/MonoGame.Framework/PSSuite/Input/Accelerometer.cs
https://bitbucket.org/refuzion/monogame · C# · 78 lines · 31 code · 7 blank · 40 comment · 0 complexity · a6898806ecfba51ebaf95559eb7fc32b MD5 · raw file
- // #region License
- // /*
- // Microsoft Public License (Ms-PL)
- // MonoGame - Copyright © 2009 The MonoGame Team
- //
- // All rights reserved.
- //
- // This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
- // accept the license, do not use the software.
- //
- // 1. Definitions
- // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under
- // U.S. copyright law.
- //
- // A "contribution" is the original software, or any additions or changes to the software.
- // A "contributor" is any person that distributes its contribution under this license.
- // "Licensed patents" are a contributor's patent claims that read directly on its contribution.
- //
- // 2. Grant of Rights
- // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
- // each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
- // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
- // each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
- //
- // 3. Conditions and Limitations
- // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
- // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
- // your patent license from such contributor to the software ends automatically.
- // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
- // notices that are present in the software.
- // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
- // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
- // code form, you may only do so under a license that complies with this license.
- // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
- // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
- // permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
- // purpose and non-infringement.
- // */
- // #endregion License
- //
-
- using System;
-
- using Sce.PlayStation.Core.Environment;
- using Sce.PlayStation.Core.Input;
-
- namespace Microsoft.Xna.Framework.Input
- {
- public static class Accelerometer
- {
- private static AccelerometerState _state;
- private static AccelerometerCapabilities _capabilities = new AccelerometerCapabilities();
- private static Vector3 _accelerometerVector = new Vector3(0, 0, 0);
-
- public static void SetupAccelerometer()
- {
- _state = new AccelerometerState { IsConnected = true };
- }
-
- public static AccelerometerCapabilities GetCapabilities()
- {
- return _capabilities;
- }
-
- public static AccelerometerState GetState()
- {
- Update();
- return _state;
- }
-
- internal static void Update()
- {
- var motionData = Motion.GetData(0);
- _accelerometerVector = new Vector3(motionData.Acceleration.X, motionData.Acceleration.Y, motionData.Acceleration.Z);
- _state.Acceleration = _accelerometerVector;
- }
- }
- }