remove unnecessary setters and add doc comments
							parent
							
								
									5050a9369d
								
							
						
					
					
						commit
						71d9f8f4fe
					
				|  | @ -2,6 +2,9 @@ namespace MoonWorks.Input | |||
| { | ||||
| 	public class Axis | ||||
| 	{ | ||||
| 		/// <summary> | ||||
| 		/// An axis value between -1 and 1. | ||||
| 		/// </summary> | ||||
| 		public float Value { get; private set; } | ||||
| 
 | ||||
| 		internal void Update(float value) | ||||
|  |  | |||
|  | @ -4,9 +4,24 @@ namespace MoonWorks.Input | |||
| 	{ | ||||
| 		public ButtonState State { get; private set; } | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// True if the button is pressed or held. | ||||
| 		/// </summary> | ||||
| 		public bool IsDown => State.IsDown; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// True if the button has been continuously held for more than one frame. | ||||
| 		/// </summary> | ||||
| 		public bool IsHeld => State.IsHeld; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// True if the button was pressed this exact frame. | ||||
| 		/// </summary> | ||||
| 		public bool IsPressed => State.IsPressed; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// True if the button is not pressed. | ||||
| 		/// </summary> | ||||
| 		public bool IsReleased => State.IsReleased; | ||||
| 
 | ||||
| 		internal void Update(bool isPressed) | ||||
|  |  | |||
|  | @ -9,29 +9,29 @@ namespace MoonWorks.Input | |||
| 	{ | ||||
| 		internal IntPtr Handle; | ||||
| 
 | ||||
| 		public Button A { get; private set; } = new Button(); | ||||
| 		public Button B { get; private set; } = new Button(); | ||||
| 		public Button X { get; private set; } = new Button(); | ||||
| 		public Button Y { get; private set; } = new Button(); | ||||
| 		public Button Back { get; private set; } = new Button(); | ||||
| 		public Button Guide { get; private set; } = new Button(); | ||||
| 		public Button Start { get; private set; } = new Button(); | ||||
| 		public Button LeftStick { get; private set; } = new Button(); | ||||
| 		public Button RightStick { get; private set; } = new Button(); | ||||
| 		public Button LeftShoulder { get; private set; } = new Button(); | ||||
| 		public Button RightShoulder { get; private set; } = new Button(); | ||||
| 		public Button DpadUp { get; private set; } = new Button(); | ||||
| 		public Button DpadDown { get; private set; } = new Button(); | ||||
| 		public Button DpadLeft { get; private set; } = new Button(); | ||||
| 		public Button DpadRight { get; private set; } = new Button(); | ||||
| 		public Button A { get; } = new Button(); | ||||
| 		public Button B { get; } = new Button(); | ||||
| 		public Button X { get; } = new Button(); | ||||
| 		public Button Y { get; } = new Button(); | ||||
| 		public Button Back { get; } = new Button(); | ||||
| 		public Button Guide { get; } = new Button(); | ||||
| 		public Button Start { get; } = new Button(); | ||||
| 		public Button LeftStick { get; } = new Button(); | ||||
| 		public Button RightStick { get; } = new Button(); | ||||
| 		public Button LeftShoulder { get; } = new Button(); | ||||
| 		public Button RightShoulder { get; } = new Button(); | ||||
| 		public Button DpadUp { get; } = new Button(); | ||||
| 		public Button DpadDown { get; } = new Button(); | ||||
| 		public Button DpadLeft { get; } = new Button(); | ||||
| 		public Button DpadRight { get; } = new Button(); | ||||
| 
 | ||||
| 		public Axis LeftX { get; private set; } | ||||
| 		public Axis LeftY { get; private set; } | ||||
| 		public Axis RightX { get; private set; } | ||||
| 		public Axis RightY { get; private set; } | ||||
| 		public Axis LeftX { get; } = new Axis(); | ||||
| 		public Axis LeftY { get; } = new Axis(); | ||||
| 		public Axis RightX { get; } = new Axis(); | ||||
| 		public Axis RightY { get; } = new Axis(); | ||||
| 
 | ||||
| 		public Trigger TriggerLeft { get; private set; } | ||||
| 		public Trigger TriggerRight { get; private set; } | ||||
| 		public Trigger TriggerLeft { get; } = new Trigger(); | ||||
| 		public Trigger TriggerRight { get; } = new Trigger(); | ||||
| 
 | ||||
| 		private Dictionary<SDL.SDL_GameControllerButton, Button> EnumToButton; | ||||
| 		private Dictionary<SDL.SDL_GameControllerAxis, Axis> EnumToAxis; | ||||
|  | @ -97,6 +97,9 @@ namespace MoonWorks.Input | |||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Sets vibration values on the left and right motors. | ||||
| 		/// </summary> | ||||
| 		public bool SetVibration(float leftMotor, float rightMotor, uint durationInMilliseconds) | ||||
| 		{ | ||||
| 			return SDL.SDL_GameControllerRumble( | ||||
|  | @ -107,36 +110,59 @@ namespace MoonWorks.Input | |||
| 			) == 0; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// True if the button is pressed or held. | ||||
| 		/// </summary> | ||||
| 		public bool IsDown(ButtonCode buttonCode) | ||||
| 		{ | ||||
| 			return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].IsDown; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// True if the button was pressed this exact frame. | ||||
| 		/// </summary> | ||||
| 		public bool IsPressed(ButtonCode buttonCode) | ||||
| 		{ | ||||
| 			return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].IsPressed; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// True if the button has been continuously held for more than one frame. | ||||
| 		/// </summary> | ||||
| 		public bool IsHeld(ButtonCode buttonCode) | ||||
| 		{ | ||||
| 			return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].IsHeld; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// True if the button is not pressed. | ||||
| 		/// </summary> | ||||
| 		public bool IsReleased(ButtonCode buttonCode) | ||||
| 		{ | ||||
| 			return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].IsReleased; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Obtains the button state given a ButtonCode. | ||||
| 		/// </summary> | ||||
| 		public ButtonState ButtonState(ButtonCode buttonCode) | ||||
| 		{ | ||||
| 			return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].State; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Obtains the axis value given an AxisCode. | ||||
| 		/// </summary> | ||||
| 		/// <returns>A value between -1 and 1.</returns> | ||||
| 		public float AxisValue(AxisCode axisCode) | ||||
| 		{ | ||||
| 			return EnumToAxis[(SDL.SDL_GameControllerAxis) axisCode].Value; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Obtains the trigger value given an TriggerCode. | ||||
| 		/// </summary> | ||||
| 		/// <returns>A value between 0 and 1.</returns> | ||||
| 		public float TriggerValue(TriggerCode triggerCode) | ||||
| 		{ | ||||
| 			return EnumToTrigger[(SDL.SDL_GameControllerAxis) triggerCode].Value; | ||||
|  |  | |||
|  | @ -2,6 +2,9 @@ namespace MoonWorks.Input | |||
| { | ||||
| 	public class Trigger | ||||
| 	{ | ||||
| 		/// <summary> | ||||
| 		/// A trigger value between 0 and 1. | ||||
| 		/// </summary> | ||||
| 		public float Value { get; private set; } | ||||
| 
 | ||||
| 		internal void Update(float value) | ||||
|  |  | |||
		Loading…
	
		Reference in New Issue