namespace OpenTK.Input
{
/// <summary>
- /// Enumerates available buttons for a canonical <c>GamePad</c> device.
+ /// Enumerates available buttons for a <c>GamePad</c> device.
/// </summary>
[Flags]
public enum Buttons
- #region License
- //
- // The Open Toolkit Library License
- //
- // Copyright (c) 2006 - 2009 the Open Toolkit library.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights to
- // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
- // the Software, and to permit persons to whom the Software is furnished to do
- // so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in all
- // copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- // OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- // WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- // OTHER DEALINGS IN THE SOFTWARE.
- //
- #endregion
+#region License
+//
+// GamePadButtons.cs
+//
+// Author:
+// Stefanos A. <stapostol@gmail.com>
+//
+// Copyright (c) 2006-2014 Stefanos Apostolopoulos
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+#endregion
using System;
{
/// <summary>
/// Provides access to GamePad devices.
+ /// A GamePad device offers a well-defined layout with
+ /// one direction-pad, two thumbsticks, two triggers,
+ /// four main buttons (A, B, X, Y) and up to seven
+ /// auxilliary buttons.
+ /// Use <c>GetCapabilities</c> to retrieve the exact
+ /// capabilities of a given device.
+ /// Use <c>GetState</c> to retrieve the current state
+ /// of a given device.
/// </summary>
public sealed class GamePad
{
-// #region License
+#region License
//
// GamePadButtons.cs
//
// Author:
// Stefanos A. <stapostol@gmail.com>
//
-// Copyright (c) 2006-2013 Stefanos Apostolopoulos
+// Copyright (c) 2006-2014 Stefanos Apostolopoulos
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
-// #endregion
+#endregion
+
using System;
namespace OpenTK.Input
{
-
+ /// <summary>
+ /// Describes the <see cref="ButtonState"/> of <see cref="GamePad"/> <see cref="Buttons"/>.
+ /// </summary>
public struct GamePadButtons : IEquatable<GamePadButtons>
{
Buttons buttons;
+ /// <summary>
+ /// Initializes a new instance of the <see cref="OpenTK.Input.GamePadButtons"/> structure.
+ /// </summary>
+ /// <param name="state">A bitmask containing the button state.</param>
public GamePadButtons(Buttons state)
{
buttons = state;
#region Public Members
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the A button.
+ /// </summary>
public ButtonState A
{
get { return GetButton(Buttons.A); }
}
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the B button.
+ /// </summary>
public ButtonState B
{
get { return GetButton(Buttons.B); }
}
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the X button.
+ /// </summary>
public ButtonState X
{
get { return GetButton(Buttons.X); }
}
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the Y button.
+ /// </summary>
public ButtonState Y
{
get { return GetButton(Buttons.Y); }
}
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the Back button.
+ /// </summary>
public ButtonState Back
{
get { return GetButton(Buttons.Back); }
}
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the big button.
+ /// This button is also known as Home or Guide.
+ /// </summary>
public ButtonState BigButton
{
get { return GetButton(Buttons.BigButton); }
}
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the left shoulder button.
+ /// </summary>
public ButtonState LeftShoulder
{
get { return GetButton(Buttons.LeftShoulder); }
}
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the left stick button.
+ /// This button represents a left stick that is pressed in.
+ /// </summary>
public ButtonState LeftStick
{
get { return GetButton(Buttons.LeftStick); }
}
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the right shoulder button.
+ /// </summary>
public ButtonState RightShoulder
{
get { return GetButton(Buttons.RightShoulder); }
}
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the right stick button.
+ /// This button represents a right stick that is pressed in.
+ /// </summary>
public ButtonState RightStick
{
get { return GetButton(Buttons.RightStick); }
}
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the starth button.
+ /// </summary>
public ButtonState Start
{
get { return GetButton(Buttons.Start); }
}
+ /// <param name="left">A <see cref="GamePadButtons"/> instance to test for equality.</param>
+ /// <param name="right">A <see cref="GamePadButtons"/> instance to test for equality.</param>
public static bool operator ==(GamePadButtons left, GamePadButtons right)
{
return left.Equals(right);
}
+ /// <param name="left">A <see cref="GamePadButtons"/> instance to test for inequality.</param>
+ /// <param name="right">A <see cref="GamePadButtons"/> instance to test for inequality.</param>
public static bool operator !=(GamePadButtons left, GamePadButtons right)
{
return !left.Equals(right);
}
+ /// <summary>
+ /// Returns a <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadButtons"/>.
+ /// </summary>
+ /// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadButtons"/>.</returns>
public override string ToString()
{
return Convert.ToString((int)buttons, 2).PadLeft(10, '0');
}
+ /// <summary>
+ /// Serves as a hash function for a <see cref="OpenTK.Input.GamePadButtons"/> object.
+ /// </summary>
+ /// <returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
+ /// hash table.</returns>
public override int GetHashCode()
{
return buttons.GetHashCode();
}
+ /// <summary>
+ /// Determines whether the specified <see cref="System.Object"/> is equal to the current <see cref="OpenTK.Input.GamePadButtons"/>.
+ /// </summary>
+ /// <param name="obj">The <see cref="System.Object"/> to compare with the current <see cref="OpenTK.Input.GamePadButtons"/>.</param>
+ /// <returns><c>true</c> if the specified <see cref="System.Object"/> is equal to the current
+ /// <see cref="OpenTK.Input.GamePadButtons"/>; otherwise, <c>false</c>.</returns>
public override bool Equals(object obj)
{
return
#region IEquatable<GamePadButtons> Members
+ /// <summary>
+ /// Determines whether the specified <see cref="OpenTK.Input.GamePadButtons"/> is equal to the current <see cref="OpenTK.Input.GamePadButtons"/>.
+ /// </summary>
+ /// <param name="other">The <see cref="OpenTK.Input.GamePadButtons"/> to compare with the current <see cref="OpenTK.Input.GamePadButtons"/>.</param>
+ /// <returns><c>true</c> if the specified <see cref="OpenTK.Input.GamePadButtons"/> is equal to the current
+ /// <see cref="OpenTK.Input.GamePadButtons"/>; otherwise, <c>false</c>.</returns>
public bool Equals(GamePadButtons other)
{
return buttons == other.buttons;
namespace OpenTK.Input
{
-
+ /// <summary>
+ /// Describes the state of a <see cref="GamePad"/> directional pad.
+ /// </summary>
public struct GamePadDPad : IEquatable<GamePadDPad>
{
[Flags]
DPadButtons buttons;
- #region Public Members
+ #region Internal Members
internal GamePadDPad(Buttons state)
{
buttons = (DPadButtons)((int)state & 0x0f);
}
+ #endregion
+
+ #region Public Members
+
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the up button.
+ /// </summary>
+ /// <value><c>ButtonState.Pressed</c> if the up button is pressed; otherwise, <c>ButtonState.Released</c>.</value>
+ public ButtonState Up
+ {
+ get { return IsUp ? ButtonState.Pressed : ButtonState.Released; }
+ }
+
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the down button.
+ /// </summary>
+ /// <value><c>ButtonState.Pressed</c> if the down button is pressed; otherwise, <c>ButtonState.Released</c>.</value>
+ public ButtonState Down
+ {
+ get { return IsDown ? ButtonState.Pressed : ButtonState.Released; }
+ }
+
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the left button.
+ /// </summary>
+ /// <value><c>ButtonState.Pressed</c> if the left button is pressed; otherwise, <c>ButtonState.Released</c>.</value>
+ public ButtonState Left
+ {
+ get { return IsLeft ? ButtonState.Pressed : ButtonState.Released; }
+ }
+
+ /// <summary>
+ /// Gets the <see cref="ButtonState"/> for the right button.
+ /// </summary>
+ /// <value><c>ButtonState.Pressed</c> if the right button is pressed; otherwise, <c>ButtonState.Released</c>.</value>
+ public ButtonState Right
+ {
+ get { return IsRight ? ButtonState.Pressed : ButtonState.Released; }
+ }
+
+ /// <summary>
+ /// Gets a value indicating whether the up button is pressed.
+ /// </summary>
+ /// <value><c>true</c> if the up button is pressed; otherwise, <c>false</c>.</value>
public bool IsUp
{
get { return (buttons & DPadButtons.Up) != 0; }
internal set { SetButton(DPadButtons.Up, value); }
}
+ /// <summary>
+ /// Gets a value indicating whether the down button is pressed.
+ /// </summary>
+ /// <value><c>true</c> if the down button is pressed; otherwise, <c>false</c>.</value>
public bool IsDown
{
get { return (buttons & DPadButtons.Down) != 0; }
internal set { SetButton(DPadButtons.Down, value); }
}
+ /// <summary>
+ /// Gets a value indicating whether the left button is pressed.
+ /// </summary>
+ /// <value><c>true</c> if the left button is pressed; otherwise, <c>false</c>.</value>
public bool IsLeft
{
get { return (buttons & DPadButtons.Left) != 0; }
internal set { SetButton(DPadButtons.Left, value); }
}
+ /// <summary>
+ /// Gets a value indicating whether the right button is pressed.
+ /// </summary>
+ /// <value><c>true</c> if the right button is pressed; otherwise, <c>false</c>.</value>
public bool IsRight
{
get { return (buttons & DPadButtons.Right) != 0; }
internal set { SetButton(DPadButtons.Right, value); }
}
+ /// <param name="left">A <see cref="GamePadDPad"/> instance to test for equality.</param>
+ /// <param name="right">A <see cref="GamePadDPad"/> instance to test for equality.</param>
public static bool operator ==(GamePadDPad left, GamePadDPad right)
{
return left.Equals(right);
}
+ /// <param name="left">A <see cref="GamePadDPad"/> instance to test for inequality.</param>
+ /// <param name="right">A <see cref="GamePadDPad"/> instance to test for inequality.</param>
public static bool operator !=(GamePadDPad left, GamePadDPad right)
{
return !left.Equals(right);
}
+ /// <summary>
+ /// Returns a <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadDPad"/>.
+ /// </summary>
+ /// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadDPad"/>.</returns>
public override string ToString()
{
return String.Format(
IsRight ? "R" : String.Empty);
}
+ /// <summary>
+ /// Serves as a hash function for a <see cref="OpenTK.Input.GamePadDPad"/> object.
+ /// </summary>
+ /// <returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
+ /// hash table.</returns>
public override int GetHashCode()
{
return buttons.GetHashCode();
}
+ /// <summary>
+ /// Determines whether the specified <see cref="System.Object"/> is equal to the current <see cref="OpenTK.Input.GamePadDPad"/>.
+ /// </summary>
+ /// <param name="obj">The <see cref="System.Object"/> to compare with the current <see cref="OpenTK.Input.GamePadDPad"/>.</param>
+ /// <returns><c>true</c> if the specified <see cref="System.Object"/> is equal to the current
+ /// <see cref="OpenTK.Input.GamePadDPad"/>; otherwise, <c>false</c>.</returns>
public override bool Equals(object obj)
{
return
#region IEquatable<GamePadDPad> Members
+ /// <summary>
+ /// Determines whether the specified <see cref="OpenTK.Input.GamePadDPad"/> is equal to the current <see cref="OpenTK.Input.GamePadDPad"/>.
+ /// </summary>
+ /// <param name="other">The <see cref="OpenTK.Input.GamePadDPad"/> to compare with the current <see cref="OpenTK.Input.GamePadDPad"/>.</param>
+ /// <returns><c>true</c> if the specified <see cref="OpenTK.Input.GamePadDPad"/> is equal to the current
+ /// <see cref="OpenTK.Input.GamePadDPad"/>; otherwise, <c>false</c>.</returns>
public bool Equals(GamePadDPad other)
{
return buttons == other.buttons;
namespace OpenTK.Input
{
/// <summary>
- /// Encapsulates the state of a GamePad device.
+ /// Describes the current state of a <see cref="GamePad"/> device.
/// </summary>
public struct GamePadState : IEquatable<GamePadState>
{
#region Public Members
+ /// <summary>
+ /// Gets a <see cref="GamePadThumbSticks"/> structure describing the
+ /// state of the <c>GamePad</c> thumb sticks.
+ /// </summary>
public GamePadThumbSticks ThumbSticks
{
get { return new GamePadThumbSticks(left_stick_x, left_stick_y, right_stick_x, right_stick_y); }
}
+ /// <summary>
+ /// Gets a <see cref="GamePadButtons"/> structure describing the
+ /// state of the <c>GamePad</c> buttons.
+ /// </summary>
public GamePadButtons Buttons
{
get { return new GamePadButtons(buttons); }
}
+ /// <summary>
+ /// Gets a <see cref="GamePadDPad"/> structure describing the
+ /// state of the <c>GamePad</c> directional pad.
+ /// </summary>
public GamePadDPad DPad
{
get { return new GamePadDPad(buttons); }
}
+ /// <summary>
+ /// Gets a <see cref="GamePadTriggers"/> structure describing the
+ /// state of the <c>GamePad</c> triggers.
+ /// </summary>
public GamePadTriggers Triggers
{
get { return new GamePadTriggers(left_trigger, right_trigger); }
}
+ /// <summary>
+ /// Gets a value indicating whether this <c>GamePad</c> instance is connected.
+ /// </summary>
+ /// <value><c>true</c> if this instance is connected; otherwise, <c>false</c>.</value>
public bool IsConnected
{
get { return is_connected; }
}
+ /// <summary>
+ /// Gets the packet number for this <c>GamePadState</c> instance.
+ /// Use the packet number to determine whether the state of a
+ /// <c>GamePad</c> device has changed.
+ /// </summary>
public int PacketNumber
{
get { return packet_number; }
}
+ /// <summary>
+ /// Returns a <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadState"/>.
+ /// </summary>
+ /// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadState"/>.</returns>
public override string ToString()
{
return String.Format(
ThumbSticks, Buttons, DPad, IsConnected);
}
+ /// <summary>
+ /// Serves as a hash function for a <see cref="OpenTK.Input.GamePadState"/> object.
+ /// </summary>
+ /// <returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
+ /// hash table.</returns>
public override int GetHashCode()
{
return
DPad.GetHashCode() ^ IsConnected.GetHashCode();
}
+ /// <summary>
+ /// Determines whether the specified <see cref="System.Object"/> is equal to the current <see cref="OpenTK.Input.GamePadState"/>.
+ /// </summary>
+ /// <param name="obj">The <see cref="System.Object"/> to compare with the current <see cref="OpenTK.Input.GamePadState"/>.</param>
+ /// <returns><c>true</c> if the specified <see cref="System.Object"/> is equal to the current
+ /// <see cref="OpenTK.Input.GamePadState"/>; otherwise, <c>false</c>.</returns>
public override bool Equals(object obj)
{
return
#endregion
#region IEquatable<GamePadState> Members
+
+ /// <summary>
+ /// Determines whether the specified <see cref="OpenTK.Input.GamePadState"/> is equal to the current <see cref="OpenTK.Input.GamePadState"/>.
+ /// </summary>
+ /// <param name="other">The <see cref="OpenTK.Input.GamePadState"/> to compare with the current <see cref="OpenTK.Input.GamePadState"/>.</param>
+ /// <returns><c>true</c> if the specified <see cref="OpenTK.Input.GamePadState"/> is equal to the current
+ /// <see cref="OpenTK.Input.GamePadState"/>; otherwise, <c>false</c>.</returns>
public bool Equals(GamePadState other)
{
return
-// #region License
+#region License
//
// GamePadThumbSticks.cs
//
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
-// #endregion
-
+#endregion
using System;
namespace OpenTK.Input
{
+ /// <summary>
+ /// Describes the current thumb stick state of a <see cref="GamePad"/> device
+ /// </summary>
public struct GamePadThumbSticks : IEquatable<GamePadThumbSticks>
{
const float ConversionFactor = 1.0f / short.MaxValue;
#region Public Members
+ /// <summary>
+ /// Gets a <see cref="Vector2"/> describing the state of the left thumb stick.
+ /// </summary>
public Vector2 Left
{
get { return new Vector2(left_x * ConversionFactor, left_y * ConversionFactor); }
}
+ /// <summary>
+ /// Gets a <see cref="Vector2"/> describing the state of the right thumb stick.
+ /// </summary>
public Vector2 Right
{
get { return new Vector2(right_x * ConversionFactor, right_y * ConversionFactor); }
}
+ /// <param name="left">A <see cref="GamePadThumbSticks"/> instance to test for equality.</param>
+ /// <param name="right">A <see cref="GamePadThumbSticks"/> instance to test for equality.</param>
public static bool operator ==(GamePadThumbSticks left, GamePadThumbSticks right)
{
return left.Equals(right);
}
+ /// <param name="left">A <see cref="GamePadThumbSticks"/> instance to test for inequality.</param>
+ /// <param name="right">A <see cref="GamePadThumbSticks"/> instance to test for inequality.</param>
public static bool operator !=(GamePadThumbSticks left, GamePadThumbSticks right)
{
return !left.Equals(right);
}
+ /// <summary>
+ /// Returns a <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadThumbSticks"/>.
+ /// </summary>
+ /// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadThumbSticks"/>.</returns>
public override string ToString()
{
return String.Format(
Left.X, Left.Y, Right.X, Right.Y);
}
+ /// <summary>
+ /// Serves as a hash function for a <see cref="OpenTK.Input.GamePadThumbSticks"/> object.
+ /// </summary>
+ /// <returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
+ /// hash table.</returns>
public override int GetHashCode()
{
return
right_x.GetHashCode() ^ right_y.GetHashCode();
}
+ /// <summary>
+ /// Determines whether the specified <see cref="System.Object"/> is equal to the current <see cref="OpenTK.Input.GamePadThumbSticks"/>.
+ /// </summary>
+ /// <param name="obj">The <see cref="System.Object"/> to compare with the current <see cref="OpenTK.Input.GamePadThumbSticks"/>.</param>
+ /// <returns><c>true</c> if the specified <see cref="System.Object"/> is equal to the current
+ /// <see cref="OpenTK.Input.GamePadThumbSticks"/>; otherwise, <c>false</c>.</returns>
public override bool Equals(object obj)
{
return
#region IEquatable<GamePadThumbSticks> Members
+ /// <summary>
+ /// Determines whether the specified <see cref="OpenTK.Input.GamePadThumbSticks"/> is equal to the current <see cref="OpenTK.Input.GamePadThumbSticks"/>.
+ /// </summary>
+ /// <param name="other">The <see cref="OpenTK.Input.GamePadThumbSticks"/> to compare with the current <see cref="OpenTK.Input.GamePadThumbSticks"/>.</param>
+ /// <returns><c>true</c> if the specified <see cref="OpenTK.Input.GamePadThumbSticks"/> is equal to the current
+ /// <see cref="OpenTK.Input.GamePadThumbSticks"/>; otherwise, <c>false</c>.</returns>
public bool Equals(GamePadThumbSticks other)
{
return
namespace OpenTK.Input
{
+ /// <summary>
+ /// Describes the state of a <see cref="GamePad"/> trigger buttons.
+ /// </summary>
public struct GamePadTriggers : IEquatable<GamePadTriggers>
{
const float ConversionFactor = 1.0f / short.MaxValue;
#region Public Members
+ /// <summary>
+ /// Gets the offset of the left trigger button, between 0.0 and 1.0.
+ /// </summary>
public float Left
{
get { return left * ConversionFactor; }
}
+ /// <summary>
+ /// Gets the offset of the left trigger button, between 0.0 and 1.0.
+ /// </summary>
public float Right
{
get { return right * ConversionFactor; }
}
+ /// <param name="left">A <see cref="GamePadTriggers"/> instance to test for equality.</param>
+ /// <param name="right">A <see cref="GamePadTriggers"/> instance to test for equality.</param>
public static bool operator ==(GamePadTriggers left, GamePadTriggers right)
{
return left.Equals(right);
}
+ /// <param name="left">A <see cref="GamePadTriggers"/> instance to test for equality.</param>
+ /// <param name="right">A <see cref="GamePadTriggers"/> instance to test for equality.</param>
public static bool operator !=(GamePadTriggers left, GamePadTriggers right)
{
return !left.Equals(right);
}
+ /// <summary>
+ /// Returns a <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadTriggers"/>.
+ /// </summary>
+ /// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.GamePadTriggers"/>.</returns>
public override string ToString()
{
return String.Format(
Left, Right);
}
+ /// <summary>
+ /// Serves as a hash function for a <see cref="OpenTK.Input.GamePadTriggers"/> object.
+ /// </summary>
+ /// <returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
+ /// hash table.</returns>
public override int GetHashCode()
{
return
left.GetHashCode() ^ right.GetHashCode();
}
+ /// <summary>
+ /// Determines whether the specified <see cref="System.Object"/> is equal to the current <see cref="OpenTK.Input.GamePadTriggers"/>.
+ /// </summary>
+ /// <param name="obj">The <see cref="System.Object"/> to compare with the current <see cref="OpenTK.Input.GamePadTriggers"/>.</param>
+ /// <returns><c>true</c> if the specified <see cref="System.Object"/> is equal to the current
+ /// <see cref="OpenTK.Input.GamePadTriggers"/>; otherwise, <c>false</c>.</returns>
public override bool Equals(object obj)
{
return
#region IEquatable<GamePadTriggers> Members
+ /// <summary>
+ /// Determines whether the specified <see cref="OpenTK.Input.GamePadTriggers"/> is equal to the current <see cref="OpenTK.Input.GamePadTriggers"/>.
+ /// </summary>
+ /// <param name="other">The <see cref="OpenTK.Input.GamePadTriggers"/> to compare with the current <see cref="OpenTK.Input.GamePadTriggers"/>.</param>
+ /// <returns><c>true</c> if the specified <see cref="OpenTK.Input.GamePadTriggers"/> is equal to the current
+ /// <see cref="OpenTK.Input.GamePadTriggers"/>; otherwise, <c>false</c>.</returns>
public bool Equals(GamePadTriggers other)
{
return
namespace OpenTK.Input
{
+ /// <summary>
+ /// Enumerates available <see cref="GamePad"/> types.
+ /// </summary>
public enum GamePadType
{
+ /// <summary>
+ /// The <c>GamePad</c> is of an unknown type.
+ /// </summary>
Unknown = 0,
+
+ /// <summary>
+ /// The <c>GamePad</c> is an arcade stick.
+ /// </summary>
ArcadeStick,
+
+ /// <summary>
+ /// The <c>GamePad</c> is a dance pad.
+ /// </summary>
DancePad,
+
+ /// <summary>
+ /// The <c>GamePad</c> is a flight stick.
+ /// </summary>
FlightStick,
+
+ /// <summary>
+ /// The <c>GamePad</c> is a guitar.
+ /// </summary>
Guitar,
+
+ /// <summary>
+ /// The <c>GamePad</c> is a driving wheel.
+ /// </summary>
Wheel,
+
+ /// <summary>
+ /// The <c>GamePad</c> is an alternate guitar.
+ /// </summary>
AlternateGuitar,
+
+ /// <summary>
+ /// The <c>GamePad</c> is a big button pad.
+ /// </summary>
BigButtonPad,
+
+ /// <summary>
+ /// The <c>GamePad</c> is a drum kit.
+ /// </summary>
DrumKit,
+
+ /// <summary>
+ /// The <c>GamePad</c> is a game pad.
+ /// </summary>
GamePad,
+
+ /// <summary>
+ /// The <c>GamePad</c> is an arcade pad.
+ /// </summary>
ArcadePad,
+
+ /// <summary>
+ /// The <c>GamePad</c> is a bass guitar.
+ /// </summary>
BassGuitar,
}
}
namespace OpenTK.Input
{
+ /// <summary>
+ /// Provides access to Joystick devices.
+ /// Joystick devices provide a varying number of axes and buttons.
+ /// Use <c>GetCapabilities</c> to retrieve the number of supported
+ /// axes and buttons on a given device.
+ /// Use <c>GetState</c> to retrieve the current state of a given device.
+ /// <seealso cref="GamePad"/>
+ /// </summary>
public sealed class Joystick
{
static readonly IJoystickDriver2 implementation =
private Joystick() { }
+ /// <summary>
+ /// Retrieves the <see cref="JoystickCapabilities"/> of the device connected
+ /// at the specified index.
+ /// </summary>
+ /// <returns>
+ /// A <see cref="JoystickCapabilities"/> structure describing
+ /// the capabilities of the device at the specified index.
+ /// If no device is connected at the specified index, the <c>IsConnected</c>
+ /// property of the returned structure will be false.
+ /// </returns>
+ /// <param name="index">The zero-based index of the device to poll.</param>
public static JoystickCapabilities GetCapabilities(int index)
{
return implementation.GetCapabilities(index);
}
+ /// <summary>
+ /// Retrieves the <see cref="JoystickState"/> of the device connected
+ /// at the specified index.
+ /// </summary>
+ /// <returns>A <see cref="JoystickState"/> structure describing
+ /// the current state of the device at the specified index.
+ /// If no device is connected at this index, the <c>IsConnected</c>
+ /// property of the returned structure will be false.
+ /// </returns>
+ /// <param name="index">The zero-based index of the device to poll.</param>
public static JoystickState GetState(int index)
{
return implementation.GetState(index);
namespace OpenTK.Input
{
+ /// <summary>
+ /// Describes the <c>JoystickCapabilities</c> of a <see cref="JoystickDevice"/>.
+ /// </summary>
public struct JoystickCapabilities : IEquatable<JoystickCapabilities>
{
byte axis_count;
#region Constructors
- public JoystickCapabilities(int axis_count, int button_count, bool is_connected)
+ internal JoystickCapabilities(int axis_count, int button_count, bool is_connected)
{
if (axis_count < 0 || axis_count >= JoystickState.MaxAxes)
throw new ArgumentOutOfRangeException("axis_count");
#region Public Members
+ /// <summary>
+ /// Gets the number of axes supported by this <see cref="JoystickDevice"/>.
+ /// </summary>
public int AxisCount
{
get { return axis_count; }
}
+ /// <summary>
+ /// Gets the number of buttons supported by this <see cref="JoystickDevice"/>.
+ /// </summary>
public int ButtonCount
{
get { return button_count; }
}
+ /// <summary>
+ /// Gets a value indicating whether this <see cref="JoystickDevice"/> is connected.
+ /// </summary>
+ /// <value><c>true</c> if this instance is connected; otherwise, <c>false</c>.</value>
public bool IsConnected
{
get { return is_connected; }
}
+ /// <summary>
+ /// Returns a <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.JoystickCapabilities"/>.
+ /// </summary>
+ /// <returns>A <see cref="System.String"/> that represents the current <see cref="OpenTK.Input.JoystickCapabilities"/>.</returns>
public override string ToString()
{
return String.Format(
AxisCount, ButtonCount, IsConnected);
}
+ /// <summary>
+ /// Serves as a hash function for a <see cref="OpenTK.Input.JoystickCapabilities"/> object.
+ /// </summary>
+ /// <returns>A hash code for this instance that is suitable for use in hashing algorithms and data structures such as a
+ /// hash table.</returns>
public override int GetHashCode()
{
return
IsConnected.GetHashCode();
}
+ /// <summary>
+ /// Determines whether the specified <see cref="System.Object"/> is equal to the current <see cref="OpenTK.Input.JoystickCapabilities"/>.
+ /// </summary>
+ /// <param name="obj">The <see cref="System.Object"/> to compare with the current <see cref="OpenTK.Input.JoystickCapabilities"/>.</param>
+ /// <returns><c>true</c> if the specified <see cref="System.Object"/> is equal to the current
+ /// <see cref="OpenTK.Input.JoystickCapabilities"/>; otherwise, <c>false</c>.</returns>
public override bool Equals(object obj)
{
return
#region IEquatable<JoystickCapabilities> Members
+ /// <summary>
+ /// Determines whether the specified <see cref="OpenTK.Input.JoystickCapabilities"/> is equal to the current <see cref="OpenTK.Input.JoystickCapabilities"/>.
+ /// </summary>
+ /// <param name="other">The <see cref="OpenTK.Input.JoystickCapabilities"/> to compare with the current <see cref="OpenTK.Input.JoystickCapabilities"/>.</param>
+ /// <returns><c>true</c> if the specified <see cref="OpenTK.Input.JoystickCapabilities"/> is equal to the current
+ /// <see cref="OpenTK.Input.JoystickCapabilities"/>; otherwise, <c>false</c>.</returns>
public bool Equals(JoystickCapabilities other)
{
return