示例#1
0
        /// <summary>
        /// Creates the action map
        /// </summary>
        /// <returns>
        /// An array of Action objects describing the game action
        /// to device object map for this application
        /// </returns>
        private void CreateActionMap(ActionCollection map)
        {
            #region Step 2: Define the action map.
            // ****************************************************************************
            // Step 2: Define the action map.
            //
            // The action map instructs DirectInput on how to map game actions to device
            // objects. By selecting a predefined game genre that closely matches our game,
            // you can largely avoid dealing directly with device details. For this sample
            // we've selected the DIVIRTUAL_FIGHTING_HAND2HAND, and this constant will need
            // to be selected into the DIACTIONFORMAT structure later to inform DirectInput
            // of our choice. Every device has a mapping from genre actions to device
            // objects, so mapping your game actions to genre actions almost guarantees
            // an appropriate device configuration for your game actions.
            //
            // If DirectInput has already been given an action map for this GUID, it
            // will have created a user map for this application
            // (C:\Program Files\Common Files\DirectX\DirectInput\User Maps\*.ini). If a
            // map exists, DirectInput will use the action map defined in the stored user
            // map instead of the map defined in your program. This allows the user to
            // customize controls without losing changes when the game restarts. If you
            // wish to make changes to the default action map without changing the
            // GUID, you will need to delete the stored user map from your hard drive
            // for the system to detect your changes and recreate a stored user map.
            // ****************************************************************************
            #endregion

            // Device input (joystick, etc.) that is pre-defined by dinput according
            // to genre type. The genre for this app is Action->Hand to Hand Fighting.
            map.Add(CreateAction(GameActions.Walk, FightingHandToHand.AxisLateral, 0, "Walk left/right"));
            map.Add(CreateAction(GameActions.Block, FightingHandToHand.ButtonBlock, 0, "Block"));
            map.Add(CreateAction(GameActions.Kick, FightingHandToHand.ButtonKick, 0, "Kick"));
            map.Add(CreateAction(GameActions.Punch, FightingHandToHand.ButtonPunch, 0, "Punch"));
            map.Add(CreateAction(GameActions.TheDeAppetizer, FightingHandToHand.ButtonSpecial1, 0, "\"The De-Appetizer\""));

            // Map the apologize button to any button on the device. directInput
            // defines several "Any-Control Constants" for mapping game actions to
            // any device object of a particular type.
            map.Add(CreateAction(GameActions.Apologize, DInputHelper.ButtonAny(1), 0, "Apologize"));

            // Keyboard input mappings
            map.Add(CreateAction(GameActions.WalkLeft, Keyboard.Left, 0, "Walk left"));
            map.Add(CreateAction(GameActions.WalkRight, Keyboard.Right, 0, "Walk right"));
            map.Add(CreateAction(GameActions.Block, Keyboard.B, 0, "Block"));
            map.Add(CreateAction(GameActions.Kick, Keyboard.K, 0, "Kick"));
            map.Add(CreateAction(GameActions.Punch, Keyboard.P, 0, "Punch"));
            map.Add(CreateAction(GameActions.TheDeAppetizer, Keyboard.D, 0, "\"The De-Appetizer\""));
            map.Add(CreateAction(GameActions.Apologize, Keyboard.A, 0, "Apologize"));

            // The AppFixed constant can be used to instruct directInput that the
            // current mapping can not be changed by the user.
            map.Add(CreateAction(GameActions.Quit, Keyboard.Q, ActionAttributeFlags.AppFixed, "Quit"));

            // Mouse input mappings
            map.Add(CreateAction(GameActions.Walk, Mouse.XAxis, 0, "Walk"));
            map.Add(CreateAction(GameActions.Punch, Mouse.Button0, 0, "Punch"));
            map.Add(CreateAction(GameActions.Kick, Mouse.Button1, 0, "Kick"));
        }
示例#2
0
 //* -----------------------------------------------------------------------*
 /// <summary>
 /// フォース フィードバックのプリセットデータを作成します。
 /// </summary>
 ///
 /// <param name="anAxis">軸データ</param>
 /// <param name="nMagnitude">フォースの量</param>
 /// <param name="nDuration">フォースがかかる時間</param>
 /// <returns>フォース フィードバック管理クラス</returns>
 /// <exception cref="NotSupportedException"></exception>
 private EffectObject createEffect(int[] anAxis, int nMagnitude, int nDuration)
 {
     foreach (EffectInformation ei in device.GetEffects(EffectType.All))
     {
         if (DInputHelper.GetTypeCode(ei.EffectType) == (int)EffectType.ConstantForce)
         {
             Effect effect = createEffect(anAxis);
             effect.EffectType         = EffectType.ConstantForce;
             effect.Constant           = new ConstantForce();
             effect.Constant.Magnitude = nMagnitude;
             // HACK : ここで例外もなしにコケることがある。なんでだ?
             return(new EffectObject(ei.EffectGuid, effect, device));
         }
     }
     throw new NotSupportedException();
 }
示例#3
0
 //* -----------------------------------------------------------------------*
 /// <summary>
 /// フォース フィードバックのプリセットデータを作成します。
 /// </summary>
 ///
 /// <param name="anAxis">軸データ</param>
 /// <param name="nStartMagnitude">フォースが始まる時の値</param>
 /// <param name="nLastMagnitude">フォースが終わる時の値</param>
 /// <param name="nDuration">フォースがかかる時間</param>
 /// <returns>フォース フィードバック管理クラス</returns>
 /// <exception cref="NotSupportedException"></exception>
 private EffectObject createEffect(
     int[] anAxis, int nStartMagnitude, int nLastMagnitude, int nDuration
     )
 {
     foreach (EffectInformation ei in device.GetEffects(EffectType.All))
     {
         if (DInputHelper.GetTypeCode(ei.EffectType) == (int)EffectType.RampForce)
         {
             Effect effect = createEffect(anAxis);
             effect.EffectType       = EffectType.RampForce;
             effect.RampStruct       = new RampForce();
             effect.RampStruct.Start = nStartMagnitude;
             effect.RampStruct.End   = nLastMagnitude;
             return(new EffectObject(ei.EffectGuid, effect, device));
         }
     }
     throw new NotSupportedException();
 }
        public JOYSTICK_TYPE Connect(System.Windows.Forms.Control Parent)
        {
            ForceFeedbackSupported = false;
            //create force feedback capable joystick device.
            try
            {
                foreach (DeviceInstance di in Manager.GetDevices(
                             DeviceClass.GameControl,
                             EnumDevicesFlags.AttachedOnly | EnumDevicesFlags.ForceFeeback))
                {
                    ForceFeedbackSupported = true;
                    device = new Device(di.InstanceGuid);
                    break;
                }
                if (device == null)
                {
                    //create force feedback capable joystick device.
                    foreach (DeviceInstance di in Manager.GetDevices(
                                 DeviceClass.GameControl,
                                 EnumDevicesFlags.AttachedOnly))
                    {
                        device = new Device(di.InstanceGuid);
                        break;
                    }
                    //Throw exception if joystick not found.
                    //throw new Exception("No joystick that supports forced feedback found.");
                    if (device == null)
                    {
                        return(JOYSTICK_TYPE.NO_JOYSTICK);
                    }
                }
            }
            catch (System.TypeInitializationException)
            {
                // Managed Direct X doesn't seem to be present or working
                return(JOYSTICK_TYPE.NO_JOYSTICK);
            }
            //set cooperative level.
            device.SetCooperativeLevel(
                Parent,
                CooperativeLevelFlags.Exclusive | CooperativeLevelFlags.Background);

            if (ForceFeedbackSupported)
            {
                // Since we will be playing force feedback effects, we should disable the
                // auto-centering spring.
                device.Properties.AutoCenter = false;
            }

            //Set axis mode absolute.
            device.Properties.AxisModeAbsolute = true;

            //Acquire joystick for capturing.
            device.Acquire();


            //Configure axes
            int[] axis = null;
            foreach (DeviceObjectInstance doi in device.Objects)
            {
                //Set axes ranges.
                if ((doi.ObjectId & (int)DeviceObjectTypeFlags.Axis) != 0)
                {
                    device.Properties.SetRange(
                        ParameterHow.ById,
                        doi.ObjectId,
                        new InputRange(-5000, 5000));
                }

                int[] temp;

                // Get info about first two FF axii on the device
                if ((doi.Flags & (int)ObjectInstanceFlags.Actuator) != 0)
                {
                    if (axis != null)
                    {
                        temp = new int[axis.Length + 1];
                        axis.CopyTo(temp, 0);
                        axis = temp;
                    }
                    else
                    {
                        axis = new int[1];
                    }

                    // Store the offset of each axis.
                    axis[axis.Length - 1] = doi.Offset;
                    if (axis.Length == 2)
                    {
                        break;
                    }
                }
            }


            //See if joystick supports ConstantForce and set it.

            foreach (EffectInformation ei in device.GetEffects(EffectType.All))
            {
                //If the joystick supports ConstantForce, then apply it.

                if (DInputHelper.GetTypeCode(ei.EffectType)
                    == (int)EffectType.ConstantForce)
                {
                    // Fill in some generic values for the effect.
                    e = new Effect();

                    e.SetDirection(new int[axis.Length]);
                    e.SetAxes(new int[axis.Length]);
                    e.ConditionStruct = new Condition[axis.Length];

                    e.EffectType = EffectType.ConstantForce;

                    e.Constant           = new ConstantForce();
                    e.Constant.Magnitude = 10000;

                    e.Duration              = (int)DI.Infinite;
                    e.Gain                  = 10000;
                    e.SamplePeriod          = 0;
                    e.TriggerButton         = (int)Microsoft.DirectX.DirectInput.Button.NoTrigger;
                    e.TriggerRepeatInterval = (int)DI.Infinite;
                    e.Flags                 = EffectFlags.ObjectOffsets | EffectFlags.Cartesian;
                    e.SetAxes(axis);

                    var dd = e.GetDirection();
                    dd[0] = -100;
                    dd[1] = 100;
                    e.SetDirection(dd);


                    // Create the effect, using the passed in guid.
                    eo = new EffectObject(ei.EffectGuid, e, device);

                    eo.Start(1, EffectStartFlags.NoDownload);

                    force_ei = ei;
                    break;
                }
            }

            if (eo == null)
            {
                return(JOYSTICK_TYPE.NO_FORCE_FEEDBACK);
            }
            return(JOYSTICK_TYPE.FORCE_FEEDBACK);
        }