public void InitAfterProfiles() { // In the prototype, just create a set of default devices. In the real thing, these would be registered // and configured by the platform layer according to what's really available on the system. var mouseDevice = new Mouse(); RegisterDevice(mouseDevice); var touchscreenDevice = new Touchscreen(); RegisterDevice(touchscreenDevice); // Register after mouse; multiplayer code will pick the first applicable device. It doesn't use MRU. var keyboardDevice = new Keyboard(); RegisterDevice(keyboardDevice); var gamepadDevice1 = new Gamepad(); RegisterDevice(gamepadDevice1); var gamepadDevice2 = new Gamepad(); RegisterDevice(gamepadDevice2); var virtualJoystickDevice = new VirtualJoystick(); RegisterDevice(virtualJoystickDevice); }
public void InitAfterProfiles() { // In the prototype, just create a set of default devices. In the real thing, these would be registered // and configured by the platform layer according to what's really available on the system. var mouseDevice = new Mouse(); RegisterDevice(mouseDevice); var touchscreenDevice = new Touchscreen(); RegisterDevice(touchscreenDevice); // Register after mouse; multiplayer code will pick the first applicable device. It doesn't use MRU. var keyboardDevice = new Keyboard(); RegisterDevice(keyboardDevice); var gamepadDevice1 = new Gamepad(); RegisterDevice(gamepadDevice1); var gamepadDevice2 = new Gamepad(); RegisterDevice(gamepadDevice2); var virtualJoystickDevice = new VirtualJoystick(); RegisterDevice(virtualJoystickDevice); // TODO: do we want to expose HMDs like this? var vrDeviceHMDLeftEye = new VRInputDevice(); RegisterDevice(vrDeviceHMDLeftEye); var vrDeviceHMDRightEye = new VRInputDevice(); RegisterDevice(vrDeviceHMDRightEye); var vrDeviceHMDCenterEye = new VRInputDevice(); RegisterDevice(vrDeviceHMDCenterEye); var vrDeviceHMDController1 = new VRInputDevice(); RegisterDevice(vrDeviceHMDController1); vrDeviceHMDController1.Hand = VRInputDevice.Handedness.Left; var vrDeviceHMDController2 = new VRInputDevice(); RegisterDevice(vrDeviceHMDController2); vrDeviceHMDController2.Hand = VRInputDevice.Handedness.Right; }