public static bool GetButton(XBOX_BUTTONS button, GamePadState pad) { if (!pad.IsConnected) { return false; } switch (button) { case XBOX_BUTTONS.NONE: return false; case XBOX_BUTTONS.A: return pad.Buttons.A == ButtonState.Pressed; case XBOX_BUTTONS.B: return pad.Buttons.B == ButtonState.Pressed; case XBOX_BUTTONS.Back: return pad.Buttons.Back == ButtonState.Pressed; case XBOX_BUTTONS.LeftShoulder: return pad.Buttons.LeftShoulder == ButtonState.Pressed; case XBOX_BUTTONS.LeftStick: return pad.Buttons.LeftStick == ButtonState.Pressed; case XBOX_BUTTONS.RightShoulder: return pad.Buttons.RightShoulder == ButtonState.Pressed; case XBOX_BUTTONS.RightStick: return pad.Buttons.RightStick == ButtonState.Pressed; case XBOX_BUTTONS.Start: return pad.Buttons.Start == ButtonState.Pressed; case XBOX_BUTTONS.X: return pad.Buttons.X == ButtonState.Pressed; case XBOX_BUTTONS.Y: return pad.Buttons.Y == ButtonState.Pressed; case XBOX_BUTTONS.TriggerL: return (pad.Triggers.Left > 0.5f); case XBOX_BUTTONS.TriggerR: return (pad.Triggers.Right > 0.5f); case XBOX_BUTTONS.PAD_up: return pad.DPad.Up == ButtonState.Pressed; case XBOX_BUTTONS.PAD_down: return pad.DPad.Down == ButtonState.Pressed; case XBOX_BUTTONS.PAD_left: return pad.DPad.Left == ButtonState.Pressed; case XBOX_BUTTONS.PAD_right: return pad.DPad.Right == ButtonState.Pressed; } return false; }
public bool GetButtonUp(XBOX_BUTTONS btn) { return !XboxInputs.GetButton(btn, pad) && prevState[(int)btn]; }
public bool GetButtonDown(XBOX_BUTTONS btn) { return XboxInputs.GetButton(btn, pad) && !prevState[(int)btn]; }
public bool GetButton(XBOX_BUTTONS btn) { return XboxInputs.GetButton(btn, pad); }
public static bool GetButton(XBOX_BUTTONS button, GamePadState pad) { if (!pad.IsConnected) { return(false); } switch (button) { case XBOX_BUTTONS.NONE: return(false); case XBOX_BUTTONS.A: return(pad.Buttons.A == ButtonState.Pressed); case XBOX_BUTTONS.B: return(pad.Buttons.B == ButtonState.Pressed); case XBOX_BUTTONS.Back: return(pad.Buttons.Back == ButtonState.Pressed); case XBOX_BUTTONS.LeftShoulder: return(pad.Buttons.LeftShoulder == ButtonState.Pressed); case XBOX_BUTTONS.LeftStick: return(pad.Buttons.LeftStick == ButtonState.Pressed); case XBOX_BUTTONS.RightShoulder: return(pad.Buttons.RightShoulder == ButtonState.Pressed); case XBOX_BUTTONS.RightStick: return(pad.Buttons.RightStick == ButtonState.Pressed); case XBOX_BUTTONS.Start: return(pad.Buttons.Start == ButtonState.Pressed); case XBOX_BUTTONS.X: return(pad.Buttons.X == ButtonState.Pressed); case XBOX_BUTTONS.Y: return(pad.Buttons.Y == ButtonState.Pressed); case XBOX_BUTTONS.TriggerL: return(pad.Triggers.Left > 0.5f); case XBOX_BUTTONS.TriggerR: return(pad.Triggers.Right > 0.5f); case XBOX_BUTTONS.PAD_up: return(pad.DPad.Up == ButtonState.Pressed); case XBOX_BUTTONS.PAD_down: return(pad.DPad.Down == ButtonState.Pressed); case XBOX_BUTTONS.PAD_left: return(pad.DPad.Left == ButtonState.Pressed); case XBOX_BUTTONS.PAD_right: return(pad.DPad.Right == ButtonState.Pressed); } return(false); }
public bool GetButtonUp(XBOX_BUTTONS btn) { return(!XboxInputs.GetButton(btn, pad) && prevState[(int)btn]); }
public bool GetButton(XBOX_BUTTONS btn) { return(XboxInputs.GetButton(btn, pad)); }