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Root/src/Input/GamePadDeadZone.cs

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#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
 * Copyright 2009-2016 Ethan Lee and the MonoGame Team
 *
 * Released under the Microsoft Public License.
 * See LICENSE for details.
 */
#endregion
 
namespace Microsoft.Xna.Framework.Input
{
    /// <summary>
    /// Specifies a type of dead zone processing to apply to the controllers analog sticks when
    /// calling GetState.
    /// </summary>
    /// <param name="Circular">
    /// The combined X and Y position of each stick is compared to the dead zone. This provides
    /// better control than IndependentAxes when the stick is used as a two-dimensional control
    /// surface, such as when controlling a character's view in a first-person game.
    /// </param>
    /// <param name="IndependentAxes">
    /// The X and Y positions of each stick are compared against the dead zone independently.
    /// This setting is the default when calling GetState.
    /// </param>
    /// <param name="None">
    /// The values of each stick are not processed and are returned by GetState as "raw" values.
    /// This is best if you intend to implement your own dead zone processing.
    /// </param>
    public enum GamePadDeadZone
    {
        None,
        IndependentAxes,
        Circular
    }
}

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