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