cemu-DS4Windows/DS4Windows/DS4Library/DS4StateExposed.cs

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3.2 KiB
C#
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namespace DS4Windows
{
public class DS4StateExposed
{
private DS4State _state;
public DS4StateExposed()
{
_state = new DS4State();
}
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public DS4StateExposed(DS4State state)
{
_state = state;
}
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bool Square { get { return _state.Square; } }
bool Triangle { get { return _state.Triangle; } }
bool Circle { get { return _state.Circle; } }
bool Cross { get { return _state.Cross; } }
bool DpadUp { get { return _state.DpadUp; } }
bool DpadDown { get { return _state.DpadDown; } }
bool DpadLeft { get { return _state.DpadLeft; } }
bool DpadRight { get { return _state.DpadRight; } }
bool L1 { get { return _state.L1; } }
bool L3 { get { return _state.L3; } }
bool R1 { get { return _state.R1; } }
bool R3 { get { return _state.R3; } }
bool Share { get { return _state.Share; } }
bool Options { get { return _state.Options; } }
bool PS { get { return _state.PS; } }
bool Touch1 { get { return _state.Touch1; } }
bool Touch2 { get { return _state.Touch2; } }
bool TouchButton { get { return _state.TouchButton; } }
bool Touch1Finger { get { return _state.Touch1Finger; } }
bool Touch2Fingers { get { return _state.Touch2Fingers; } }
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byte LX { get { return _state.LX; } }
byte RX { get { return _state.RX; } }
byte LY { get { return _state.LY; } }
byte RY { get { return _state.RY; } }
byte L2 { get { return _state.L2; } }
byte R2 { get { return _state.R2; } }
int Battery { get { return _state.Battery; } }
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public int GyroYaw { get { return _state.Motion.gyroYaw; } }
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public int getGyroYaw()
{
return _state.Motion.gyroYaw;
}
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public int GyroPitch { get { return _state.Motion.gyroPitch; } }
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public int getGyroPitch()
{
return _state.Motion.gyroPitch;
}
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public int GyroRoll { get { return _state.Motion.gyroRoll; } }
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public int getGyroRoll()
{
return _state.Motion.gyroRoll;
}
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public int AccelX { get { return _state.Motion.accelX; } }
public int getAccelX()
{
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return _state.Motion.accelX;
}
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public int AccelY { get { return _state.Motion.accelY; } }
public int getAccelY()
{
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return _state.Motion.accelY;
}
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public int AccelZ { get { return _state.Motion.accelZ; } }
public int getAccelZ()
{
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return _state.Motion.accelZ;
}
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public int OutputAccelX { get { return _state.Motion.outputAccelX; } }
public int getOutputAccelX()
{
return _state.Motion.outputAccelX;
}
public int OutputAccelY { get { return _state.Motion.outputAccelY; } }
public int getOutputAccelY()
{
return _state.Motion.outputAccelY;
}
public int OutputAccelZ { get { return _state.Motion.outputAccelZ; } }
public int getOutputAccelZ()
{
return _state.Motion.outputAccelZ;
}
}
}