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Commit Description:
Various UI improvements.
Commit Description:
Various UI improvements.
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FNA/src/Input/GamePadDeadZone.cs
35 lines | 1.2 KiB | text/x-csharp | CSharpLexer
35 lines | 1.2 KiB | text/x-csharp | CSharpLexer
r0 | #region License | |||
/* FNA - XNA4 Reimplementation for Desktop Platforms | ||||
* Copyright 2009-2020 Ethan Lee and the MonoGame Team | ||||
* | ||||
* Released under the Microsoft Public License. | ||||
* See LICENSE for details. | ||||
*/ | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework.Input | ||||
{ | ||||
/// <summary> | ||||
/// Specifies a type of dead zone processing to apply to the controllers analog sticks when | ||||
/// calling GetState. | ||||
/// </summary> | ||||
/// <param name="Circular"> | ||||
/// The combined X and Y position of each stick is compared to the dead zone. This provides | ||||
/// better control than IndependentAxes when the stick is used as a two-dimensional control | ||||
/// surface, such as when controlling a character's view in a first-person game. | ||||
/// </param> | ||||
/// <param name="IndependentAxes"> | ||||
/// The X and Y positions of each stick are compared against the dead zone independently. | ||||
/// This setting is the default when calling GetState. | ||||
/// </param> | ||||
/// <param name="None"> | ||||
/// The values of each stick are not processed and are returned by GetState as "raw" values. | ||||
/// This is best if you intend to implement your own dead zone processing. | ||||
/// </param> | ||||
public enum GamePadDeadZone | ||||
{ | ||||
None, | ||||
IndependentAxes, | ||||
Circular | ||||
} | ||||
} | ||||