabilitiesEx(GamePadCapabilities copy)
     : this()
 {
     this.IsConnected = copy.IsConnected;
     this.HasAButton = copy.HasAButton;
     this.HasBackButton = copy.HasBackButton;
     this.HasBButton = copy.HasBButton;
     this.HasDPadDownButton = copy.HasDPadDownButton;
     this.HasDPadLeftButton = copy.HasDPadLeftButton;
     this.HasDPadRightButton = copy.HasDPadRightButton;
     this.HasDPadUpButton = copy.HasDPadUpButton;
     this.HasLeftShoulderButton = copy.HasLeftShoulderButton;
     this.HasLeftStickButton = copy.HasLeftStickButton;
     this.HasRightShoulderButton = copy.HasRightShoulderButton;
     this.HasRightStickButton = copy.HasRightStickButton;
     this.HasStartButton = copy.HasStartButton;
     this.HasXButton = copy.HasXButton;
     this.HasYButton = copy.HasYButton;
     this.HasBigButton = copy.HasBigButton;
     this.HasLeftXThumbStick = copy.HasLeftXThumbStick;
     this.HasLeftYThumbStick = copy.HasLeftYThumbStick;
     this.HasRightXThumbStick = copy.HasRightXThumbStick;
     this.HasRightYThumbStick = copy.HasRightYThumbStick;
     this.HasLeftTrigger = copy.HasLeftTrigger;
     this.HasRightTrigger = copy.HasRightTrigger;
     this.HasLeftVibrationMotor = copy.HasLeftVibrationMotor;
     this.HasRightVibrationMotor = copy.HasRightVibrationMotor;
     this.HasVoiceSupport = copy.HasVoiceSupport;
     this.GamePadType = copy.GamePadType;
 }
コード例 #3
0
ファイル: GamePad.cs プロジェクト: tanis2000/FEZ
 public static GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
 {
   Controller controller = GamePad.GetController(playerIndex);
   if (!controller.IsConnected)
     return new GamePadCapabilities();
   Capabilities capabilities = controller.GetCapabilities(DeviceQueryType.Any);
   GamePadCapabilities gamePadCapabilities = new GamePadCapabilities();
   switch (capabilities.SubType)
   {
     case DeviceSubType.Gamepad:
       gamePadCapabilities.GamePadType = GamePadType.GamePad;
       break;
     case DeviceSubType.Wheel:
       gamePadCapabilities.GamePadType = GamePadType.Wheel;
       break;
     case DeviceSubType.ArcadeStick:
       gamePadCapabilities.GamePadType = GamePadType.ArcadeStick;
       break;
     case DeviceSubType.DancePad:
       gamePadCapabilities.GamePadType = GamePadType.DancePad;
       break;
     case DeviceSubType.Guitar:
       gamePadCapabilities.GamePadType = GamePadType.Guitar;
       break;
     case DeviceSubType.DrumKit:
       gamePadCapabilities.GamePadType = GamePadType.DrumKit;
       break;
     default:
       gamePadCapabilities.GamePadType = GamePadType.Unknown;
       break;
   }
   Gamepad gamepad = capabilities.Gamepad;
   GamepadButtonFlags gamepadButtonFlags = gamepad.Buttons;
   gamePadCapabilities.HasAButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.A);
   gamePadCapabilities.HasBackButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.Back);
   gamePadCapabilities.HasBButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.B);
   gamePadCapabilities.HasBigButton = false;
   gamePadCapabilities.HasDPadDownButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.DPadDown);
   gamePadCapabilities.HasDPadLeftButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.DPadLeft);
   gamePadCapabilities.HasDPadRightButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.DPadLeft);
   gamePadCapabilities.HasDPadUpButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.DPadUp);
   gamePadCapabilities.HasLeftShoulderButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.LeftShoulder);
   gamePadCapabilities.HasLeftStickButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.LeftThumb);
   gamePadCapabilities.HasRightShoulderButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.RightShoulder);
   gamePadCapabilities.HasRightStickButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.RightThumb);
   gamePadCapabilities.HasStartButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.Start);
   gamePadCapabilities.HasXButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.X);
   gamePadCapabilities.HasYButton = gamepadButtonFlags.HasFlag((Enum) GamepadButtonFlags.Y);
   gamePadCapabilities.HasRightTrigger = (int) gamepad.LeftTrigger > 0;
   gamePadCapabilities.HasRightXThumbStick = (int) gamepad.RightThumbX != 0;
   gamePadCapabilities.HasRightYThumbStick = (int) gamepad.RightThumbY != 0;
   gamePadCapabilities.HasLeftTrigger = (int) gamepad.LeftTrigger > 0;
   gamePadCapabilities.HasLeftXThumbStick = (int) gamepad.LeftThumbX != 0;
   gamePadCapabilities.HasLeftYThumbStick = (int) gamepad.LeftThumbY != 0;
   gamePadCapabilities.HasLeftVibrationMotor = (int) capabilities.Vibration.LeftMotorSpeed > 0;
   gamePadCapabilities.HasRightVibrationMotor = (int) capabilities.Vibration.RightMotorSpeed > 0;
   gamePadCapabilities.IsConnected = controller.IsConnected;
   gamePadCapabilities.HasVoiceSupport = capabilities.Flags.HasFlag((Enum) CapabilityFlags.VoiceSupported);
   return gamePadCapabilities;
 }
コード例 #4
0
ファイル: GamePad.PSM.cs プロジェクト: Breadmouth/Gravitas
        private static GamePadCapabilities PlatformGetCapabilities(int index)
        {
            GamePadCapabilities capabilities = new GamePadCapabilities();
            capabilities.IsConnected = (index == 0);
			
			capabilities.HasAButton = true;
			capabilities.HasBButton = true;
			capabilities.HasXButton = true;
			capabilities.HasYButton = true;
			
			capabilities.HasBackButton = true;
			capabilities.HasStartButton = true;
			
			capabilities.HasDPadUpButton = true;
			capabilities.HasDPadDownButton = true;
			capabilities.HasDPadLeftButton = true;
			capabilities.HasDPadRightButton = true;
			
			capabilities.HasLeftXThumbStick = true;
			capabilities.HasLeftYThumbStick = true;
			capabilities.HasRightXThumbStick = true;
			capabilities.HasRightYThumbStick = true;
			
			capabilities.HasLeftShoulderButton = true;
			capabilities.HasRightShoulderButton = true;
			
			return capabilities;
        }
コード例 #5
0
ファイル: FNADroidPlatform.cs プロジェクト: 0x0ade/FNADroid
        public static void Boot()
        {
            //SDL2 doesn't support changing this after SDL_SYS_JoystickInit has been called.
            //We're handling the accelerometer controller on our own.
            SDL2.SDL.SDL_SetHint("SDL_HINT_ACCELEROMETER_AS_JOYSTICK", "0");

            //The FNAPlatform hooking reflection part.. oh, so shiny!
            Assembly asm = Assembly.GetAssembly(typeof(Game));
            Type t;
            FieldInfo f;

            t = asm.GetType("Microsoft.Xna.Framework.Input.GamePad");

            f = t.GetField("GAMEPAD_COUNT", BindingFlags.Static | BindingFlags.NonPublic);
            _GamePad_GAMEPAD_COUNT = (int) f.GetValue(null);

            PhoneGamePadCapabilities = new GamePadCapabilities();
            t = PhoneGamePadCapabilities.GetType();

            t.GetProperty("IsConnected", BindingFlags.Instance | BindingFlags.Public)
                .GetSetMethod(true).Invoke(PhoneGamePadCapabilities, new object[] {
                    true
            });
            t.GetProperty("HasBackButton", BindingFlags.Instance | BindingFlags.Public)
                .GetSetMethod(true).Invoke(PhoneGamePadCapabilities, new object[] {
                    true
            });
            t.GetProperty("HasLeftXThumbStick", BindingFlags.Instance | BindingFlags.Public)
                .GetSetMethod(true).Invoke(PhoneGamePadCapabilities, new object[] {
                    true
            });
            t.GetProperty("HasLeftYThumbStick", BindingFlags.Instance | BindingFlags.Public)
                .GetSetMethod(true).Invoke(PhoneGamePadCapabilities, new object[] {
                    true
            });
            t.GetProperty("HasLeftVibrationMotor", BindingFlags.Instance | BindingFlags.Public)
                .GetSetMethod(true).Invoke(PhoneGamePadCapabilities, new object[] {
                    true
            });
            t.GetProperty("HasRightVibrationMotor", BindingFlags.Instance | BindingFlags.Public)
                .GetSetMethod(true).Invoke(PhoneGamePadCapabilities, new object[] {
                    true
            });
            t.GetProperty("GamePadType", BindingFlags.Instance | BindingFlags.Public)
                .GetSetMethod(true).Invoke(PhoneGamePadCapabilities, new object[] {
                    GamePadType.Unknown
            });

            t = asm.GetType("Microsoft.Xna.Framework.FNAPlatform");

            f = t.GetField("Log");
            f.SetValue(null, (Action<string>) Log);

            Hook("GetMaximumTouchCount");
            Hook("SetGamePadVibration");
            Hook("GetGamePadCapabilities");
            Hook("GetGamePadState");
        }
コード例 #6
0
ファイル: GamePad.cs プロジェクト: DrPandemic/EraParadox
        public static Microsoft.Xna.Framework.Input.GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
        {
            GamePadCapabilities capabilities = new GamePadCapabilities();

            capabilities.IsConnected = (playerIndex == PlayerIndex.One);
            capabilities.HasBackButton = true;

            return capabilities;
        }
コード例 #7
0
ファイル: GamePad.Ouya.cs プロジェクト: KennethYap/MonoGame
        public OuyaGamePad(InputDevice device)
        {
            _device = device;
            _deviceId = device.Id;
            _descriptor = device.Descriptor;
            _isConnected = true;

            _capabilities = CapabilitiesOfDevice(device);
        }
コード例 #8
0
ファイル: GamePad.cs プロジェクト: bwfox/MonoGame
        public static GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
        {
            var gamePad = GamePads[(int) playerIndex];
            if (gamePad != null)
                return gamePad._capabilities;

            GamePadCapabilities capabilities = new GamePadCapabilities();
            capabilities.IsConnected = false;
            capabilities.HasAButton = true;
            capabilities.HasBButton = true;
            capabilities.HasXButton = true;
            capabilities.HasYButton = true;
            capabilities.HasBackButton = true;
            capabilities.HasLeftXThumbStick = true;
            capabilities.HasLeftYThumbStick = true;
            capabilities.HasRightXThumbStick = true;
            capabilities.HasRightYThumbStick = true;

            return capabilities;
        }
コード例 #9
0
        public virtual IEnumerator <ITask> QueryControllersHandler(QueryControllers queryControllers)
        {
            QueryControllersResponse response = new QueryControllersResponse();

            for (PlayerIndex player = PlayerIndex.One; player <= PlayerIndex.Four; player++)
            {
                xinput.GamePadCapabilities caps = xinput.GamePad.GetCapabilities((xna.PlayerIndex)player);

                if (caps.IsConnected)
                {
                    ControllerCaps controller = new ControllerCaps();
                    controller.PlayerIndex    = player;
                    controller.IsConnected    = true;
                    controller.ControllerType = (ControllerType)caps.GamePadType;

                    response.Controllers.Add(controller);
                }
            }

            queryControllers.ResponsePort.Post(response);

            yield break;
        }
コード例 #10
0
ファイル: SDL2_FNAPlatform.cs プロジェクト: clarvalon/FNA
		private static void INTERNAL_AddInstance(int dev)
		{
			int which = -1;
			for (int i = 0; i < INTERNAL_devices.Length; i += 1)
			{
				if (INTERNAL_devices[i] == IntPtr.Zero)
				{
					which = i;
					break;
				}
			}
			if (which == -1)
			{
				return; // Ignoring more than 4 controllers.
			}

			// Clear the error buffer. We're about to do a LOT of dangerous stuff.
			SDL.SDL_ClearError();

			// Open the device!
			INTERNAL_devices[which] = SDL.SDL_GameControllerOpen(dev);

			// We use this when dealing with Haptic/GUID initialization.
			IntPtr thisJoystick = SDL.SDL_GameControllerGetJoystick(INTERNAL_devices[which]);

			// Pair up the instance ID to the player index.
			// FIXME: Remove check after 2.0.4? -flibit
			int thisInstance = SDL.SDL_JoystickInstanceID(thisJoystick);
			if (INTERNAL_instanceList.ContainsKey(thisInstance))
			{
				// Duplicate? Usually this is OSX being dumb, but...?
				INTERNAL_devices[which] = IntPtr.Zero;
				return;
			}
			INTERNAL_instanceList.Add(thisInstance, which);

			// Start with a fresh state.
			INTERNAL_states[which] = new GamePadState();
			INTERNAL_states[which].IsConnected = true;

			// Initialize the haptics for the joystick, if applicable.
			if (SDL.SDL_JoystickIsHaptic(thisJoystick) == 1)
			{
				INTERNAL_haptics[which] = SDL.SDL_HapticOpenFromJoystick(thisJoystick);
				if (INTERNAL_haptics[which] == IntPtr.Zero)
				{
					Log("HAPTIC OPEN ERROR: " + SDL.SDL_GetError());
				}
			}
			if (INTERNAL_haptics[which] != IntPtr.Zero)
			{
				if (	OSVersion.Equals("Mac OS X") &&
					SDL.SDL_HapticEffectSupported(INTERNAL_haptics[which], ref INTERNAL_leftRightMacHackEffect) == 1	)
				{
					INTERNAL_hapticTypes[which] = HapticType.LeftRightMacHack;
					SDL.SDL_HapticNewEffect(INTERNAL_haptics[which], ref INTERNAL_leftRightMacHackEffect);
				}
				else if (	!OSVersion.Equals("Mac OS X") &&
						SDL.SDL_HapticEffectSupported(INTERNAL_haptics[which], ref INTERNAL_leftRightEffect) == 1	)
				{
					INTERNAL_hapticTypes[which] = HapticType.LeftRight;
					SDL.SDL_HapticNewEffect(INTERNAL_haptics[which], ref INTERNAL_leftRightEffect);
				}
				else if (SDL.SDL_HapticRumbleSupported(INTERNAL_haptics[which]) == 1)
				{
					INTERNAL_hapticTypes[which] = HapticType.Simple;
					SDL.SDL_HapticRumbleInit(INTERNAL_haptics[which]);
				}
				else
				{
					// We can't even play simple rumble, this haptic device is useless to us.
					SDL.SDL_HapticClose(INTERNAL_haptics[which]);
					INTERNAL_haptics[which] = IntPtr.Zero;
				}
			}

			// An SDL_GameController _should_ always be complete...
			INTERNAL_capabilities[which] = new GamePadCapabilities()
			{
				IsConnected = true,
				HasAButton = true,
				HasBButton = true,
				HasXButton = true,
				HasYButton = true,
				HasBackButton = true,
				HasStartButton = true,
				HasDPadDownButton = true,
				HasDPadLeftButton = true,
				HasDPadRightButton = true,
				HasDPadUpButton = true,
				HasLeftShoulderButton = true,
				HasRightShoulderButton = true,
				HasLeftStickButton = true,
				HasRightStickButton = true,
				HasLeftTrigger = true,
				HasRightTrigger = true,
				HasLeftXThumbStick = true,
				HasLeftYThumbStick = true,
				HasRightXThumbStick = true,
				HasRightYThumbStick = true,
				HasBigButton = true,
				HasLeftVibrationMotor = INTERNAL_haptics[which] != IntPtr.Zero,
				HasRightVibrationMotor = INTERNAL_haptics[which] != IntPtr.Zero,
				HasVoiceSupport = false
			};

			// Store the GUID string for this device
			StringBuilder result = new StringBuilder();
			byte[] resChar = new byte[33]; // FIXME: Sort of arbitrary.
			SDL.SDL_JoystickGetGUIDString(
				SDL.SDL_JoystickGetGUID(thisJoystick),
				resChar,
				resChar.Length
			);
			if (OSVersion.Equals("Linux"))
			{
				result.Append((char) resChar[8]);
				result.Append((char) resChar[9]);
				result.Append((char) resChar[10]);
				result.Append((char) resChar[11]);
				result.Append((char) resChar[16]);
				result.Append((char) resChar[17]);
				result.Append((char) resChar[18]);
				result.Append((char) resChar[19]);
			}
			else if (OSVersion.Equals("Mac OS X"))
			{
				result.Append((char) resChar[0]);
				result.Append((char) resChar[1]);
				result.Append((char) resChar[2]);
				result.Append((char) resChar[3]);
				result.Append((char) resChar[16]);
				result.Append((char) resChar[17]);
				result.Append((char) resChar[18]);
				result.Append((char) resChar[19]);
			}
			else if (OSVersion.Equals("Windows"))
			{
				bool isXInput = true;
				foreach (byte b in resChar)
				{
					if (((char) b) != '0' && b != 0)
					{
						isXInput = false;
						break;
					}
				}
				if (isXInput)
				{
					result.Append("xinput");
				}
				else
				{
					result.Append((char) resChar[0]);
					result.Append((char) resChar[1]);
					result.Append((char) resChar[2]);
					result.Append((char) resChar[3]);
					result.Append((char) resChar[4]);
					result.Append((char) resChar[5]);
					result.Append((char) resChar[6]);
					result.Append((char) resChar[7]);
				}
			}
			else
			{
				throw new NotSupportedException("Unhandled SDL2 platform!");
			}
			INTERNAL_guids[which] = result.ToString();

			// Initialize light bar
			if (	OSVersion.Equals("Linux") &&
				INTERNAL_guids[which].Equals("4c05c405")	)
			{
				// Get all of the individual PS4 LED instances
				List<string> ledList = new List<string>();
				string[] dirs = Directory.GetDirectories("/sys/class/leds/");
				foreach (string dir in dirs)
				{
					if (	dir.Contains("054C:05C4") &&
						dir.EndsWith("blue")	)
					{
						ledList.Add(dir.Substring(0, dir.LastIndexOf(':') + 1));
					}
				}
				// Find how many of these are already in use
				int numLights = 0;
				for (int i = 0; i < INTERNAL_lightBars.Length; i += 1)
				{
					if (!String.IsNullOrEmpty(INTERNAL_lightBars[i]))
					{
						numLights += 1;
					}
				}
				// If all are not already in use, use the first unused light
				if (numLights < ledList.Count)
				{
					INTERNAL_lightBars[which] = ledList[numLights];
				}
			}

			// Print controller information to stdout.
			Log(
				"Controller " + which.ToString() + ": " +
				SDL.SDL_GameControllerName(INTERNAL_devices[which])
			);
		}
コード例 #11
0
        /// <summary>
        /// Draw all data for a set of GamePad data and capabilities.
        /// </summary>
        /// <param name="gamePadState">The GamePad data.</param>
        /// <param name="gamePadCapabilities">The GamePad capabilities.</param>
        /// <remarks>
        /// The GamePad structures are passed by reference for speed.  They are not
        /// modified in this method.
        /// </remarks>
        private void DrawData(ref GamePadState gamePadState, 
            ref GamePadCapabilities gamePadCapabilities)
        {
            //
            // Draw the first column of data
            //
            Vector2 descriptionPosition = descriptionColumn1Position;
            Vector2 valuePosition = valueColumn1Position;

            // draw left thumbstick data
            DrawValue(InputReporterResources.LeftThumbstickX, ref descriptionPosition,
                gamePadState.ThumbSticks.Left.X.ToString("0.000"), ref valuePosition,
                gamePadCapabilities.HasLeftXThumbStick,
                gamePadState.ThumbSticks.Left.X != 0f);
            DrawValue(InputReporterResources.LeftThumbstickY, ref descriptionPosition,
                gamePadState.ThumbSticks.Left.Y.ToString("0.000"), ref valuePosition,
                gamePadCapabilities.HasLeftYThumbStick,
                gamePadState.ThumbSticks.Left.Y != 0f);

            // draw the right thumbstick data
            DrawValue(InputReporterResources.RightThumbstickX, ref descriptionPosition,
                gamePadState.ThumbSticks.Right.X.ToString("0.000"), ref valuePosition,
                gamePadCapabilities.HasRightXThumbStick,
                gamePadState.ThumbSticks.Right.X != 0f);
            DrawValue(InputReporterResources.RightThumbstickY, ref descriptionPosition,
                gamePadState.ThumbSticks.Right.Y.ToString("0.000"), ref valuePosition,
                gamePadCapabilities.HasRightYThumbStick,
                gamePadState.ThumbSticks.Right.Y != 0f);

            descriptionPosition.Y += dataSpacing;
            valuePosition.Y += dataSpacing;

            // draw the trigger data
            DrawValue(InputReporterResources.LeftTrigger, ref descriptionPosition,
                gamePadState.Triggers.Left.ToString("0.000"), ref valuePosition,
                gamePadCapabilities.HasLeftTrigger,
                gamePadState.Triggers.Left != 0f);
            DrawValue(InputReporterResources.RightTrigger, ref descriptionPosition,
                gamePadState.Triggers.Right.ToString("0.000"), ref valuePosition,
                gamePadCapabilities.HasRightTrigger, 
                gamePadState.Triggers.Right != 0f);

            descriptionPosition.Y += dataSpacing;
            valuePosition.Y += dataSpacing;

            // draw the directional pad data
            DrawValue(InputReporterResources.DPadUp, ref descriptionPosition,
                (gamePadState.DPad.Up == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed : 
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasDPadUpButton,
                gamePadState.DPad.Up == ButtonState.Pressed);
            DrawValue(InputReporterResources.DPadDown, ref descriptionPosition,
                (gamePadState.DPad.Down == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed : 
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasDPadDownButton,
                gamePadState.DPad.Down == ButtonState.Pressed);
            DrawValue(InputReporterResources.DPadLeft, ref descriptionPosition,
                (gamePadState.DPad.Left == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed :
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasDPadLeftButton,
                gamePadState.DPad.Left == ButtonState.Pressed);
            DrawValue(InputReporterResources.DPadRight, ref descriptionPosition,
                (gamePadState.DPad.Right == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed : 
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasDPadRightButton,
                gamePadState.DPad.Right == ButtonState.Pressed);

            descriptionPosition.Y += dataSpacing;
            valuePosition.Y += dataSpacing;

            // draw the vibration data
            if (gamePadCapabilities.HasLeftVibrationMotor)
            {
                if (gamePadCapabilities.HasRightVibrationMotor)
                {
                    spriteBatch.DrawString(dataFont, 
                        InputReporterResources.BothVibrationMotors, descriptionPosition,
                        descriptionColor);
                }
                else
                {
                    spriteBatch.DrawString(dataFont, 
                        InputReporterResources.LeftVibrationMotor, descriptionPosition,
                        descriptionColor);
                }
            }
            else if (gamePadCapabilities.HasRightVibrationMotor)
            {
                spriteBatch.DrawString(dataFont, 
                    InputReporterResources.RightVibrationMotor, descriptionPosition,
                    descriptionColor);
            }
            else
            {
                spriteBatch.DrawString(dataFont, InputReporterResources.NoVibration, 
                    descriptionPosition, descriptionColor);
            }

            //
            // Draw the second column of data
            //
            descriptionPosition = descriptionColumn2Position;
            valuePosition = valueColumn2Position;

            // draw the button data
            DrawValue(InputReporterResources.A, ref descriptionPosition,
                (gamePadState.Buttons.A == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed : 
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasAButton,
                gamePadState.Buttons.A == ButtonState.Pressed);
            DrawValue(InputReporterResources.B, ref descriptionPosition,
                (gamePadState.Buttons.B == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed : 
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasBButton,
                gamePadState.Buttons.B == ButtonState.Pressed);
            DrawValue(InputReporterResources.X, ref descriptionPosition,
                (gamePadState.Buttons.X == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed : 
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasXButton,
                gamePadState.Buttons.X == ButtonState.Pressed);
            DrawValue(InputReporterResources.Y, ref descriptionPosition,
                (gamePadState.Buttons.Y == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed : 
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasYButton,
                gamePadState.Buttons.Y == ButtonState.Pressed);
            DrawValue(InputReporterResources.LeftShoulder, ref descriptionPosition,
                (gamePadState.Buttons.LeftShoulder == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed : 
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasLeftShoulderButton,
                gamePadState.Buttons.LeftShoulder == ButtonState.Pressed);
            DrawValue(InputReporterResources.RightShoulder, ref descriptionPosition,
                (gamePadState.Buttons.RightShoulder == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed : 
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasRightShoulderButton,
                gamePadState.Buttons.RightShoulder == ButtonState.Pressed);
            DrawValue(InputReporterResources.LeftStick, ref descriptionPosition,
                (gamePadState.Buttons.LeftStick == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed : 
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasLeftStickButton,
                gamePadState.Buttons.LeftStick == ButtonState.Pressed);
            DrawValue(InputReporterResources.RightStick, ref descriptionPosition,
                (gamePadState.Buttons.RightStick == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed : 
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasRightStickButton, 
                gamePadState.Buttons.RightStick == ButtonState.Pressed);
            DrawValue(InputReporterResources.Start, ref descriptionPosition,
                (gamePadState.Buttons.Start == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed :
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasStartButton,
                gamePadState.Buttons.Start == ButtonState.Pressed);
            DrawValue(InputReporterResources.Back, ref descriptionPosition,
                (gamePadState.Buttons.Back == ButtonState.Pressed ? 
                InputReporterResources.ButtonPressed :
                InputReporterResources.ButtonReleased), ref valuePosition,
                gamePadCapabilities.HasBackButton,
                gamePadState.Buttons.Back == ButtonState.Pressed);

            descriptionPosition.Y += dataSpacing;
            valuePosition.Y += dataSpacing;

            // draw the packet number data
            DrawValue(InputReporterResources.PacketNumber, ref descriptionPosition,
                gamePadState.PacketNumber.ToString(), ref valuePosition, 
                gamePadCapabilities.IsConnected, false);
        }
コード例 #12
0
        public static GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
        {
            Controller controller = GamePad.GetController(playerIndex);

            if (!controller.IsConnected)
            {
                return(new GamePadCapabilities());
            }
            Capabilities        capabilities        = controller.GetCapabilities(DeviceQueryType.Any);
            GamePadCapabilities gamePadCapabilities = new GamePadCapabilities();

            switch (capabilities.SubType)
            {
            case DeviceSubType.Gamepad:
                gamePadCapabilities.GamePadType = GamePadType.GamePad;
                break;

            case DeviceSubType.Wheel:
                gamePadCapabilities.GamePadType = GamePadType.Wheel;
                break;

            case DeviceSubType.ArcadeStick:
                gamePadCapabilities.GamePadType = GamePadType.ArcadeStick;
                break;

            case DeviceSubType.DancePad:
                gamePadCapabilities.GamePadType = GamePadType.DancePad;
                break;

            case DeviceSubType.Guitar:
                gamePadCapabilities.GamePadType = GamePadType.Guitar;
                break;

            case DeviceSubType.DrumKit:
                gamePadCapabilities.GamePadType = GamePadType.DrumKit;
                break;

            default:
                gamePadCapabilities.GamePadType = GamePadType.Unknown;
                break;
            }
            Gamepad            gamepad            = capabilities.Gamepad;
            GamepadButtonFlags gamepadButtonFlags = gamepad.Buttons;

            gamePadCapabilities.HasAButton             = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.A);
            gamePadCapabilities.HasBackButton          = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.Back);
            gamePadCapabilities.HasBButton             = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.B);
            gamePadCapabilities.HasBigButton           = false;
            gamePadCapabilities.HasDPadDownButton      = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.DPadDown);
            gamePadCapabilities.HasDPadLeftButton      = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.DPadLeft);
            gamePadCapabilities.HasDPadRightButton     = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.DPadLeft);
            gamePadCapabilities.HasDPadUpButton        = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.DPadUp);
            gamePadCapabilities.HasLeftShoulderButton  = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.LeftShoulder);
            gamePadCapabilities.HasLeftStickButton     = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.LeftThumb);
            gamePadCapabilities.HasRightShoulderButton = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.RightShoulder);
            gamePadCapabilities.HasRightStickButton    = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.RightThumb);
            gamePadCapabilities.HasStartButton         = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.Start);
            gamePadCapabilities.HasXButton             = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.X);
            gamePadCapabilities.HasYButton             = gamepadButtonFlags.HasFlag((Enum)GamepadButtonFlags.Y);
            gamePadCapabilities.HasRightTrigger        = (int)gamepad.LeftTrigger > 0;
            gamePadCapabilities.HasRightXThumbStick    = (int)gamepad.RightThumbX != 0;
            gamePadCapabilities.HasRightYThumbStick    = (int)gamepad.RightThumbY != 0;
            gamePadCapabilities.HasLeftTrigger         = (int)gamepad.LeftTrigger > 0;
            gamePadCapabilities.HasLeftXThumbStick     = (int)gamepad.LeftThumbX != 0;
            gamePadCapabilities.HasLeftYThumbStick     = (int)gamepad.LeftThumbY != 0;
            gamePadCapabilities.HasLeftVibrationMotor  = (int)capabilities.Vibration.LeftMotorSpeed > 0;
            gamePadCapabilities.HasRightVibrationMotor = (int)capabilities.Vibration.RightMotorSpeed > 0;
            gamePadCapabilities.IsConnected            = controller.IsConnected;
            gamePadCapabilities.HasVoiceSupport        = capabilities.Flags.HasFlag((Enum)CapabilityFlags.VoiceSupported);
            return(gamePadCapabilities);
        }
コード例 #13
0
ファイル: GamePad.cs プロジェクト: DrPandemic/EraParadox
        public static GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
        {
            GamePadCapabilities capabilities = new GamePadCapabilities();
			capabilities.IsConnected = (playerIndex == PlayerIndex.One);
			capabilities.HasAButton = true;
			capabilities.HasBButton = true;
			capabilities.HasXButton = true;
			capabilities.HasYButton = true;
			capabilities.HasBackButton = true;
			capabilities.HasLeftXThumbStick = true;
			capabilities.HasLeftYThumbStick = true;
			capabilities.HasRightXThumbStick = true;
			capabilities.HasRightYThumbStick = true;
			
			return capabilities;
        }
コード例 #14
0
ファイル: GamePadInfos.cs プロジェクト: jpgdev/JPEngine
 public GamePadInfos(PlayerIndex playerIndex)
 {
     _playerIndex = playerIndex;
     _gamePadCapabilities = GamePad.GetCapabilities(playerIndex);
 }
コード例 #15
0
ファイル: GamePad.tvOS.cs プロジェクト: Cardanis/MonoGame
 private static GamePadCapabilities GetCapabilities(GCController controller)
 {
     //All iOS controllers have these basics
     var capabilities = new GamePadCapabilities()
         {
             IsConnected = false,
             GamePadType = GamePadType.GamePad,
         };
     if (controller.ExtendedGamepad != null)
     {
         capabilities.HasAButton = true;
         capabilities.HasBButton = true;
         capabilities.HasXButton = true;
         capabilities.HasYButton = true;
         capabilities.HasBackButton = true;
         capabilities.HasDPadUpButton = true;
         capabilities.HasDPadDownButton = true;
         capabilities.HasDPadLeftButton = true;
         capabilities.HasDPadRightButton = true;
         capabilities.HasLeftShoulderButton = true;
         capabilities.HasRightShoulderButton = true;
         capabilities.HasLeftTrigger = true;
         capabilities.HasRightTrigger = true;
         capabilities.HasLeftXThumbStick = true;
         capabilities.HasLeftYThumbStick = true;
         capabilities.HasRightXThumbStick = true;
         capabilities.HasRightYThumbStick = true;
     }
     else if (controller.Gamepad != null)
     {
         capabilities.HasAButton = true;
         capabilities.HasBButton = true;
         capabilities.HasXButton = true;
         capabilities.HasYButton = true;
         capabilities.HasBackButton = true;
         capabilities.HasDPadUpButton = true;
         capabilities.HasDPadDownButton = true;
         capabilities.HasDPadLeftButton = true;
         capabilities.HasDPadRightButton = true;
         capabilities.HasLeftShoulderButton = true;
         capabilities.HasRightShoulderButton = true;
     }
     else if (controller.MicroGamepad != null)
     {
         capabilities.HasAButton = true;
         capabilities.HasXButton = true;
         capabilities.HasBackButton = true;
         capabilities.HasDPadUpButton = true;
         capabilities.HasDPadDownButton = true;
         capabilities.HasDPadLeftButton = true;
         capabilities.HasDPadRightButton = true;
     }
     return capabilities;
 }
コード例 #16
0
ファイル: GamePad.XInput.cs プロジェクト: yweber/Barotrauma
        private static GamePadCapabilities PlatformGetCapabilities(int index)
        {
            // If the device was disconneced then wait for
            // the timeout to elapsed before we test it again.
            if (!_connected[index] && !HasDisconnectedTimeoutElapsed(index))
            {
                return(new GamePadCapabilities());
            }

            // Check to see if the device is connected.
            var controller = _controllers[index];

            _connected[index] = controller.IsConnected;

            // If the device is disconnected retry it after the
            // timeout period has elapsed to avoid the overhead.
            if (!_connected[index])
            {
                SetDisconnectedTimeout(index);
                return(new GamePadCapabilities());
            }

            var capabilities = controller.GetCapabilities(SharpDX.XInput.DeviceQueryType.Any);
            var ret          = new GamePadCapabilities();

            switch (capabilities.SubType)
            {
#if DIRECTX11_1
            case SharpDX.XInput.DeviceSubType.ArcadePad:
                Debug.WriteLine("XInput's DeviceSubType.ArcadePad is not supported in XNA");
                ret.GamePadType = Input.GamePadType.Unknown;     // TODO: Should this be BigButtonPad?
                break;

            case SharpDX.XInput.DeviceSubType.FlightStick:
                ret.GamePadType = Input.GamePadType.FlightStick;
                break;

            case SharpDX.XInput.DeviceSubType.GuitarAlternate:
                ret.GamePadType = Input.GamePadType.AlternateGuitar;
                break;

            case SharpDX.XInput.DeviceSubType.GuitarBass:
                // Note: XNA doesn't distinguish between Guitar and GuitarBass, but
                // GuitarBass is identical to Guitar in XInput, distinguished only
                // to help setup for those controllers.
                ret.GamePadType = Input.GamePadType.Guitar;
                break;

            case SharpDX.XInput.DeviceSubType.Unknown:
                ret.GamePadType = Input.GamePadType.Unknown;
                break;
#endif
            case SharpDX.XInput.DeviceSubType.ArcadeStick:
                ret.GamePadType = GamePadType.ArcadeStick;
                break;

            case SharpDX.XInput.DeviceSubType.DancePad:
                ret.GamePadType = GamePadType.DancePad;
                break;

            case SharpDX.XInput.DeviceSubType.DrumKit:
                ret.GamePadType = GamePadType.DrumKit;
                break;

            case SharpDX.XInput.DeviceSubType.Gamepad:
                ret.GamePadType = GamePadType.GamePad;
                break;

            case SharpDX.XInput.DeviceSubType.Guitar:
                ret.GamePadType = GamePadType.Guitar;
                break;

            case SharpDX.XInput.DeviceSubType.Wheel:
                ret.GamePadType = GamePadType.Wheel;
                break;

            default:
                Debug.WriteLine("unexpected XInput DeviceSubType: {0}", capabilities.SubType.ToString());
                ret.GamePadType = GamePadType.Unknown;
                break;
            }

            var gamepad = capabilities.Gamepad;

            // digital buttons
            var buttons = gamepad.Buttons;
            ret.HasAButton             = (buttons & GBF.A) == GBF.A;
            ret.HasBackButton          = (buttons & GBF.Back) == GBF.Back;
            ret.HasBButton             = (buttons & GBF.B) == GBF.B;
            ret.HasBigButton           = false; // TODO: what IS this? Is it related to GamePadType.BigGamePad?
            ret.HasDPadDownButton      = (buttons & GBF.DPadDown) == GBF.DPadDown;
            ret.HasDPadLeftButton      = (buttons & GBF.DPadLeft) == GBF.DPadLeft;
            ret.HasDPadRightButton     = (buttons & GBF.DPadRight) == GBF.DPadRight;
            ret.HasDPadUpButton        = (buttons & GBF.DPadUp) == GBF.DPadUp;
            ret.HasLeftShoulderButton  = (buttons & GBF.LeftShoulder) == GBF.LeftShoulder;
            ret.HasLeftStickButton     = (buttons & GBF.LeftThumb) == GBF.LeftThumb;
            ret.HasRightShoulderButton = (buttons & GBF.RightShoulder) == GBF.RightShoulder;
            ret.HasRightStickButton    = (buttons & GBF.RightThumb) == GBF.RightThumb;
            ret.HasStartButton         = (buttons & GBF.Start) == GBF.Start;
            ret.HasXButton             = (buttons & GBF.X) == GBF.X;
            ret.HasYButton             = (buttons & GBF.Y) == GBF.Y;

            // analog controls
            ret.HasRightTrigger     = gamepad.RightTrigger > 0;
            ret.HasRightXThumbStick = gamepad.RightThumbX != 0;
            ret.HasRightYThumbStick = gamepad.RightThumbY != 0;
            ret.HasLeftTrigger      = gamepad.LeftTrigger > 0;
            ret.HasLeftXThumbStick  = gamepad.LeftThumbX != 0;
            ret.HasLeftYThumbStick  = gamepad.LeftThumbY != 0;

            // vibration
#if DIRECTX11_1
            bool hasForceFeedback = (capabilities.Flags & SharpDX.XInput.CapabilityFlags.FfbSupported) == SharpDX.XInput.CapabilityFlags.FfbSupported;
            ret.HasLeftVibrationMotor  = hasForceFeedback && capabilities.Vibration.LeftMotorSpeed > 0;
            ret.HasRightVibrationMotor = hasForceFeedback && capabilities.Vibration.RightMotorSpeed > 0;
#else
            ret.HasLeftVibrationMotor  = (capabilities.Vibration.LeftMotorSpeed > 0);
            ret.HasRightVibrationMotor = (capabilities.Vibration.RightMotorSpeed > 0);
#endif

            // other
            ret.IsConnected     = controller.IsConnected;
            ret.HasVoiceSupport = (capabilities.Flags & SharpDX.XInput.CapabilityFlags.VoiceSupported) == SharpDX.XInput.CapabilityFlags.VoiceSupported;

            return(ret);
        }
コード例 #17
0
ファイル: GamePad.Ouya.cs プロジェクト: SongArc/MonoGame
        private static GamePadCapabilities CapabilitiesOfDevice(InputDevice device)
        {
            //TODO: There is probably a better way to do this. Maybe device.GetMotionRange and device.GetKeyCharacterMap?
            //Or not http://stackoverflow.com/questions/11686703/android-enumerating-the-buttons-on-a-gamepad

            var capabilities = new GamePadCapabilities();

            capabilities.IsConnected           = true;
            capabilities.GamePadType           = GamePadType.GamePad;
            capabilities.HasLeftVibrationMotor = capabilities.HasRightVibrationMotor = device.Vibrator.HasVibrator;

            switch (device.Name)
            {
            case "OUYA Game Controller":

                capabilities.HasAButton = true;
                capabilities.HasBButton = true;
                capabilities.HasXButton = true;
                capabilities.HasYButton = true;

                capabilities.HasLeftXThumbStick  = true;
                capabilities.HasLeftYThumbStick  = true;
                capabilities.HasRightXThumbStick = true;
                capabilities.HasRightYThumbStick = true;

                capabilities.HasLeftShoulderButton  = true;
                capabilities.HasRightShoulderButton = true;
                capabilities.HasLeftTrigger         = true;
                capabilities.HasRightTrigger        = true;

                capabilities.HasDPadDownButton  = true;
                capabilities.HasDPadLeftButton  = true;
                capabilities.HasDPadRightButton = true;
                capabilities.HasDPadUpButton    = true;
                break;

            case "Microsoft X-Box 360 pad":
                capabilities.HasAButton = true;
                capabilities.HasBButton = true;
                capabilities.HasXButton = true;
                capabilities.HasYButton = true;

                capabilities.HasLeftXThumbStick  = true;
                capabilities.HasLeftYThumbStick  = true;
                capabilities.HasRightXThumbStick = true;
                capabilities.HasRightYThumbStick = true;

                capabilities.HasLeftShoulderButton  = true;
                capabilities.HasRightShoulderButton = true;
                capabilities.HasLeftTrigger         = true;
                capabilities.HasRightTrigger        = true;

                capabilities.HasDPadDownButton  = true;
                capabilities.HasDPadLeftButton  = true;
                capabilities.HasDPadRightButton = true;
                capabilities.HasDPadUpButton    = true;

                capabilities.HasStartButton = true;
                capabilities.HasBackButton  = true;
                break;
            }
            return(capabilities);
        }
コード例 #18
0
        private static GamePadCapabilities PlatformGetCapabilities(int index)
        {
            // If the device was disconneced then wait for 
            // the timeout to elapsed before we test it again.
            if (!_connected[index] && _timeout[index] > DateTime.UtcNow.Ticks)
                return new GamePadCapabilities();
      
            // Check to see if the device is connected.
            var controller = _controllers[index];
            _connected[index] = controller.IsConnected;

            // If the device is disconnected retry it after the
            // timeout period has elapsed to avoid the overhead.
            if (!_connected[index])
            {
                _timeout[index] = DateTime.UtcNow.Ticks + TimeoutTicks;
                return new GamePadCapabilities();
            }

            var capabilities = controller.GetCapabilities(SharpDX.XInput.DeviceQueryType.Any);
            var ret = new GamePadCapabilities();
            switch (capabilities.SubType)
            {
#if DIRECTX11_1
                case SharpDX.XInput.DeviceSubType.ArcadePad:
                    Debug.WriteLine("XInput's DeviceSubType.ArcadePad is not supported in XNA");
                    ret.GamePadType = Input.GamePadType.Unknown; // TODO: Should this be BigButtonPad?
                    break;
                case SharpDX.XInput.DeviceSubType.FlightStick:
                    ret.GamePadType = Input.GamePadType.FlightStick;
                    break;
                case SharpDX.XInput.DeviceSubType.GuitarAlternate:
                    ret.GamePadType = Input.GamePadType.AlternateGuitar;
                    break;
                case SharpDX.XInput.DeviceSubType.GuitarBass:
                    // Note: XNA doesn't distinguish between Guitar and GuitarBass, but 
                    // GuitarBass is identical to Guitar in XInput, distinguished only
                    // to help setup for those controllers. 
                    ret.GamePadType = Input.GamePadType.Guitar;
                    break;
                case SharpDX.XInput.DeviceSubType.Unknown:
                    ret.GamePadType = Input.GamePadType.Unknown;
                    break;
#endif
                case SharpDX.XInput.DeviceSubType.ArcadeStick:
                    ret.GamePadType = GamePadType.ArcadeStick;
                    break;
                case SharpDX.XInput.DeviceSubType.DancePad:
                    ret.GamePadType = GamePadType.DancePad;
                    break;
                case SharpDX.XInput.DeviceSubType.DrumKit:
                    ret.GamePadType = GamePadType.DrumKit;
                    break;

                case SharpDX.XInput.DeviceSubType.Gamepad:
                    ret.GamePadType = GamePadType.GamePad;
                    break;
                case SharpDX.XInput.DeviceSubType.Guitar:
                    ret.GamePadType = GamePadType.Guitar;
                    break;
                case SharpDX.XInput.DeviceSubType.Wheel:
                    ret.GamePadType = GamePadType.Wheel;
                    break;
                default:
                    Debug.WriteLine("unexpected XInput DeviceSubType: {0}", capabilities.SubType.ToString());
                    ret.GamePadType = GamePadType.Unknown;
                    break;
            }

            var gamepad = capabilities.Gamepad;

            // digital buttons
            var buttons = gamepad.Buttons;
            ret.HasAButton = (buttons & GBF.A) == GBF.A;
            ret.HasBackButton = (buttons & GBF.Back) == GBF.Back;
            ret.HasBButton = (buttons & GBF.B) == GBF.B;
            ret.HasBigButton = false; // TODO: what IS this? Is it related to GamePadType.BigGamePad?
            ret.HasDPadDownButton = (buttons & GBF.DPadDown) == GBF.DPadDown;
            ret.HasDPadLeftButton = (buttons & GBF.DPadLeft) == GBF.DPadLeft;
            ret.HasDPadRightButton = (buttons & GBF.DPadRight) == GBF.DPadRight;
            ret.HasDPadUpButton = (buttons & GBF.DPadUp) == GBF.DPadUp;
            ret.HasLeftShoulderButton = (buttons & GBF.LeftShoulder) == GBF.LeftShoulder;
            ret.HasLeftStickButton = (buttons & GBF.LeftThumb) == GBF.LeftThumb;
            ret.HasRightShoulderButton = (buttons & GBF.RightShoulder) == GBF.RightShoulder;
            ret.HasRightStickButton = (buttons & GBF.RightThumb) == GBF.RightThumb;
            ret.HasStartButton = (buttons & GBF.Start) == GBF.Start;
            ret.HasXButton = (buttons & GBF.X) == GBF.X;
            ret.HasYButton = (buttons & GBF.Y) == GBF.Y;

            // analog controls
            ret.HasRightTrigger = gamepad.LeftTrigger > 0;
            ret.HasRightXThumbStick = gamepad.RightThumbX != 0;
            ret.HasRightYThumbStick = gamepad.RightThumbY != 0;
            ret.HasLeftTrigger = gamepad.LeftTrigger > 0;
            ret.HasLeftXThumbStick = gamepad.LeftThumbX != 0;
            ret.HasLeftYThumbStick = gamepad.LeftThumbY != 0;

            // vibration
#if DIRECTX11_1
            bool hasForceFeedback = (capabilities.Flags & SharpDX.XInput.CapabilityFlags.FfbSupported) == SharpDX.XInput.CapabilityFlags.FfbSupported;
            ret.HasLeftVibrationMotor = hasForceFeedback && capabilities.Vibration.LeftMotorSpeed > 0;
            ret.HasRightVibrationMotor = hasForceFeedback && capabilities.Vibration.RightMotorSpeed > 0;
#else
            ret.HasLeftVibrationMotor = false;
            ret.HasRightVibrationMotor = false;
#endif

            // other
            ret.IsConnected = controller.IsConnected;
            ret.HasVoiceSupport = (capabilities.Flags & SharpDX.XInput.CapabilityFlags.VoiceSupported) == SharpDX.XInput.CapabilityFlags.VoiceSupported;

            return ret;
        }
コード例 #19
0
        internal void Update()
        {
            GamePadState gamepadState;

#if SILVERLIGHT || MONOGAME
            gamepadState = Microsoft.Xna.Framework.Input.GamePad.GetState(mPlayerIndex);//, GamePadDeadZone.Circular);
#else
            gamepadState = Microsoft.Xna.Framework.Input.GamePad.GetState(mPlayerIndex, GamePadDeadZone.Circular);
            mCapabilities = Microsoft.Xna.Framework.Input.GamePad.GetCapabilities(mPlayerIndex);
#endif


            Update(gamepadState);


        }
コード例 #20
0
ファイル: GamePad.Ouya.cs プロジェクト: KennethYap/MonoGame
        private static GamePadCapabilities PlatformGetCapabilities(int index)
        {
            var gamePad = GamePads[index];
            if (gamePad != null)
                return gamePad._capabilities;

            GamePadCapabilities capabilities = new GamePadCapabilities();
            capabilities.IsConnected = false;
            capabilities.HasAButton = true;
            capabilities.HasBButton = true;
            capabilities.HasXButton = true;
            capabilities.HasYButton = true;
            capabilities.HasBackButton = true;
            capabilities.HasLeftXThumbStick = true;
            capabilities.HasLeftYThumbStick = true;
            capabilities.HasRightXThumbStick = true;
            capabilities.HasRightYThumbStick = true;

            return capabilities;
        }
コード例 #21
0
ファイル: GamePad.cs プロジェクト: sergios1234/monoxna
/*
        static void Events_JoystickHatMotion(object sender, JoystickHatEventArgs e)
        {
            if (e.Device > MaxSticks) return;
            _state[e.Device].PacketNumber++;        // integer wrapping is handled by setter
        }

        static void Events_JoystickAxisMotion(object sender, JoystickAxisEventArgs e)
        {
            if (e.Device > MaxSticks) return;
            _state[e.Device].PacketNumber++;        // integer wrapping is handled by setter
        }

        static void Events_JoystickButtonUp(object sender, JoystickButtonEventArgs e)
        {
            if (e.Device > MaxSticks) return;
            _state[e.Device].PacketNumber++;        // integer wrapping is handled by setter
        }

        static void Events_JoystickButtonDown(object sender, JoystickButtonEventArgs e)
        {
            if (e.Device > MaxSticks) return;
            _state[e.Device].PacketNumber++;        // integer wrapping is handled by setter
        }
*/
        #endregion Constructors

        #region Public Methods

        public static GamePadCapabilities GetCapabilities(PlayerIndex playerIndex)
        {
            if (playerIndex < PlayerIndex.One || playerIndex > PlayerIndex.Four)
                throw new InvalidOperationException();

            GamePadCapabilities caps = new GamePadCapabilities();
            IntPtr stick = _sticks[(int)playerIndex];
            if (stick != null)
            {
                caps.hasAButton = Sdl.SDL_JoystickNumButtons(stick) > 1;
                caps.hasBButton = Sdl.SDL_JoystickNumButtons(stick) > 0;
                caps.hasDPadDownButton = caps.hasDPadLeftButton = caps.hasDPadRightButton = caps.hasDPadUpButton = Sdl.SDL_JoystickNumHats(stick) > 0;
                caps.hasLeftShoulderButton = Sdl.SDL_JoystickNumButtons(stick) > 4;
                caps.hasRightShoulderButton = Sdl.SDL_JoystickNumButtons(stick) > 5;
                caps.hasStartButton = Sdl.SDL_JoystickNumButtons(stick) > 7;
                caps.hasXButton = Sdl.SDL_JoystickNumButtons(stick) > 2;
                caps.hasYButton = Sdl.SDL_JoystickNumButtons(stick) > 3;
                caps.isConnected = true;
                caps.gamePadType = GamePadType.GamePad;
            }
            return caps;
        }
コード例 #22
0
ファイル: GamePad.Ouya.cs プロジェクト: KennethYap/MonoGame
        private static GamePadCapabilities CapabilitiesOfDevice(InputDevice device)
        {
            //TODO: There is probably a better way to do this. Maybe device.GetMotionRange and device.GetKeyCharacterMap?
            //Or not http://stackoverflow.com/questions/11686703/android-enumerating-the-buttons-on-a-gamepad

            var capabilities = new GamePadCapabilities();
            capabilities.IsConnected = true;
            capabilities.GamePadType = GamePadType.GamePad;
            capabilities.HasLeftVibrationMotor = capabilities.HasRightVibrationMotor = device.Vibrator.HasVibrator;

            switch (device.Name)
            {
                case "OUYA Game Controller":

                    capabilities.HasAButton = true;
                    capabilities.HasBButton = true;
                    capabilities.HasXButton = true;
                    capabilities.HasYButton = true;

                    capabilities.HasLeftXThumbStick = true;
                    capabilities.HasLeftYThumbStick = true;
                    capabilities.HasRightXThumbStick = true;
                    capabilities.HasRightYThumbStick = true;

                    capabilities.HasLeftShoulderButton = true;
                    capabilities.HasRightShoulderButton = true;
                    capabilities.HasLeftTrigger = true;
                    capabilities.HasRightTrigger = true;

                    capabilities.HasDPadDownButton = true;
                    capabilities.HasDPadLeftButton = true;
                    capabilities.HasDPadRightButton = true;
                    capabilities.HasDPadUpButton = true;
                    break;

                case "Microsoft X-Box 360 pad":
                    capabilities.HasAButton = true;
                    capabilities.HasBButton = true;
                    capabilities.HasXButton = true;
                    capabilities.HasYButton = true;

                    capabilities.HasLeftXThumbStick = true;
                    capabilities.HasLeftYThumbStick = true;
                    capabilities.HasRightXThumbStick = true;
                    capabilities.HasRightYThumbStick = true;

                    capabilities.HasLeftShoulderButton = true;
                    capabilities.HasRightShoulderButton = true;
                    capabilities.HasLeftTrigger = true;
                    capabilities.HasRightTrigger = true;

                    capabilities.HasDPadDownButton = true;
                    capabilities.HasDPadLeftButton = true;
                    capabilities.HasDPadRightButton = true;
                    capabilities.HasDPadUpButton = true;

                    capabilities.HasStartButton = true;
                    capabilities.HasBackButton = true;
                    break;
            }
            return capabilities;
        }
コード例 #23
0
ファイル: GamePad.SDL.cs プロジェクト: alamboley/MonoGame
        private static GamePadCapabilities PlatformGetCapabilities(int index)
        {
            if (!Gamepads.ContainsKey(index))
            {
                return(new GamePadCapabilities());
            }

            var gamecontroller = Gamepads[index].Device;
            var caps           = new GamePadCapabilities();
            var mapping        = Sdl.GameController.GetMapping(gamecontroller).Split(',');

            caps.IsConnected           = true;
            caps.DisplayName           = Sdl.GameController.GetName(gamecontroller);
            caps.Identifier            = Sdl.Joystick.GetGUID(Sdl.GameController.GetJoystick(gamecontroller)).ToString();
            caps.HasLeftVibrationMotor = caps.HasRightVibrationMotor = (Gamepads[index].HapticType != 0);

            foreach (var map in mapping)
            {
                var split = map.Split(':');
                if (split.Length != 2)
                {
                    continue;
                }

                switch (split[0])
                {
                case "a":
                    caps.HasAButton = true;
                    break;

                case "b":
                    caps.HasBButton = true;
                    break;

                case "x":
                    caps.HasXButton = true;
                    break;

                case "y":
                    caps.HasYButton = true;
                    break;

                case "back":
                    caps.HasBackButton = true;
                    break;

                case "guide":
                    caps.HasBigButton = true;
                    break;

                case "start":
                    caps.HasStartButton = true;
                    break;

                case "dpleft":
                    caps.HasDPadLeftButton = true;
                    break;

                case "dpdown":
                    caps.HasDPadDownButton = true;
                    break;

                case "dpright":
                    caps.HasDPadRightButton = true;
                    break;

                case "dpup":
                    caps.HasDPadUpButton = true;
                    break;

                case "leftshoulder":
                    caps.HasLeftShoulderButton = true;
                    break;

                case "lefttrigger":
                    caps.HasLeftTrigger = true;
                    break;

                case "rightshoulder":
                    caps.HasRightShoulderButton = true;
                    break;

                case "righttrigger":
                    caps.HasRightTrigger = true;
                    break;

                case "leftstick":
                    caps.HasLeftStickButton = true;
                    break;

                case "rightstick":
                    caps.HasRightStickButton = true;
                    break;

                case "leftx":
                    caps.HasLeftXThumbStick = true;
                    break;

                case "lefty":
                    caps.HasLeftYThumbStick = true;
                    break;

                case "rightx":
                    caps.HasRightXThumbStick = true;
                    break;

                case "righty":
                    caps.HasRightYThumbStick = true;
                    break;
                }
            }

            return(caps);
        }