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/InputSystem/Windows/WindowsGamePad.cs

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C# | 65 lines | 31 code | 6 blank | 28 comment | 0 complexity | ca0d890eea72b7c731f0685e72211216 MD5 | raw file
 1using Delta.InputSystem.Devices;
 2
 3namespace Delta.InputSystem.Windows
 4{
 5	/// <summary>
 6	/// Dummy implementation because we don't have GamePad support in Windows!
 7	/// If you want to use XnaGamePad for Xbox 360 controllers or WiimoteGamePad
 8	/// for Wii remote controller support, please add those strings at the
 9	/// beginning of your InputModule string in Settings.xml.
10	/// 
11	/// </summary>
12	public class WindowsGamePad : BaseGamePad
13	{
14		#region IsConnected (Public)
15		/// <summary>
16		/// Is connected, not used, will always return false!
17		/// </summary>
18		public override bool IsConnected
19		{
20			get
21			{
22				// Not used!
23				return false;
24			}
25		}
26		#endregion
27
28		#region Rumble (Public)
29		/// <summary>
30		/// Rumble, not used!
31		/// </summary>
32		/// <param name="setLeftRumble">Set left rumble</param>
33		/// <param name="setRightRumble">Set right rumble</param>
34		public override void Rumble(float setLeftRumble, float setRightRumble)
35		{
36			// Not used!
37		}
38
39		/// <summary>
40		/// Switch the Rumble state to On and off
41		/// </summary>
42		/// <param name="setRumble">true to switch on, otherwise switch off</param>
43		public override void Rumble(bool setRumble)
44		{
45		}
46		#endregion
47
48		#region Methods (Private)
49
50		#region Update
51		/// <summary>
52		/// Update this input device once a frame, done very early in the frame.
53		/// All the native keyboard updating happens in the native implementation,
54		/// this method will just update the totalCursorPosition.
55		/// </summary>
56		protected override void Update()
57		{
58			// Empty method, nothing is supported here (quicker than executing the
59			// BaseGamePad.Update method).
60		}
61		#endregion
62
63		#endregion
64	}
65}