GamePadHelper.cs 18 KB

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  1. #region File Description
  2. //-----------------------------------------------------------------------------
  3. // GamePadHelper.cs
  4. //
  5. // Microsoft XNA Community Game Platform
  6. // Copyright (C) Microsoft Corporation. All rights reserved.
  7. //-----------------------------------------------------------------------------
  8. #endregion
  9. #region Using Statements
  10. using System;
  11. using System.Collections.Generic;
  12. using System.Text;
  13. using Microsoft.Xna.Framework.Input;
  14. using Microsoft.Xna.Framework;
  15. using System.Diagnostics;
  16. #endregion
  17. namespace Spacewar
  18. {
  19. /// <summary>
  20. /// Useful class that wraps some game pad stuff to give you indication of single button presses
  21. /// by remembering previous state. Right now its one shot which means if you call a Pressed function
  22. /// that will 'remove' the press.
  23. ///
  24. /// Keyboard support should be mapped in here based on PlayerIndex.
  25. /// PlayerIndex.One Key mapping is (Keys for player one to use)
  26. /// PlayerIndex.Two Key mapping is (Keys for Player two to use)
  27. /// Players Three => Infinity are not supported on a keyboard!
  28. /// </summary>
  29. public enum GamePadKeys
  30. {
  31. Start = 0,
  32. Back,
  33. A,
  34. B,
  35. X,
  36. Y,
  37. Up,
  38. Down,
  39. Left,
  40. Right,
  41. LeftTrigger,
  42. RightTrigger,
  43. ThumbstickLeftXMin,
  44. ThumbstickLeftXMax,
  45. ThumbstickLeftYMin,
  46. ThumbstickLeftYMax,
  47. ThumbstickRightXMin,
  48. ThumbstickRightXMax,
  49. ThumbstickRightYMin,
  50. ThumbstickRightYMax
  51. };
  52. public class GamePadHelper
  53. {
  54. private PlayerIndex player;
  55. private Keymap keyMapping = new Keymap();
  56. private KeyboardState keyState;
  57. private Game game;
  58. /// <summary>
  59. /// Default constructor
  60. /// </summary>
  61. /// <param name="player">Which player. Not that you can't use PlayerIndex.Any with this helper</param>
  62. public GamePadHelper(PlayerIndex player)
  63. {
  64. //Need to store the player. If you try to store a reference to the GamePad here it seems to 'forget'
  65. this.player = player;
  66. if (player == PlayerIndex.One)
  67. {
  68. keyMapping.Add(GamePadKeys.Start, SpacewarGame.Settings.Player1Start);
  69. keyMapping.Add(GamePadKeys.Back, SpacewarGame.Settings.Player1Back);
  70. keyMapping.Add(GamePadKeys.A, SpacewarGame.Settings.Player1A);
  71. keyMapping.Add(GamePadKeys.B, SpacewarGame.Settings.Player1B);
  72. keyMapping.Add(GamePadKeys.X, SpacewarGame.Settings.Player1X);
  73. keyMapping.Add(GamePadKeys.Y, SpacewarGame.Settings.Player1Y);
  74. keyMapping.Add(GamePadKeys.Up, SpacewarGame.Settings.Player1Up);
  75. keyMapping.Add(GamePadKeys.Down, SpacewarGame.Settings.Player1Down);
  76. keyMapping.Add(GamePadKeys.Left, SpacewarGame.Settings.Player1Left);
  77. keyMapping.Add(GamePadKeys.Right, SpacewarGame.Settings.Player1Right);
  78. keyMapping.Add(GamePadKeys.LeftTrigger, SpacewarGame.Settings.Player1LeftTrigger);
  79. keyMapping.Add(GamePadKeys.RightTrigger, SpacewarGame.Settings.Player1RightTrigger);
  80. keyMapping.Add(GamePadKeys.ThumbstickLeftXMin, SpacewarGame.Settings.Player1ThumbstickLeftXmin);
  81. keyMapping.Add(GamePadKeys.ThumbstickLeftXMax, SpacewarGame.Settings.Player1ThumbstickLeftXmax);
  82. keyMapping.Add(GamePadKeys.ThumbstickLeftYMin, SpacewarGame.Settings.Player1ThumbstickLeftYmin);
  83. keyMapping.Add(GamePadKeys.ThumbstickLeftYMax, SpacewarGame.Settings.Player1ThumbstickLeftYmax);
  84. }
  85. if (player == PlayerIndex.Two)
  86. {
  87. keyMapping.Add(GamePadKeys.Start, SpacewarGame.Settings.Player2Start);
  88. keyMapping.Add(GamePadKeys.Back, SpacewarGame.Settings.Player2Back);
  89. keyMapping.Add(GamePadKeys.A, SpacewarGame.Settings.Player2A);
  90. keyMapping.Add(GamePadKeys.B, SpacewarGame.Settings.Player2B);
  91. keyMapping.Add(GamePadKeys.X, SpacewarGame.Settings.Player2X);
  92. keyMapping.Add(GamePadKeys.Y, SpacewarGame.Settings.Player2Y);
  93. keyMapping.Add(GamePadKeys.Up, SpacewarGame.Settings.Player2Up);
  94. keyMapping.Add(GamePadKeys.Down, SpacewarGame.Settings.Player2Down);
  95. keyMapping.Add(GamePadKeys.Left, SpacewarGame.Settings.Player2Left);
  96. keyMapping.Add(GamePadKeys.Right, SpacewarGame.Settings.Player2Right);
  97. keyMapping.Add(GamePadKeys.LeftTrigger, SpacewarGame.Settings.Player2LeftTrigger);
  98. keyMapping.Add(GamePadKeys.RightTrigger, SpacewarGame.Settings.Player2RightTrigger);
  99. keyMapping.Add(GamePadKeys.ThumbstickLeftXMin, SpacewarGame.Settings.Player2ThumbstickLeftXmin);
  100. keyMapping.Add(GamePadKeys.ThumbstickLeftXMax, SpacewarGame.Settings.Player2ThumbstickLeftXmax);
  101. keyMapping.Add(GamePadKeys.ThumbstickLeftYMin, SpacewarGame.Settings.Player2ThumbstickLeftYmin);
  102. keyMapping.Add(GamePadKeys.ThumbstickLeftYMax, SpacewarGame.Settings.Player2ThumbstickLeftYmax);
  103. }
  104. }
  105. public GamePadState State
  106. {
  107. get
  108. {
  109. return state;
  110. }
  111. }
  112. private bool AWasReleased;
  113. private bool BWasReleased;
  114. private bool YWasReleased;
  115. private bool XWasReleased;
  116. private bool StartWasReleased;
  117. private bool BackWasReleased;
  118. private bool UpWasReleased;
  119. private bool DownWasReleased;
  120. private bool LeftWasReleased;
  121. private bool RightWasReleased;
  122. private bool LeftTriggerWasReleased;
  123. private bool RightTriggerWasReleased;
  124. private bool kbAWasReleased;
  125. private bool kbBWasReleased;
  126. private bool kbYWasReleased;
  127. private bool kbXWasReleased;
  128. private bool kbStartWasReleased;
  129. private bool kbBackWasReleased;
  130. private bool kbUpWasReleased;
  131. private bool kbDownWasReleased;
  132. private bool kbLeftWasReleased;
  133. private bool kbRightWasReleased;
  134. private bool kbLeftTriggerWasReleased;
  135. private bool kbRightTriggerWasReleased;
  136. private GamePadState state;
  137. public float ThumbStickLeftX
  138. {
  139. get
  140. {
  141. float result = 0.0f;
  142. if (game.IsActive)
  143. {
  144. if (state.IsConnected)
  145. result = state.ThumbSticks.Left.X;
  146. if (keyState.IsKeyDown(keyMapping.Get(GamePadKeys.ThumbstickLeftXMin)))
  147. result = -1.0f;
  148. if (keyState.IsKeyDown(keyMapping.Get(GamePadKeys.ThumbstickLeftXMax)))
  149. result = 1.0f;
  150. }
  151. return result;
  152. }
  153. }
  154. public float ThumbStickLeftY
  155. {
  156. get
  157. {
  158. float result = 0.0f;
  159. if (game.IsActive)
  160. {
  161. if (state.IsConnected)
  162. result = state.ThumbSticks.Left.Y;
  163. if (keyState.IsKeyDown(keyMapping.Get(GamePadKeys.ThumbstickLeftYMin)))
  164. result = -1.0f;
  165. if (keyState.IsKeyDown(keyMapping.Get(GamePadKeys.ThumbstickLeftYMax)))
  166. result = 1.0f;
  167. }
  168. return result;
  169. }
  170. }
  171. public float ThumbStickRightX
  172. {
  173. get
  174. {
  175. float result = 0.0f;
  176. if (game.IsActive)
  177. {
  178. if (state.IsConnected)
  179. result = state.ThumbSticks.Right.X;
  180. if (keyState.IsKeyDown(keyMapping.Get(GamePadKeys.ThumbstickRightXMin)))
  181. result = -1.0f;
  182. if (keyState.IsKeyDown(keyMapping.Get(GamePadKeys.ThumbstickRightXMax)))
  183. result = 1.0f;
  184. }
  185. return result;
  186. }
  187. }
  188. public float ThumbStickRightY
  189. {
  190. get
  191. {
  192. float result = 0.0f;
  193. if (game.IsActive)
  194. {
  195. if (state.IsConnected)
  196. result = state.ThumbSticks.Right.Y;
  197. if (keyState.IsKeyDown(keyMapping.Get(GamePadKeys.ThumbstickRightYMin)))
  198. result = -1.0f;
  199. if (keyState.IsKeyDown(keyMapping.Get(GamePadKeys.ThumbstickRightYMax)))
  200. result = 1.0f;
  201. }
  202. return result;
  203. }
  204. }
  205. /// <summary>
  206. /// Has the left trigger been pressed
  207. /// </summary>
  208. public bool LeftTriggerPressed
  209. {
  210. get
  211. {
  212. return ((checkPressed(state.Triggers.Left, ref LeftTriggerWasReleased))
  213. || (checkPressed(keyState.IsKeyDown(keyMapping.Get(GamePadKeys.LeftTrigger)), ref kbLeftTriggerWasReleased)));
  214. }
  215. }
  216. /// <summary>
  217. /// Has the right trigger been pressed
  218. /// </summary>
  219. public bool RightTriggerPressed
  220. {
  221. get
  222. {
  223. return ((checkPressed(state.Triggers.Right, ref RightTriggerWasReleased))
  224. || (checkPressed(keyState.IsKeyDown(keyMapping.Get(GamePadKeys.RightTrigger)), ref kbRightTriggerWasReleased)));
  225. }
  226. }
  227. /// <summary>
  228. /// Has the A button been pressed
  229. /// </summary>
  230. public bool APressed
  231. {
  232. get
  233. {
  234. return ((checkPressed(state.Buttons.A, ref AWasReleased))
  235. || (checkPressed(keyState.IsKeyDown(keyMapping.Get(GamePadKeys.A)), ref kbAWasReleased)));
  236. }
  237. }
  238. /// <summary>
  239. /// Has the B button been pressed
  240. /// </summary>
  241. public bool BPressed
  242. {
  243. get
  244. {
  245. return ((checkPressed(state.Buttons.B, ref BWasReleased))
  246. || (checkPressed(keyState.IsKeyDown(keyMapping.Get(GamePadKeys.B)), ref kbBWasReleased)));
  247. }
  248. }
  249. /// <summary>
  250. /// Has the Y button been pressed
  251. /// </summary>
  252. public bool YPressed
  253. {
  254. get
  255. {
  256. return ((checkPressed(state.Buttons.Y, ref YWasReleased))
  257. || (checkPressed(keyState.IsKeyDown(keyMapping.Get(GamePadKeys.Y)), ref kbYWasReleased)));
  258. }
  259. }
  260. /// <summary>
  261. /// Has the X button been pressed
  262. /// </summary>
  263. public bool XPressed
  264. {
  265. get
  266. {
  267. return ((checkPressed(state.Buttons.X, ref XWasReleased))
  268. || (checkPressed(keyState.IsKeyDown(keyMapping.Get(GamePadKeys.X)), ref kbXWasReleased)));
  269. }
  270. }
  271. /// <summary>
  272. /// Has the start button been pressed
  273. /// </summary>
  274. public bool StartPressed
  275. {
  276. get
  277. {
  278. return ((checkPressed(state.Buttons.Start, ref StartWasReleased))
  279. || (checkPressed(keyState.IsKeyDown(keyMapping.Get(GamePadKeys.Start)), ref kbStartWasReleased)));
  280. }
  281. }
  282. /// <summary>
  283. /// Has the back button been pressed
  284. /// </summary>
  285. public bool BackPressed
  286. {
  287. get
  288. {
  289. return ((checkPressed(state.Buttons.Back, ref BackWasReleased))
  290. || (checkPressed(keyState.IsKeyDown(keyMapping.Get(GamePadKeys.Back)), ref kbBackWasReleased)));
  291. }
  292. }
  293. /// <summary>
  294. /// Has the up dpad been pressed
  295. /// </summary>
  296. public bool UpPressed
  297. {
  298. get
  299. {
  300. return ((checkPressed(state.DPad.Up, ref UpWasReleased))
  301. || (checkPressed(keyState.IsKeyDown(keyMapping.Get(GamePadKeys.Up)), ref kbUpWasReleased)));
  302. }
  303. }
  304. /// <summary>
  305. /// Has the down dpad been pressed
  306. /// </summary>
  307. public bool DownPressed
  308. {
  309. get
  310. {
  311. return ((checkPressed(state.DPad.Down, ref DownWasReleased))
  312. || (checkPressed(keyState.IsKeyDown(keyMapping.Get(GamePadKeys.Down)), ref kbDownWasReleased)));
  313. }
  314. }
  315. /// <summary>
  316. /// Has the left dpad been pressed
  317. /// </summary>
  318. public bool LeftPressed
  319. {
  320. get
  321. {
  322. return ((checkPressed(state.DPad.Left, ref LeftWasReleased))
  323. || (checkPressed(keyState.IsKeyDown(keyMapping.Get(GamePadKeys.Left)), ref kbLeftWasReleased)));
  324. }
  325. }
  326. /// <summary>
  327. /// Has the right dpad been pressed
  328. /// </summary>
  329. public bool RightPressed
  330. {
  331. get
  332. {
  333. return ((checkPressed(state.DPad.Right, ref RightWasReleased))
  334. || (checkPressed(keyState.IsKeyDown(keyMapping.Get(GamePadKeys.Right)), ref kbRightWasReleased)));
  335. }
  336. }
  337. private bool checkPressed(ButtonState buttonState, ref bool controlWasReleased)
  338. {
  339. //Buttons are considered pressed when their state = Pressed
  340. return checkPressed(buttonState == ButtonState.Pressed, ref controlWasReleased);
  341. }
  342. private bool checkPressed(float triggerState, ref bool controlWasReleased)
  343. {
  344. //Triggers are considered pressed when their value >0
  345. return checkPressed(triggerState > 0, ref controlWasReleased);
  346. }
  347. private bool checkPressed(bool pressed, ref bool controlWasReleased)
  348. {
  349. bool returnValue = controlWasReleased && pressed;
  350. if (game.IsActive)
  351. {
  352. //If the item is currently pressed then reset the 'released' indicators
  353. if (returnValue)
  354. {
  355. controlWasReleased = false;
  356. }
  357. }
  358. else
  359. {
  360. return false; // Control can never be pressed, game is not the active application!
  361. }
  362. return returnValue;
  363. }
  364. /// <summary>
  365. /// Updates the states. Should be called once per frame in the game loop otherwise the IsPressed functions
  366. /// won't work
  367. /// </summary>
  368. public void Update(Game game, KeyboardState keyState)
  369. {
  370. state = GamePad.GetState(player);
  371. this.keyState = keyState;
  372. this.game = game;
  373. if (player == PlayerIndex.One)
  374. {
  375. //Check which buttons have been released so we can detect presses
  376. if (keyState.IsKeyUp(SpacewarGame.Settings.Player1A)) kbAWasReleased = true;
  377. if (keyState.IsKeyUp(SpacewarGame.Settings.Player1B)) kbBWasReleased = true;
  378. if (keyState.IsKeyUp(SpacewarGame.Settings.Player1Y)) kbYWasReleased = true;
  379. if (keyState.IsKeyUp(SpacewarGame.Settings.Player1X)) kbXWasReleased = true;
  380. if (keyState.IsKeyUp(SpacewarGame.Settings.Player1Start)) kbStartWasReleased = true;
  381. if (keyState.IsKeyUp(SpacewarGame.Settings.Player1Back)) kbBackWasReleased = true;
  382. if (keyState.IsKeyUp(SpacewarGame.Settings.Player1Up)) kbUpWasReleased = true;
  383. if (keyState.IsKeyUp(SpacewarGame.Settings.Player1Down)) kbDownWasReleased = true;
  384. if (keyState.IsKeyUp(SpacewarGame.Settings.Player1Left)) kbLeftWasReleased = true;
  385. if (keyState.IsKeyUp(SpacewarGame.Settings.Player1Right)) kbRightWasReleased = true;
  386. if (keyState.IsKeyUp(SpacewarGame.Settings.Player1LeftTrigger)) kbLeftTriggerWasReleased = true;
  387. if (keyState.IsKeyUp(SpacewarGame.Settings.Player1RightTrigger)) kbRightTriggerWasReleased = true;
  388. }
  389. else
  390. {
  391. //Check which buttons have been released so we can detect presses
  392. if (keyState.IsKeyUp(SpacewarGame.Settings.Player2A)) kbAWasReleased = true;
  393. if (keyState.IsKeyUp(SpacewarGame.Settings.Player2B)) kbBWasReleased = true;
  394. if (keyState.IsKeyUp(SpacewarGame.Settings.Player2Y)) kbYWasReleased = true;
  395. if (keyState.IsKeyUp(SpacewarGame.Settings.Player2X)) kbXWasReleased = true;
  396. if (keyState.IsKeyUp(SpacewarGame.Settings.Player2Start)) kbStartWasReleased = true;
  397. if (keyState.IsKeyUp(SpacewarGame.Settings.Player2Back)) kbBackWasReleased = true;
  398. if (keyState.IsKeyUp(SpacewarGame.Settings.Player2Up)) kbUpWasReleased = true;
  399. if (keyState.IsKeyUp(SpacewarGame.Settings.Player2Down)) kbDownWasReleased = true;
  400. if (keyState.IsKeyUp(SpacewarGame.Settings.Player2Left)) kbLeftWasReleased = true;
  401. if (keyState.IsKeyUp(SpacewarGame.Settings.Player2Right)) kbRightWasReleased = true;
  402. if (keyState.IsKeyUp(SpacewarGame.Settings.Player2LeftTrigger)) kbLeftTriggerWasReleased = true;
  403. if (keyState.IsKeyUp(SpacewarGame.Settings.Player2RightTrigger)) kbRightTriggerWasReleased = true;
  404. }
  405. if (state.IsConnected)
  406. {
  407. //Check which buttons have been released so we can detect presses
  408. if (state.Buttons.A == ButtonState.Released) AWasReleased = true;
  409. if (state.Buttons.B == ButtonState.Released) BWasReleased = true;
  410. if (state.Buttons.Y == ButtonState.Released) YWasReleased = true;
  411. if (state.Buttons.X == ButtonState.Released) XWasReleased = true;
  412. if (state.Buttons.Start == ButtonState.Released) StartWasReleased = true;
  413. if (state.Buttons.Back == ButtonState.Released) BackWasReleased = true;
  414. if (state.DPad.Up == ButtonState.Released) UpWasReleased = true;
  415. if (state.DPad.Down == ButtonState.Released) DownWasReleased = true;
  416. if (state.DPad.Left == ButtonState.Released) LeftWasReleased = true;
  417. if (state.DPad.Right == ButtonState.Released) RightWasReleased = true;
  418. if (state.Triggers.Left == 0f) LeftTriggerWasReleased = true;
  419. if (state.Triggers.Right == 0f) RightTriggerWasReleased = true;
  420. }
  421. }
  422. }
  423. }