Пример #1
0
            public override float GetValue(InputManager manager)
            {
                IGamePadDevice gamePad = null;

                if (PadIndex >= 0)
                {
                    gamePad = manager.GetGamePadByIndex(PadIndex);
                }
                else
                {
                    gamePad = manager.DefaultGamePad;
                }

                if (gamePad == null)
                {
                    return(0.0f);
                }

                var state = gamePad.State;

                var index = (int)(Id & TypeIdMask);

                if (index <= 15)
                {
                    if ((state.Buttons & (GamePadButton)(1 << index)) != 0)
                    {
                        return(1.0f);
                    }
                }
                else
                {
                    switch (index)
                    {
                    case 16:
                        return(state.LeftThumb.X);

                    case 17:
                        return(state.LeftThumb.Y);

                    case 18:
                        return(state.RightThumb.X);

                    case 19:
                        return(state.RightThumb.Y);

                    case 20:
                        return(state.LeftTrigger);

                    case 21:
                        return(state.RightTrigger);
                    }
                }

                return(0.0f);
            }
Пример #2
0
 public InputDevice(IGamePadDevice device)
 {
     this.device = device;
 }
Пример #3
0
        /// <summary>
        /// Maps game controller events to gamepad events
        /// </summary>
        /// <returns>The equivalent gamepad event</returns>
        /// <param name="targetDevice">The gamepad that events are mapped to</param>
        /// <param name="sourceDevice">The game controller that is mapped to a gamepad</param>
        /// <param name="controllerEvent">The controller input event as a source</param>
        /// <param name="target">Target list</param>
        public virtual void MapInputEvent(IGamePadDevice targetDevice, IGameControllerDevice sourceDevice, InputEvent controllerEvent, List <InputEvent> target)
        {
            var buttonEvent = controllerEvent as GameControllerButtonEvent;

            if (buttonEvent != null)
            {
                if (buttonEvent.Index < buttonMap.Count &&
                    buttonMap[buttonEvent.Index] != GamePadButton.None)
                {
                    GamePadButtonEvent buttonEvent1 = InputEventPool <GamePadButtonEvent> .GetOrCreate(targetDevice);

                    buttonEvent1.Button = buttonMap[buttonEvent.Index];
                    buttonEvent1.IsDown = buttonEvent.IsDown;
                    target.Add(buttonEvent1);
                }

                if (buttonEvent.Index < buttonsToTriggerMap.Count &&
                    buttonsToTriggerMap[buttonEvent.Index].Axis != GamePadAxis.None)
                {
                    var mappedAxis = buttonsToTriggerMap[buttonEvent.Index];

                    GamePadAxisEvent axisEvent1 = InputEventPool <GamePadAxisEvent> .GetOrCreate(targetDevice);

                    axisEvent1.Axis  = mappedAxis.Axis;
                    axisEvent1.Value = buttonEvent.IsDown ? 1.0f : 0.0f;
                    if (mappedAxis.Invert)
                    {
                        axisEvent1.Value = -axisEvent1.Value;
                    }
                    target.Add(axisEvent1);
                }
            }
            else
            {
                var axisEvent = controllerEvent as GameControllerAxisEvent;
                if (axisEvent != null)
                {
                    if (axisEvent.Index < axisMap.Count &&
                        axisMap[axisEvent.Index].Axis != GamePadAxis.None)
                    {
                        var mappedAxis = axisMap[axisEvent.Index];

                        GamePadAxisEvent axisEvent1 = InputEventPool <GamePadAxisEvent> .GetOrCreate(targetDevice);

                        axisEvent1.Axis = mappedAxis.Axis;
                        if (mappedAxis.Invert)
                        {
                            axisEvent1.Value = -axisEvent.Value;
                        }
                        else
                        {
                            axisEvent1.Value = axisEvent.Value;
                        }
                        if (mappedAxis.Remap)
                        {
                            axisEvent1.Value = (axisEvent1.Value + 1.0f) * 0.5f;
                            if (axisEvent1.Value < 0.0001f)
                            {
                                axisEvent1.Value = 0.0f;
                            }
                        }

                        target.Add(axisEvent1);
                    }
                    if (axisEvent.Index < axisToButtonMap.Count &&
                        axisToButtonMap[axisEvent.Index] != GamePadButton.None)
                    {
                        GamePadButtonEvent buttonEvent1 = InputEventPool <GamePadButtonEvent> .GetOrCreate(targetDevice);

                        buttonEvent1.Button = axisToButtonMap[axisEvent.Index];
                        buttonEvent1.IsDown = axisEvent.Value > 0.5f;
                        target.Add(buttonEvent1);
                    }
                }
                else if (MapFirstPovToPad)
                {
                    var directionEvent = controllerEvent as GameControllerDirectionEvent;
                    if (directionEvent?.Index == 0)
                    {
                        GamePadButton targetButtons = GameControllerUtils.DirectionToButtons(directionEvent.Direction);

                        // Pad buttons down
                        for (int i = 0; i < 4; i++)
                        {
                            int mask = (1 << i);
                            if (((int)targetDevice.State.Buttons & mask) != ((int)targetButtons & mask))
                            {
                                GamePadButtonEvent buttonEvent1 = InputEventPool <GamePadButtonEvent> .GetOrCreate(targetDevice);

                                buttonEvent1.Button = (GamePadButton)mask;
                                buttonEvent1.IsDown = ((int)targetButtons & mask) != 0;
                                target.Add(buttonEvent1);
                            }
                        }
                    }
                }
            }
        }
Пример #4
0
 /// <summary>
 /// Allows the user to perform some additional setup operations when using this layout on a device
 /// </summary>
 /// <param name="targetDevice">The gamepad that events are mapped to</param>
 /// <param name="sourceDevice">The game controller that is mapped to a gamepad</param>
 public virtual void InitializeDevice(IGamePadDevice targetDevice, IGameControllerDevice sourceDevice)
 {
 }
Пример #5
0
 /// <summary>
 /// Determines whether the specified button is being pressed down
 /// </summary>
 /// /// <param name="gamepad">The gamepad</param>
 /// <param name="button">The button</param>
 /// <returns><c>true</c> if the specified button is being pressed down; otherwise, <c>false</c>.</returns>
 public static bool IsButtonDown(this IGamePadDevice gamepad, GamePadButton button)
 {
     return(gamepad.DownButtons.Contains(button));
 }
Пример #6
0
 /// <summary>
 /// Determines whether the specified button is released since the previous update.
 /// </summary>
 /// /// <param name="gamepad">The gamepad</param>
 /// <param name="button">The button</param>
 /// <returns><c>true</c> if the specified button is released; otherwise, <c>false</c>.</returns>
 public static bool IsButtonReleased(this IGamePadDevice gamepad, GamePadButton button)
 {
     return(gamepad.ReleasedButtons.Contains(button));
 }
Пример #7
0
 /// <summary>
 /// Sets the gamepad's large and small motors to the given amounts
 /// </summary>
 /// <param name="gamepad">The gamepad</param>
 /// <param name="largeMotors">The amount of vibration for the large motors</param>
 /// <param name="smallMotors">The amount of vibration for the small motors</param>
 public static void SetVibration(this IGamePadDevice gamepad, float largeMotors, float smallMotors)
 {
     gamepad.SetVibration(smallMotors, smallMotors, largeMotors, largeMotors);
 }
Пример #8
0
 /// <summary>
 /// Sets all the gamepad vibration motors to the same amount
 /// </summary>
 /// <param name="gamepad">The gamepad</param>
 /// <param name="amount">The amount of vibration</param>
 public static void SetVibration(this IGamePadDevice gamepad, float amount)
 {
     gamepad.SetVibration(amount, amount, amount, amount);
 }