/InputSystem/Windows/WindowsGamePad.cs
# · C# · 65 lines · 31 code · 6 blank · 28 comment · 0 complexity · ca0d890eea72b7c731f0685e72211216 MD5 · raw file
- using Delta.InputSystem.Devices;
-
- namespace Delta.InputSystem.Windows
- {
- /// <summary>
- /// Dummy implementation because we don't have GamePad support in Windows!
- /// If you want to use XnaGamePad for Xbox 360 controllers or WiimoteGamePad
- /// for Wii remote controller support, please add those strings at the
- /// beginning of your InputModule string in Settings.xml.
- ///
- /// </summary>
- public class WindowsGamePad : BaseGamePad
- {
- #region IsConnected (Public)
- /// <summary>
- /// Is connected, not used, will always return false!
- /// </summary>
- public override bool IsConnected
- {
- get
- {
- // Not used!
- return false;
- }
- }
- #endregion
-
- #region Rumble (Public)
- /// <summary>
- /// Rumble, not used!
- /// </summary>
- /// <param name="setLeftRumble">Set left rumble</param>
- /// <param name="setRightRumble">Set right rumble</param>
- public override void Rumble(float setLeftRumble, float setRightRumble)
- {
- // Not used!
- }
-
- /// <summary>
- /// Switch the Rumble state to On and off
- /// </summary>
- /// <param name="setRumble">true to switch on, otherwise switch off</param>
- public override void Rumble(bool setRumble)
- {
- }
- #endregion
-
- #region Methods (Private)
-
- #region Update
- /// <summary>
- /// Update this input device once a frame, done very early in the frame.
- /// All the native keyboard updating happens in the native implementation,
- /// this method will just update the totalCursorPosition.
- /// </summary>
- protected override void Update()
- {
- // Empty method, nothing is supported here (quicker than executing the
- // BaseGamePad.Update method).
- }
- #endregion
-
- #endregion
- }
- }