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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;
#endregion Using clause
namespace Microsoft.Xna.Framework.Input.Touch
{
public struct TouchLocation : IEquatable<TouchLocation>
{
/// <summary>
///Attributes
/// </summary>
private int id;
private Vector2 position;
private Vector2 previousPosition;
private TouchLocationState state;
private TouchLocationState previousState;
// Only used in Android, for now
private float pressure;
private float previousPressure;
#region Properties
public int Id
{
get
{
return id;
}
}
public Vector2 Position
{
get
{
return position;
}
set {
previousPosition = position;
position = value;
}
}
public float Pressure
{
get
{
return pressure;
}
}
public float PrevPressure
{
get
{
return previousPressure;
}
}
public Vector2 PrevPosition
{
get{
return previousPosition;
}
set{
previousPosition = value;
}
}
public TouchLocationState State
{
get
{
return state;
}
set
{
previousState = state;
state = value;
}
}
public TouchLocationState PrevState
{
get
{
return previousState;
}
set{
previousState = value;
}
}
#endregion
#region Constructors
public TouchLocation(int aId, TouchLocationState aState, Vector2 aPosition,
TouchLocationState aPreviousState, Vector2 aPreviousPosition)
{
id = aId;
position = aPosition;
previousPosition = aPreviousPosition;
state = aState;
previousState = aPreviousState;
pressure = 0.0f;
previousPressure = 0.0f;
}
public TouchLocation(int aId, TouchLocationState aState, Vector2 aPosition)
{
id = aId;
position = aPosition;
previousPosition = Vector2.Zero;
state = aState;
previousState = TouchLocationState.Invalid;
pressure = 0.0f;
previousPressure = 0.0f;
}
// Only for Android
public TouchLocation(int aId, TouchLocationState aState, Vector2 aPosition, float aPressure,
TouchLocationState aPreviousState, Vector2 aPreviousPosition, float aPreviousPressure)
{
id = aId;
position = aPosition;
previousPosition = aPreviousPosition;
state = aState;
previousState = aPreviousState;
pressure = aPressure;
previousPressure = aPreviousPressure;
}
public TouchLocation(int aId, TouchLocationState aState, Vector2 aPosition, float aPressure)
{
id = aId;
position = aPosition;
previousPosition = Vector2.Zero;
state = aState;
previousState = TouchLocationState.Invalid;
pressure = aPressure;
previousPressure = 0.0f;
}
#endregion
public override bool Equals(object obj)
{
bool result = false;
if (obj is TouchLocation)
{
result = Equals((TouchLocation) obj);
}
return result;
}
public bool Equals(TouchLocation other)
{
return ( ( this.Id.Equals( other.Id ) ) &&
( this.Position.Equals( other.Position ) ) &&
( this.previousPosition.Equals ( other.previousPosition)));
}
public override int GetHashCode()
{
return id;
}
public override string ToString()
{
return "Touch id:"+id+" state:"+state + " position:" + position + " pressure:" + pressure +" prevState:"+previousState+" prevPosition:"+ previousPosition + " previousPressure:" + previousPressure;
}
public bool TryGetPreviousLocation(out TouchLocation aPreviousLocation)
{
if ( previousState == TouchLocationState.Invalid )
{
aPreviousLocation.id = -1;
aPreviousLocation.state = TouchLocationState.Invalid;
aPreviousLocation.position = Vector2.Zero;
aPreviousLocation.previousState = TouchLocationState.Invalid;
aPreviousLocation.previousPosition = Vector2.Zero;
aPreviousLocation.pressure = 0.0f;
aPreviousLocation.previousPressure = 0.0f;
return false;
}
else
{
aPreviousLocation.id = this.id;
aPreviousLocation.state = this.previousState;
aPreviousLocation.position = this.previousPosition;
aPreviousLocation.previousState = TouchLocationState.Invalid;
aPreviousLocation.previousPosition = Vector2.Zero;
aPreviousLocation.pressure = this.previousPressure;
aPreviousLocation.previousPressure = 0.0f;
return true;
}
}
public static bool operator !=(TouchLocation value1, TouchLocation value2)
{
return ! (((value1.id == value2.id) &&
(value1.state == value2.state) &&
(value1.position == value2.position) &&
(value1.previousState == value2.previousState) &&
(value1.previousPosition == value2.previousPosition)));
}
public static bool operator ==(TouchLocation value1, TouchLocation value2)
{
return ((value1.id == value2.id) &&
(value1.state == value2.state) &&
(value1.position == value2.position) &&
(value1.previousState == value2.previousState) &&
(value1.previousPosition == value2.previousPosition));
}
}
}
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