/// <summary> /// Default constructor. /// </summary> /// <param name="engine">The engine using the controller.</param> public PCControllerInput(Engine engine) { engine_ = engine; inputs_ = InputSet.getInstance(); }
/// <summary> /// Default constructor; assigns itself to Player One's input device. /// </summary> /// <param name="engine">The engine using the controller.</param> public X360ControllerInput(Engine engine) { engine_ = engine; player_ = PlayerIndex.One; inputs_ = InputSet.getInstance(); }
/// <summary> /// Constructor which allows specification of a player. /// </summary> /// <param name="engine">The engine using the controller.</param> /// <param name="player">The player whose input should be read.</param> public X360ControllerInput(Engine engine, PlayerIndex player) { engine_ = engine; player_ = player; inputs_ = InputSet.getInstance(player); }
/// <summary> /// Statically creates an InputSet for four different players. /// </summary> static InputSet() { instances_ = new InputSet[4]; // Not expensive to create 4 InputSets, so we aren't // worried about lazy instantiation. If we instantiate // them now, and later we use multithreading, we won't // have to use sync locks - just pull the InputSet and // read from it. for (int i = 0; i < 4; i++) { instances_[i] = new InputSet(); } }