private GamePadAxisEvent CreateAxisEvent(GamePadAxis axis, float newValue) { GamePadAxisEvent axisEvent = InputEventPool <GamePadAxisEvent> .GetOrCreate(this); axisEvent.Value = newValue; axisEvent.Axis = axis; state.Update(axisEvent); return(axisEvent); }
private bool UpdateFloat(ref float a, GamePadAxisEvent evt) { // ReSharper disable once CompareOfFloatsByEqualityOperator if (a == evt.Value) { return(false); } a = evt.Value; return(true); }
/// <summary> /// Updates the state from any gamepad events received that have mapped buttons /// </summary> /// <param name="axisEvent">The gamepad event to process</param> /// <returns><c>true</c> if the event made any changes</returns> public bool Update(GamePadAxisEvent axisEvent) { switch (axisEvent.Axis) { case GamePadAxis.LeftThumbX: return(UpdateFloat(ref LeftThumb.X, axisEvent)); case GamePadAxis.LeftThumbY: return(UpdateFloat(ref LeftThumb.Y, axisEvent)); case GamePadAxis.RightThumbX: return(UpdateFloat(ref RightThumb.X, axisEvent)); case GamePadAxis.RightThumbY: return(UpdateFloat(ref RightThumb.Y, axisEvent)); case GamePadAxis.LeftTrigger: return(UpdateFloat(ref LeftTrigger, axisEvent)); case GamePadAxis.RightTrigger: return(UpdateFloat(ref RightTrigger, axisEvent)); } return(false); }
/// <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); } } } } } }