+++ /dev/null
-/*\r
-* Copyright (c) 2007-2010 SlimDX Group\r
-* \r
-* Permission is hereby granted, free of charge, to any person obtaining a copy\r
-* of this software and associated documentation files (the "Software"), to deal\r
-* in the Software without restriction, including without limitation the rights\r
-* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r
-* copies of the Software, and to permit persons to whom the Software is\r
-* furnished to do so, subject to the following conditions:\r
-* \r
-* The above copyright notice and this permission notice shall be included in\r
-* all copies or substantial portions of the Software.\r
-* \r
-* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r
-* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
-* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r
-* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r
-* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r
-* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\r
-* THE SOFTWARE.\r
-*/\r
-#pragma once\r
-\r
-namespace SlimDX\r
-{\r
- namespace DirectInput\r
- {\r
- /// <summary>\r
- /// Contains action mapping constants for Hand-To-Hand fighting games.\r
- /// </summary>\r
- public ref class HandToHandControls sealed\r
- {\r
- private:\r
- HandToHandControls() { }\r
-\r
- public:\r
- /// <summary>\r
- /// Represents the hand-to-hand genre.\r
- /// </summary>\r
- literal int HandToHandGenre = DIVIRTUAL_FIGHTING_HAND2HAND;\r
-\r
- /// <summary>\r
- /// Represents a "Lateral" action.\r
- /// </summary>\r
- literal int Lateral = DIAXIS_FIGHTINGH_LATERAL;\r
-\r
- /// <summary>\r
- /// Represents a "Move" action.\r
- /// </summary>\r
- literal int Move = DIAXIS_FIGHTINGH_MOVE;\r
-\r
- /// <summary>\r
- /// Represents a "Block" action.\r
- /// </summary>\r
- literal int Block = DIBUTTON_FIGHTINGH_BLOCK;\r
-\r
- /// <summary>\r
- /// Represents a "Crouch" action.\r
- /// </summary>\r
- literal int Crouch = DIBUTTON_FIGHTINGH_CROUCH;\r
-\r
- /// <summary>\r
- /// Represents a "Jump" action.\r
- /// </summary>\r
- literal int Jump = DIBUTTON_FIGHTINGH_JUMP;\r
-\r
- /// <summary>\r
- /// Represents a "Kick" action.\r
- /// </summary>\r
- literal int Kick = DIBUTTON_FIGHTINGH_KICK;\r
-\r
- /// <summary>\r
- /// Represents a "Menu" action.\r
- /// </summary>\r
- literal int Menu = DIBUTTON_FIGHTINGH_MENU;\r
-\r
- /// <summary>\r
- /// Represents a "Punch" action.\r
- /// </summary>\r
- literal int Punch = DIBUTTON_FIGHTINGH_PUNCH;\r
-\r
- /// <summary>\r
- /// Represents a "Special1" action.\r
- /// </summary>\r
- literal int Special1 = DIBUTTON_FIGHTINGH_SPECIAL1;\r
-\r
- /// <summary>\r
- /// Represents a "Special2" action.\r
- /// </summary>\r
- literal int Special2 = DIBUTTON_FIGHTINGH_SPECIAL2;\r
-\r
- /// <summary>\r
- /// Represents a "Rotate" action.\r
- /// </summary>\r
- literal int Rotate = DIAXIS_FIGHTINGH_ROTATE;\r
-\r
- /// <summary>\r
- /// Represents a "Backward" link.\r
- /// </summary>\r
- literal int BackwardLink = DIBUTTON_FIGHTINGH_BACKWARD_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "Device" action.\r
- /// </summary>\r
- literal int Device = DIBUTTON_FIGHTINGH_DEVICE;\r
-\r
- /// <summary>\r
- /// Represents a "Display" action.\r
- /// </summary>\r
- literal int Display = DIBUTTON_FIGHTINGH_DISPLAY;\r
-\r
- /// <summary>\r
- /// Represents a "Dodge" action.\r
- /// </summary>\r
- literal int Dodge = DIBUTTON_FIGHTINGH_DODGE;\r
-\r
- /// <summary>\r
- /// Represents a "Forward" link.\r
- /// </summary>\r
- literal int ForwardLink = DIBUTTON_FIGHTINGH_FORWARD_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "Left" link.\r
- /// </summary>\r
- literal int LeftLink = DIBUTTON_FIGHTINGH_LEFT_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "Right" link.\r
- /// </summary>\r
- literal int RightLink = DIBUTTON_FIGHTINGH_RIGHT_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "Pause" action.\r
- /// </summary>\r
- literal int Pause = DIBUTTON_FIGHTINGH_PAUSE;\r
-\r
- /// <summary>\r
- /// Represents a "Select" action.\r
- /// </summary>\r
- literal int Select = DIBUTTON_FIGHTINGH_SELECT;\r
-\r
- /// <summary>\r
- /// Represents a "Slide" action.\r
- /// </summary>\r
- literal int Slide = DIHATSWITCH_FIGHTINGH_SLIDE;\r
- };\r
-\r
- /// <summary>\r
- /// Contains action mapping constants for first person shooter games.\r
- /// </summary>\r
- public ref class ShootingControls sealed\r
- {\r
- private:\r
- ShootingControls() { }\r
-\r
- public:\r
- /// <summary>\r
- /// Represents the shooting genre.\r
- /// </summary>\r
- literal int ShootingGenre = DIVIRTUAL_FIGHTING_FPS;\r
-\r
- /// <summary>\r
- /// Represents a "LookUpDown" action.\r
- /// </summary>\r
- literal int LookUpDown = DIAXIS_FPS_LOOKUPDOWN;\r
-\r
- /// <summary>\r
- /// Represents a "Move" action.\r
- /// </summary>\r
- literal int Move = DIAXIS_FPS_MOVE;\r
-\r
- /// <summary>\r
- /// Represents a "Rotate" action.\r
- /// </summary>\r
- literal int Rotate = DIAXIS_FPS_ROTATE;\r
-\r
- /// <summary>\r
- /// Represents a "Apply" action.\r
- /// </summary>\r
- literal int Apply = DIBUTTON_FPS_APPLY;\r
-\r
- /// <summary>\r
- /// Represents a "Crouch" action.\r
- /// </summary>\r
- literal int Crouch = DIBUTTON_FPS_CROUCH;\r
-\r
- /// <summary>\r
- /// Represents a "Fire" action.\r
- /// </summary>\r
- literal int Fire = DIBUTTON_FPS_FIRE;\r
-\r
- /// <summary>\r
- /// Represents a "Jump" action.\r
- /// </summary>\r
- literal int Jump = DIBUTTON_FPS_JUMP;\r
-\r
- /// <summary>\r
- /// Represents a "Menu" action.\r
- /// </summary>\r
- literal int Menu = DIBUTTON_FPS_MENU;\r
-\r
- /// <summary>\r
- /// Represents a "Select" action.\r
- /// </summary>\r
- literal int Select = DIBUTTON_FPS_SELECT;\r
-\r
- /// <summary>\r
- /// Represents a "Strafe" action.\r
- /// </summary>\r
- literal int Strafe = DIBUTTON_FPS_STRAFE;\r
-\r
- /// <summary>\r
- /// Represents a "Weapons" action.\r
- /// </summary>\r
- literal int Weapons = DIBUTTON_FPS_WEAPONS;\r
-\r
- /// <summary>\r
- /// Represents a "SideStep" action.\r
- /// </summary>\r
- literal int SideStep = DIAXIS_FPS_SIDESTEP;\r
-\r
- /// <summary>\r
- /// Represents a "Backward" link.\r
- /// </summary>\r
- literal int BackwardLink = DIBUTTON_FPS_BACKWARD_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "Device" action.\r
- /// </summary>\r
- literal int Device = DIBUTTON_FPS_DEVICE;\r
-\r
- /// <summary>\r
- /// Represents a "Display" action.\r
- /// </summary>\r
- literal int Display = DIBUTTON_FPS_DISPLAY;\r
-\r
- /// <summary>\r
- /// Represents a "Dodge" action.\r
- /// </summary>\r
- literal int Dodge = DIBUTTON_FPS_DODGE;\r
-\r
- /// <summary>\r
- /// Represents a "FireSecondary" action.\r
- /// </summary>\r
- literal int FireSecondary = DIBUTTON_FPS_FIRESECONDARY;\r
-\r
- /// <summary>\r
- /// Represents a "Forward" link.\r
- /// </summary>\r
- literal int ForwardLink = DIBUTTON_FPS_FORWARD_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "GlanceDown" link.\r
- /// </summary>\r
- literal int GlanceDownLink = DIBUTTON_FPS_GLANCE_DOWN_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "GlanceUp" link.\r
- /// </summary>\r
- literal int GlanceUpLink = DIBUTTON_FPS_GLANCE_UP_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "GlanceLeft" link.\r
- /// </summary>\r
- literal int GlanceLeft = DIBUTTON_FPS_GLANCEL;\r
-\r
- /// <summary>\r
- /// Represents a "GlanceRight" link.\r
- /// </summary>\r
- literal int GlanceRight = DIBUTTON_FPS_GLANCER;\r
-\r
- /// <summary>\r
- /// Represents a "RotateLeft" link.\r
- /// </summary>\r
- literal int RotateLeftLink = DIBUTTON_FPS_ROTATE_LEFT_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "RotateRight" link.\r
- /// </summary>\r
- literal int RotateRightLink = DIBUTTON_FPS_ROTATE_RIGHT_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "Pause" action.\r
- /// </summary>\r
- literal int Pause = DIBUTTON_FPS_PAUSE;\r
-\r
- /// <summary>\r
- /// Represents a "Glance" action.\r
- /// </summary>\r
- literal int Glance = DIHATSWITCH_FPS_GLANCE;\r
- };\r
-\r
- /// <summary>\r
- /// Contains action mapping constants for third person fighting games.\r
- /// </summary>\r
- public ref class ThirdPersonControls sealed\r
- {\r
- private:\r
- ThirdPersonControls() { }\r
-\r
- public:\r
- /// <summary>\r
- /// Represents the third person genre.\r
- /// </summary>\r
- literal int ThirdPersonGenre = DIVIRTUAL_FIGHTING_THIRDPERSON;\r
-\r
- /// <summary>\r
- /// Represents a "Move" action.\r
- /// </summary>\r
- literal int Move = DIAXIS_TPS_MOVE;\r
-\r
- /// <summary>\r
- /// Represents a "Turn" action.\r
- /// </summary>\r
- literal int Turn = DIAXIS_TPS_TURN;\r
-\r
- /// <summary>\r
- /// Represents a "Action" action.\r
- /// </summary>\r
- literal int Action = DIBUTTON_TPS_ACTION;\r
-\r
- /// <summary>\r
- /// Represents a "Use" action.\r
- /// </summary>\r
- literal int Use = DIBUTTON_TPS_USE;\r
-\r
- /// <summary>\r
- /// Represents a "Run" action.\r
- /// </summary>\r
- literal int Run = DIBUTTON_TPS_RUN;\r
-\r
- /// <summary>\r
- /// Represents a "Jump" action.\r
- /// </summary>\r
- literal int Jump = DIBUTTON_TPS_JUMP;\r
-\r
- /// <summary>\r
- /// Represents a "Menu" action.\r
- /// </summary>\r
- literal int Menu = DIBUTTON_TPS_MENU;\r
-\r
- /// <summary>\r
- /// Represents a "Select" action.\r
- /// </summary>\r
- literal int Select = DIBUTTON_TPS_SELECT;\r
-\r
- /// <summary>\r
- /// Represents a "Step" action.\r
- /// </summary>\r
- literal int Step = DIAXIS_TPS_STEP;\r
-\r
- /// <summary>\r
- /// Represents a "Backward" link.\r
- /// </summary>\r
- literal int BackwardLink = DIBUTTON_TPS_BACKWARD_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "Device" action.\r
- /// </summary>\r
- literal int Device = DIBUTTON_TPS_DEVICE;\r
-\r
- /// <summary>\r
- /// Represents a "Dodge" action.\r
- /// </summary>\r
- literal int Dodge = DIBUTTON_TPS_DODGE;\r
-\r
- /// <summary>\r
- /// Represents a "Forward" link.\r
- /// </summary>\r
- literal int ForwardLink = DIBUTTON_TPS_FORWARD_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "GlanceDown" link.\r
- /// </summary>\r
- literal int GlanceDownLink = DIBUTTON_TPS_GLANCE_DOWN_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "GlanceUp" link.\r
- /// </summary>\r
- literal int GlanceUpLink = DIBUTTON_TPS_GLANCE_UP_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "GlanceLeft" link.\r
- /// </summary>\r
- literal int GlanceLeftLink = DIBUTTON_TPS_GLANCE_LEFT_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "GlanceRight" link.\r
- /// </summary>\r
- literal int GlanceRightLink = DIBUTTON_TPS_GLANCE_RIGHT_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "TurnLeft" link.\r
- /// </summary>\r
- literal int TurnLeftLink = DIBUTTON_TPS_TURN_LEFT_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "TurnRight" link.\r
- /// </summary>\r
- literal int TurnRightLink = DIBUTTON_TPS_TURN_RIGHT_LINK;\r
-\r
- /// <summary>\r
- /// Represents a "Inventory" action.\r
- /// </summary>\r
- literal int Inventory = DIBUTTON_TPS_INVENTORY;\r
-\r
- /// <summary>\r
- /// Represents a "StepLeft" action.\r
- /// </summary>\r
- literal int StepLeft = DIBUTTON_TPS_STEPLEFT;\r
-\r
- /// <summary>\r
- /// Represents a "StepRight" action.\r
- /// </summary>\r
- literal int StepRight = DIBUTTON_TPS_STEPRIGHT;\r
-\r
- /// <summary>\r
- /// Represents a "View" action.\r
- /// </summary>\r
- literal int View = DIBUTTON_TPS_VIEW;\r
-\r
- /// <summary>\r
- /// Represents a "Pause" action.\r
- /// </summary>\r
- literal int Pause = DIBUTTON_TPS_PAUSE;\r
-\r
- /// <summary>\r
- /// Represents a "Glance" action.\r
- /// </summary>\r
- literal int Glance = DIHATSWITCH_TPS_GLANCE;\r
- };\r
- }\r
-}
\ No newline at end of file