/InputSystem/Windows/WindowsAccelerometer.cs
C# | 68 lines | 42 code | 6 blank | 20 comment | 0 complexity | a26a7dae5d9e387d028181e7b55f2766 MD5 | raw file
Possible License(s): Apache-2.0
- using Delta.InputSystem.Devices;
- using Delta.Utilities.Datatypes;
-
- namespace Delta.InputSystem.Windows
- {
- /// <summary>
- /// Windows does not have any accelerometer support, if you want to emulate
- /// or test it in windows use the WiimoteAccelerometer class instead (just
- /// add that name to the beginning of your InputModule in Settings.xml).
- /// </summary>
- public class WindowsAccelerometer : BaseAccelerometer
- {
- #region IsConnected (Public)
- /// <summary>
- /// Is connected, will always return false.
- /// </summary>
- public override bool IsConnected
- {
- get
- {
- return false;
- }
- }
- #endregion
-
- #region Acceleration (Public)
- /// <summary>
- /// Acceleration, not used, always Zero.
- /// </summary>
- public override Vector Acceleration
- {
- get
- {
- return Vector.Zero;
- }
- }
- #endregion
-
- #region Rotation (Public)
- /// <summary>
- /// Rotation, not used, always 0.
- /// </summary>
- public override float Rotation
- {
- get
- {
- //Note: See WindowsAccelerometer for the Wiimote rotation calculation
- return 0;
- }
- }
- #endregion
-
- #region Methods (Private)
-
- #region Update
- /// <summary>
- /// Update, does nothing.
- /// </summary>
- protected override void Update()
- {
- // Empty method, nothing is supported here (quicker than executing the
- // BaseGamePad.Update method).
- }
- #endregion
-
- #endregion
- }
- }