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XInputManager.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SharpDX.XInput;
namespace XJoy
{
public class XInputManager
{
public struct InputState
{
public bool bButtonA;
public bool bButtonB;
public bool bButtonX;
public bool bButtonY;
public bool bButtonDPadLeft;
public bool bButtonDPadRight;
public bool bButtonDPadUp;
public bool bButtonDPadDown;
public bool bButtonLeftThumb;
public bool bButtonRightThumb;
public bool bButtonLeftShoulder;
public bool bButtonRightShoulder;
public bool bButtonStart;
public bool bButtonBack;
public short LeftStickX;
public short LeftStickY;
public short RightStickX;
public short RightStickY;
public byte LeftTrigger;
public byte RightTrigger;
}
public enum Inputs
{
LSX = 0,
LSY,
RSX,
RSY,
LT,
RT,
A,
B,
X,
Y,
LB,
RB,
DPadLeft,
DPadRight,
DPadUp,
DPadDown,
LeftStick,
RightStick,
Start,
Back
}
// Should match length of Inputs
public const short InputCount = 20;
public byte LastActiveControllerIndex = 0;
private Controller m_activeController = null;
public Controller ActiveController
{
get
{
return m_activeController;
}
}
public XInputManager()
{
}
public void InitControllerIndex(byte Index)
{
m_activeController = null;
if (Index >= (byte)UserIndex.One && Index <= (byte)UserIndex.Four)
{
m_activeController = new Controller((UserIndex)Index);
LastActiveControllerIndex = Index;
if (!m_activeController.IsConnected)
m_activeController = null;
}
}
public bool[] GetActiveControllerIndices()
{
bool[] activeControllers = new bool[4];
Controller controller1 = new Controller(UserIndex.One);
activeControllers[0] = controller1.IsConnected;
Controller controller2 = new Controller(UserIndex.Two);
activeControllers[1] = controller2.IsConnected;
Controller controller3 = new Controller(UserIndex.Three);
activeControllers[2] = controller3.IsConnected;
Controller controller4 = new Controller(UserIndex.Four);
activeControllers[3] = controller4.IsConnected;
return activeControllers;
}
public InputState GetState()
{
if (m_activeController == null || !m_activeController.IsConnected)
return new InputState();
State ControllerData = m_activeController.GetState();
InputState OutState = new InputState();
OutState.bButtonA = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.A) == GamepadButtonFlags.A;
OutState.bButtonB = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.B) == GamepadButtonFlags.B;
OutState.bButtonX = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.X) == GamepadButtonFlags.X;
OutState.bButtonY = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.Y) == GamepadButtonFlags.Y;
OutState.bButtonDPadLeft = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.DPadLeft) == GamepadButtonFlags.DPadLeft;
OutState.bButtonDPadRight = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.DPadRight) == GamepadButtonFlags.DPadRight;
OutState.bButtonDPadUp = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.DPadUp) == GamepadButtonFlags.DPadUp;
OutState.bButtonDPadDown = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.DPadDown) == GamepadButtonFlags.DPadDown;
OutState.bButtonLeftThumb = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.LeftThumb) == GamepadButtonFlags.LeftThumb;
OutState.bButtonRightThumb = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.RightThumb) == GamepadButtonFlags.RightThumb;
OutState.bButtonLeftShoulder = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.LeftShoulder) == GamepadButtonFlags.LeftShoulder;
OutState.bButtonRightShoulder = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.RightShoulder) == GamepadButtonFlags.RightShoulder;
OutState.bButtonStart = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.Start) == GamepadButtonFlags.Start;
OutState.bButtonBack = (ControllerData.Gamepad.Buttons & GamepadButtonFlags.Back) == GamepadButtonFlags.Back;
OutState.LeftStickX = ControllerData.Gamepad.LeftThumbX;
OutState.LeftStickY = ControllerData.Gamepad.LeftThumbY;
OutState.RightStickX = ControllerData.Gamepad.RightThumbX;
OutState.RightStickY = ControllerData.Gamepad.RightThumbY;
OutState.LeftTrigger = ControllerData.Gamepad.LeftTrigger;
OutState.RightTrigger = ControllerData.Gamepad.RightTrigger;
return OutState;
}
public static bool GetInputStateButtonValueFromInputType(ref InputState StateData, Inputs Button)
{
switch (Button)
{
case Inputs.A:
return StateData.bButtonA;
case Inputs.B:
return StateData.bButtonB;
case Inputs.X:
return StateData.bButtonX;
case Inputs.Y:
return StateData.bButtonY;
case Inputs.LB:
return StateData.bButtonLeftShoulder;
case Inputs.RB:
return StateData.bButtonRightShoulder;
case Inputs.DPadLeft:
return StateData.bButtonDPadLeft;
case Inputs.DPadRight:
return StateData.bButtonDPadRight;
case Inputs.DPadUp:
return StateData.bButtonDPadUp;
case Inputs.DPadDown:
return StateData.bButtonDPadDown;
case Inputs.LeftStick:
return StateData.bButtonLeftThumb;
case Inputs.RightStick:
return StateData.bButtonRightThumb;
case Inputs.Start:
return StateData.bButtonStart;
case Inputs.Back:
return StateData.bButtonBack;
case Inputs.LSX:
case Inputs.LSY:
case Inputs.RSX:
case Inputs.RSY:
case Inputs.LT:
case Inputs.RT:
default:
return false;
}
}
public static short GetInputStateAxisValueFromInputType(ref InputState StateData, Inputs Axis)
{
switch (Axis)
{
case Inputs.LSX:
return StateData.LeftStickX;
case Inputs.LSY:
return StateData.LeftStickY;
case Inputs.RSX:
return StateData.RightStickX;
case Inputs.RSY:
return StateData.RightStickY;
case Inputs.LT:
return StateData.LeftTrigger;
case Inputs.RT:
return StateData.RightTrigger;
case Inputs.A:
case Inputs.B:
case Inputs.X:
case Inputs.Y:
case Inputs.LB:
case Inputs.RB:
case Inputs.DPadLeft:
case Inputs.DPadRight:
case Inputs.DPadUp:
case Inputs.DPadDown:
case Inputs.LeftStick:
case Inputs.RightStick:
case Inputs.Start:
case Inputs.Back:
default:
return 0;
}
}
public static int[] GetAxisLimitsForInput(Inputs Axis)
{
switch (Axis)
{
case Inputs.LSX:
case Inputs.LSY:
case Inputs.RSX:
case Inputs.RSY:
return new int[] { -32768, 32767 };
case Inputs.LT:
case Inputs.RT:
return new int[] { 0, 255 };
case Inputs.A:
case Inputs.B:
case Inputs.X:
case Inputs.Y:
case Inputs.LB:
case Inputs.RB:
case Inputs.DPadLeft:
case Inputs.DPadRight:
case Inputs.DPadUp:
case Inputs.DPadDown:
case Inputs.LeftStick:
case Inputs.RightStick:
case Inputs.Start:
case Inputs.Back:
default:
return new int[] { 0, 0 };
}
}
}
}