Пример #1
0
        void UpdateWorker()
        {
            while (_keepRunning)
            {
                foreach (VirtualControllerSprite controller in _game.Controllers)
                {
                    controller.UpdateInput();
                }

                OuyaInput.clearButtonStates();
                Thread.Sleep(10);
            }
        }
Пример #2
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();
#if MONOGAME_4_4
            spriteBatch.DrawString(font, "Hello from MonoGame: " + DateTime.Now.ToString(), new Vector2(Window.ClientBounds.Width / 2 - 200, Window.ClientBounds.Height / 2 - 40), Color.White);
#else
            spriteBatch.DrawString(font, "Hello from MonoGame: " + DateTime.Now.ToString(), new Vector2(Window.Width / 2 - 200, Window.Height / 2 - 40), Color.White);
#endif
            Vector2 position = new Vector2(400, 100);
            int     index    = 0;
            for (; index < m_controllerButtons.Count && index < 7; ++index)
            {
                Texture2D texture = m_controllerButtons [index];
                if (null != texture)
                {
                    spriteBatch.Draw(texture, position, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f);
                    position.X += texture.Width;
                }
            }
            foreach (VirtualControllerSprite controller in Controllers)
            {
                controller.Draw(spriteBatch);
            }

            position = new Vector2(400, 800);
            for (; index < m_controllerButtons.Count; ++index)
            {
                Texture2D texture = m_controllerButtons [index];
                if (null != texture)
                {
                    spriteBatch.Draw(texture, position, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0f);
                    position.X += texture.Width;
                }
            }
            spriteBatch.End();

            OuyaInput.ClearButtonStates();

            base.Draw(gameTime);
        }
Пример #3
0
        public void UpdateInput()
        {
            #region Track Axis States

            lock (m_axisStates)
            {
                m_axisStates[OuyaController.AXIS_LS_X] = OuyaInput.getAxis(Index, OuyaController.AXIS_LS_X);
                m_axisStates[OuyaController.AXIS_LS_Y] = OuyaInput.getAxis(Index, OuyaController.AXIS_LS_Y);
                m_axisStates[OuyaController.AXIS_RS_X] = OuyaInput.getAxis(Index, OuyaController.AXIS_RS_X);
                m_axisStates[OuyaController.AXIS_RS_Y] = OuyaInput.getAxis(Index, OuyaController.AXIS_RS_Y);
                m_axisStates[OuyaController.AXIS_L2]   = OuyaInput.getAxis(Index, OuyaController.AXIS_L2);
                m_axisStates[OuyaController.AXIS_R2]   = OuyaInput.getAxis(Index, OuyaController.AXIS_R2);
            }

            #endregion

            #region Track Button Up / Down States

            lock (m_buttonStates)
            {
                m_buttonStates[OuyaController.BUTTON_O]          = OuyaInput.isPressed(Index, OuyaController.BUTTON_O);
                m_buttonStates[OuyaController.BUTTON_U]          = OuyaInput.isPressed(Index, OuyaController.BUTTON_U);
                m_buttonStates[OuyaController.BUTTON_Y]          = OuyaInput.isPressed(Index, OuyaController.BUTTON_Y);
                m_buttonStates[OuyaController.BUTTON_A]          = OuyaInput.isPressed(Index, OuyaController.BUTTON_A);
                m_buttonStates[OuyaController.BUTTON_L1]         = OuyaInput.isPressed(Index, OuyaController.BUTTON_L1);
                m_buttonStates[OuyaController.BUTTON_R1]         = OuyaInput.isPressed(Index, OuyaController.BUTTON_R1);
                m_buttonStates[OuyaController.BUTTON_L3]         = OuyaInput.isPressed(Index, OuyaController.BUTTON_L3);
                m_buttonStates[OuyaController.BUTTON_R3]         = OuyaInput.isPressed(Index, OuyaController.BUTTON_R3);
                m_buttonStates[OuyaController.BUTTON_DPAD_UP]    = OuyaInput.isPressed(Index, OuyaController.BUTTON_DPAD_UP);
                m_buttonStates[OuyaController.BUTTON_DPAD_DOWN]  = OuyaInput.isPressed(Index, OuyaController.BUTTON_DPAD_DOWN);
                m_buttonStates[OuyaController.BUTTON_DPAD_RIGHT] = OuyaInput.isPressed(Index, OuyaController.BUTTON_DPAD_RIGHT);
                m_buttonStates[OuyaController.BUTTON_DPAD_LEFT]  = OuyaInput.isPressed(Index, OuyaController.BUTTON_DPAD_LEFT);
                m_buttonStates[OuyaController.BUTTON_MENU]       = OuyaInput.isPressed(Index, OuyaController.BUTTON_MENU);
            }

            lock (m_buttonDownStates)
            {
                m_buttonDownStates[OuyaController.BUTTON_O]          = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_O);
                m_buttonDownStates[OuyaController.BUTTON_U]          = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_U);
                m_buttonDownStates[OuyaController.BUTTON_Y]          = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_Y);
                m_buttonDownStates[OuyaController.BUTTON_A]          = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_A);
                m_buttonDownStates[OuyaController.BUTTON_L1]         = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_L1);
                m_buttonDownStates[OuyaController.BUTTON_R1]         = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_R1);
                m_buttonDownStates[OuyaController.BUTTON_L3]         = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_L3);
                m_buttonDownStates[OuyaController.BUTTON_R3]         = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_R3);
                m_buttonDownStates[OuyaController.BUTTON_DPAD_UP]    = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_DPAD_UP);
                m_buttonDownStates[OuyaController.BUTTON_DPAD_DOWN]  = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_DPAD_DOWN);
                m_buttonDownStates[OuyaController.BUTTON_DPAD_RIGHT] = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_DPAD_RIGHT);
                m_buttonDownStates[OuyaController.BUTTON_DPAD_LEFT]  = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_DPAD_LEFT);
                m_buttonDownStates[OuyaController.BUTTON_MENU]       = OuyaInput.isPressedDown(Index, OuyaController.BUTTON_MENU);
            }

            lock (m_buttonUpStates)
            {
                m_buttonUpStates[OuyaController.BUTTON_O]          = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_O);
                m_buttonUpStates[OuyaController.BUTTON_U]          = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_U);
                m_buttonUpStates[OuyaController.BUTTON_Y]          = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_Y);
                m_buttonUpStates[OuyaController.BUTTON_A]          = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_A);
                m_buttonUpStates[OuyaController.BUTTON_L1]         = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_L1);
                m_buttonUpStates[OuyaController.BUTTON_R1]         = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_R1);
                m_buttonUpStates[OuyaController.BUTTON_L3]         = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_L3);
                m_buttonUpStates[OuyaController.BUTTON_R3]         = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_R3);
                m_buttonUpStates[OuyaController.BUTTON_DPAD_UP]    = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_DPAD_UP);
                m_buttonUpStates[OuyaController.BUTTON_DPAD_DOWN]  = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_DPAD_DOWN);
                m_buttonUpStates[OuyaController.BUTTON_DPAD_RIGHT] = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_DPAD_RIGHT);
                m_buttonUpStates[OuyaController.BUTTON_DPAD_LEFT]  = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_DPAD_LEFT);
                m_buttonUpStates[OuyaController.BUTTON_MENU]       = OuyaInput.isPressedUp(Index, OuyaController.BUTTON_MENU);
            }

            #endregion

            //debugOuyaController(deviceId);
        }
Пример #4
0
        /// <summary>
        /// Draw the sprite
        /// </summary>
        /// <param name="spriteBatch"></param>
        public void Draw(SpriteBatch spriteBatch)
        {
            Draw(spriteBatch, Controller);

            #region MENU

            if (OuyaInput.GetButtonDown(Index, OuyaController.BUTTON_MENU))
            {
                m_timerMenuDetected = DateTime.Now + TimeSpan.FromSeconds(1);
                Draw(spriteBatch, ButtonMenu);
            }
            else if (m_timerMenuDetected > DateTime.Now)
            {
                Draw(spriteBatch, ButtonMenu);
            }

            #endregion

            #region DPADS

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_DPAD_DOWN))
            {
                Draw(spriteBatch, DpadDown);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_DPAD_LEFT))
            {
                Draw(spriteBatch, DpadLeft);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_DPAD_RIGHT))
            {
                Draw(spriteBatch, DpadRight);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_DPAD_UP))
            {
                Draw(spriteBatch, DpadUp);
            }

            #endregion

            #region Buttons

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_A))
            {
                Draw(spriteBatch, ButtonA);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_O))
            {
                Draw(spriteBatch, ButtonO);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_U))
            {
                Draw(spriteBatch, ButtonU);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_Y))
            {
                Draw(spriteBatch, ButtonY);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_L1))
            {
                Draw(spriteBatch, LeftBumper);
            }

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_R1))
            {
                Draw(spriteBatch, RightBumper);
            }

            #endregion

            #region Triggers

            if (OuyaInput.GetAxis(Index, OuyaController.AXIS_L2) > DeadZone)
            {
                Draw(spriteBatch, LeftTrigger);
            }

            if (OuyaInput.GetAxis(Index, OuyaController.AXIS_R2) > DeadZone)
            {
                Draw(spriteBatch, RightTrigger);
            }

            #endregion

            #region Sticks

            //rotate input by N degrees to match image
            float degrees = 135;
            float radians = degrees / 180f * 3.14f;
            float cos     = (float)Math.Cos(radians);
            float sin     = (float)Math.Sin(radians);

            Vector2 input = new Vector2(
                OuyaInput.GetAxis(Index, OuyaController.AXIS_LS_X),
                OuyaInput.GetAxis(Index, OuyaController.AXIS_LS_Y));

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_L3))
            {
                Draw(spriteBatch, LeftStickActive, Position + AXIS_SCALER * new Vector2(input.X * cos - input.Y * sin, input.X * sin + input.Y * cos));
            }
            else
            {
                Draw(spriteBatch, LeftStickInactive, Position + AXIS_SCALER * new Vector2(input.X * cos - input.Y * sin, input.X * sin + input.Y * cos));
            }

            //rotate by same degrees
            input = new Vector2(
                OuyaInput.GetAxis(Index, OuyaController.AXIS_RS_X),
                OuyaInput.GetAxis(Index, OuyaController.AXIS_RS_Y));

            if (OuyaInput.GetButton(Index, OuyaController.BUTTON_R3))
            {
                Draw(spriteBatch, RightStickActive, Position + AXIS_SCALER * new Vector2(input.X * cos - input.Y * sin, input.X * sin + input.Y * cos));
            }
            else
            {
                Draw(spriteBatch, RightStickInactive, Position + AXIS_SCALER * new Vector2(input.X * cos - input.Y * sin, input.X * sin + input.Y * cos));
            }

            #endregion
        }