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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 | #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 #region Using Statements using System; #endregion namespace Microsoft.Xna.Framework.Input { public static class GamePad { #region Internal Static Variables /* Determines how many controllers we should be tracking. * Per XNA4 we track 4 by default, but if you want to track more you can * do this by changing PlayerIndex.cs to include more index names. * -flibit */ internal static readonly int GAMEPAD_COUNT = DetermineNumGamepads(); private static int DetermineNumGamepads() { string numGamepadString = Environment.GetEnvironmentVariable( "FNA_GAMEPAD_NUM_GAMEPADS" ); if (!String.IsNullOrEmpty(numGamepadString)) { int numGamepads; if ( int .TryParse(numGamepadString, out numGamepads)) { if (numGamepads >= 0) { return numGamepads; } } } return Enum.GetNames( typeof (PlayerIndex)).Length; } #endregion #region Public GamePad API public static GamePadCapabilities GetCapabilities(PlayerIndex playerIndex) { return FNAPlatform.GetGamePadCapabilities(( int ) playerIndex); } public static GamePadState GetState(PlayerIndex playerIndex) { return FNAPlatform.GetGamePadState( ( int ) playerIndex, GamePadDeadZone.IndependentAxes ); } public static GamePadState GetState(PlayerIndex playerIndex, GamePadDeadZone deadZoneMode) { return FNAPlatform.GetGamePadState( ( int ) playerIndex, deadZoneMode ); } public static bool SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor) { return FNAPlatform.SetGamePadVibration( ( int ) playerIndex, leftMotor, rightMotor ); } #endregion #region Public GamePad API, FNA Extensions public static string GetGUIDEXT(PlayerIndex playerIndex) { return FNAPlatform.GetGamePadGUID(( int ) playerIndex); } public static void SetLightBarEXT(PlayerIndex playerIndex, Color color) { FNAPlatform.SetGamePadLightBar(( int ) playerIndex, color); } #endregion } } |