Пример #1
0
        /// <summary>
        /// Links an analog button to the axis
        /// </summary>
        /// <param name="button">Analog button</param>
        /// <param name="priority">Priority of the button</param>
        public void AddAnalogButton(AbstractButton button, short priority)
        {
            if (button.Type != ButtonType.Analog)
                throw new ArgumentException("Provided button is not analog");

            AxisBinding binding = new AxisBinding(button, priority);
            _hardwareButtons.Add(binding);
            _hardwareButtons.Sort(AxisBinding.Comparison);
        }
Пример #2
0
        /// <summary>
        /// Updates one gamepad state
        /// </summary>
        internal void Update()
        {
            _previousState = _currentState;
            _currentState = XnaGamePad.GetState(_gamePadIndex);

            if (!_previousState.IsConnected)
            {
                if (_currentState.IsConnected)
                {
                    if (Connected != null)
                        Connected(this, new GamePadEventArgs(this));
                }
            }
            else
            {
                if (!_currentState.IsConnected)
                {
                    if (Disconnected != null)
                        Disconnected(this, new GamePadEventArgs(this));
                }
            }
            if (!_currentState.IsConnected) return;

            GamePadThumbSticks prevThumb = _previousState.ThumbSticks;
            GamePadThumbSticks currThumb = _currentState.ThumbSticks;
            _thumbRightDelta = Vector2.Subtract(currThumb.Right, prevThumb.Right);
            _thumbLeftDelta = Vector2.Subtract(currThumb.Left, prevThumb.Left);

            GamePadTriggers prevTrigger = _previousState.Triggers;
            GamePadTriggers currTrigger = _currentState.Triggers;
            _triggerRightDelta = currTrigger.Right - prevTrigger.Right;
            _triggerLeftDelta = currTrigger.Left - prevTrigger.Left;

            InternalButtonPressed.Clear();
            for (short i = 0; i < AllDigital.Length; i++)
            {
                if(_currentState.IsButtonUp(AllDigital[i])) continue;

                AbstractButton btn = new AbstractButton(AllDigital[i]);
                InternalButtonPressed.Add(new ButtonEvent(btn, (short)_gamePadIndex));
            }
        }
Пример #3
0
        /// <summary>
        /// Links two digital button to the axis
        /// </summary>
        /// <param name="negative">Button used to go in negative range</param>
        /// <param name="positive">Button used to go in positive range</param>
        /// <param name="priority">Priority of the button</param>
        public void AddDigitalButton(AbstractButton negative, AbstractButton positive, short priority)
        {
            if((negative.Type != ButtonType.Digital))
                throw new ArgumentException("Negative button is not digital");

            if ((positive.Type != ButtonType.Digital))
                throw new ArgumentException("Positive button is not digital");

            AxisBinding binding = new AxisBinding(negative, positive, priority);
            _hardwareButtons.Add(binding);
            _hardwareButtons.Sort(AxisBinding.Comparison);
        }
Пример #4
0
 /// <summary>
 /// Constructor of AxisBinding class
 /// </summary>
 /// <param name="negative">Button used to go in negative range</param>
 /// <param name="positive">Button used to go in positive range</param>
 /// <param name="priority">Priority of the button</param>
 internal AxisBinding(AbstractButton negative, AbstractButton positive, short priority)
 {
     Negative = negative;
     Positive = positive;
     _priority = priority;
 }
Пример #5
0
 /// <summary>
 /// Links a real button to the virtual button
 /// </summary>
 /// <param name="btn">Button instance</param>
 /// <param name="priority">Priority of the button</param>
 public void AddButton(AbstractButton btn, short priority)
 {
     ButtonBinding binding = new ButtonBinding(btn, priority);
     _hardwareButtons.Add(binding);
     _hardwareButtons.Sort(ButtonBinding.Comparison);
 }
Пример #6
0
 /// <summary>
 /// Constructor of ButtonBinding class
 /// </summary>
 /// <param name="btn">Button instance</param>
 /// <param name="priority">Priority of the button</param>
 internal ButtonBinding(AbstractButton btn, short priority)
 {
     Button = btn;
     _priority = priority;
 }
Пример #7
0
        /// <summary>
        /// Update mouse states
        /// </summary>
        internal static void Update()
        {
            _previousState = _currentState;
            _currentState = XnaMouse.GetState();

            _previousPosition = new Vector2(_previousState.X, _previousState.Y);
            _currentPosition = new Vector2(_currentState.X, _currentState.Y);
            Vector2.Subtract(ref _currentPosition, ref _previousPosition, out _positionDelta);
            WheelDelta = _currentState.ScrollWheelValue - _previousState.ScrollWheelValue;

            InternalButtonPressed.Clear();
            for (int i = 0; i < AllDigital.Length; i++)
            {
                if(IsUp(AllDigital[i])) continue;

                AbstractButton btn = new AbstractButton(AllDigital[i]);
                InternalButtonPressed.Add(new ButtonEvent(btn));
            }
        }
Пример #8
0
        /// <summary>
        /// Updates keyboard states
        /// </summary>
        internal static void Update()
        {
            _previousState = _currentState;
            _currentState = XnaKeyboard.GetState();

            InternalButtonPressed.Clear();
            for (int i = 0; i < AllDigital.Length; i++)
            {
                if (_currentState.IsKeyUp(AllDigital[i])) continue;

                AbstractButton btn = new AbstractButton(AllDigital[i]);
                InternalButtonPressed.Add(new ButtonEvent(btn));
            }
        }