remove unnecessary setters and add doc comments

main
cosmonaut 2022-03-18 11:58:10 -07:00
parent 5050a9369d
commit 71d9f8f4fe
4 changed files with 68 additions and 21 deletions

View File

@ -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)

View File

@ -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)

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@ -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;

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@ -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)