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#region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright 2009-2010 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
#region Using clause
using System;
using System.Collections;
using System.Collections.Generic;
#endregion Using clause
namespace Microsoft.Xna.Framework.Input.Touch
{
public class TouchCollection : List<TouchLocation>
{
/// <summary>
/// Attributes
/// </summary>
private bool isConnected;
#region Properties
public bool IsConnected
{
get
{
return this.isConnected;
}
}
public bool IsReadOnly
{
get
{
return true;
}
}
#endregion
public TouchCollection()
{
}
internal TouchCollection(IEnumerable<TouchLocation> locations) : base (locations)
{
}
internal void Update()
{
//Console.WriteLine(">>> Touches: {0}", Count);
for (int i = this.Count - 1; i >= 0; --i)
{
TouchLocation t = this[i];
switch (t.State)
{
case TouchLocationState.Pressed:
t.State = TouchLocationState.Moved;
t.PrevPosition = t.Position;
this[i] = t;
break;
case TouchLocationState.Moved:
t.PrevState = TouchLocationState.Moved;
this[i] = t;
break;
case TouchLocationState.Released:
case TouchLocationState.Invalid:
RemoveAt(i);
break;
}
}
//Console.WriteLine("<<< Touches: {0}", Count);
}
public bool FindById(int id, out TouchLocation touchLocation)
{
int index = this.FindIndex((t) => { return t.Id == id; });
if (index >= 0)
{
touchLocation = this[index];
return true;
}
touchLocation = default(TouchLocation);
return false;
}
internal int FindIndexById(int id, out TouchLocation touchLocation)
{
for (int i = 0; i < this.Count; i++)
{
TouchLocation location = this[i];
if (location.Id == id)
{
touchLocation = this[i];
return i;
}
}
touchLocation = default(TouchLocation);
return -1;
}
internal void Add(int id, Vector2 position) {
for (int i = 0; i < Count; i++) {
if (this[i].Id == id) {
#if DEBUG
Console.WriteLine("Error: Attempted to re-add the same touch as a press.");
#endif
Clear ();
}
}
Add(new TouchLocation(id, TouchLocationState.Pressed, position));
}
internal void Update(int id, TouchLocationState state, Vector2 position)
{
if (state == TouchLocationState.Pressed)
throw new ArgumentException("Argument 'state' cannot be TouchLocationState.Pressed.");
for (int i = 0; i < Count; i++) {
if (this[i].Id == id) {
var touchLocation = this[i];
touchLocation.Position = position;
touchLocation.State = state;
this[i] = touchLocation;
return;
}
}
#if DEBUG
Console.WriteLine("Error: Attempted to mark a non-existent touch {0} as {1}.", id, state);
#endif
Clear ();
}
}
}
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