mirror of
https://github.com/cemu-project/DS4Windows.git
synced 2024-12-24 23:51:49 +01:00
101 lines
3.2 KiB
C#
101 lines
3.2 KiB
C#
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namespace DS4Windows
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{
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public class DS4StateExposed
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{
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private DS4State _state;
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public DS4StateExposed()
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{
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_state = new DS4State();
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}
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public DS4StateExposed(DS4State state)
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{
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_state = state;
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}
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bool Square { get { return _state.Square; } }
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bool Triangle { get { return _state.Triangle; } }
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bool Circle { get { return _state.Circle; } }
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bool Cross { get { return _state.Cross; } }
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bool DpadUp { get { return _state.DpadUp; } }
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bool DpadDown { get { return _state.DpadDown; } }
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bool DpadLeft { get { return _state.DpadLeft; } }
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bool DpadRight { get { return _state.DpadRight; } }
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bool L1 { get { return _state.L1; } }
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bool L3 { get { return _state.L3; } }
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bool R1 { get { return _state.R1; } }
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bool R3 { get { return _state.R3; } }
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bool Share { get { return _state.Share; } }
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bool Options { get { return _state.Options; } }
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bool PS { get { return _state.PS; } }
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bool Touch1 { get { return _state.Touch1; } }
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bool Touch2 { get { return _state.Touch2; } }
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bool TouchButton { get { return _state.TouchButton; } }
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bool Touch1Finger { get { return _state.Touch1Finger; } }
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bool Touch2Fingers { get { return _state.Touch2Fingers; } }
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byte LX { get { return _state.LX; } }
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byte RX { get { return _state.RX; } }
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byte LY { get { return _state.LY; } }
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byte RY { get { return _state.RY; } }
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byte L2 { get { return _state.L2; } }
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byte R2 { get { return _state.R2; } }
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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()
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{
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return _state.Motion.gyroYaw;
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}
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public int GyroPitch { get { return _state.Motion.gyroPitch; } }
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public int getGyroPitch()
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{
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return _state.Motion.gyroPitch;
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}
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public int GyroRoll { get { return _state.Motion.gyroRoll; } }
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public int getGyroRoll()
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{
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return _state.Motion.gyroRoll;
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}
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public int AccelX { get { return _state.Motion.accelX; } }
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public int getAccelX()
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{
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return _state.Motion.accelX;
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}
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public int AccelY { get { return _state.Motion.accelY; } }
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public int getAccelY()
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{
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return _state.Motion.accelY;
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}
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public int AccelZ { get { return _state.Motion.accelZ; } }
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public int getAccelZ()
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{
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return _state.Motion.accelZ;
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}
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public int OutputAccelX { get { return _state.Motion.outputAccelX; } }
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public int getOutputAccelX()
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{
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return _state.Motion.outputAccelX;
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}
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public int OutputAccelY { get { return _state.Motion.outputAccelY; } }
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public int getOutputAccelY()
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{
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return _state.Motion.outputAccelY;
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}
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public int OutputAccelZ { get { return _state.Motion.outputAccelZ; } }
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public int getOutputAccelZ()
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{
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return _state.Motion.outputAccelZ;
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}
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}
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}
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