<commit_before>﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;

namespace EmptyKeys.UserInterface.Input
{
    /// <summary>
    /// Implements MonoGame specific Game Pad State
    /// </summary>
    public class MonoGameGamePadState : GamePadStateBase
    {
        private GamePadState state;
        private PlayerIndex playerIndex;
        private bool enabled = true;

        /// <summary>
        /// Gets or sets a value indicating whether or not the gamepad is enabled
        /// </summary>
        /// <value><c>true</c> if the gamepad is enabled;  otherwise, <c>false</c></value>
        public bool Enabled 
        {
            get
            {
                return enabled;
            }     
            set
            {
                if(value = false)
                    state = default(GamePadState);

                enabled = value;
            }
        }

        /// <summary>
        /// Gets a value indicating whether this instance is a button pressed.
        /// </summary>
        /// <value>
        /// <c>true</c> if this instance is a button pressed; otherwise, <c>false</c>.
        /// </value><commit_msg>accidental assignment<commit_after>﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;

namespace EmptyKeys.UserInterface.Input
{
    /// <summary>
    /// Implements MonoGame specific Game Pad State
    /// </summary>
    public class MonoGameGamePadState : GamePadStateBase
    {
        private GamePadState state;
        private PlayerIndex playerIndex;
        private bool enabled = true;

        /// <summary>
        /// Gets or sets a value indicating whether or not the gamepad is enabled
        /// </summary>
        /// <value><c>true</c> if the gamepad is enabled;  otherwise, <c>false</c></value>
        public bool Enabled 
        {
            get
            {
                return enabled;
            }     
            set
            {
                if(value == false)
                    state = default(GamePadState);

                enabled = value;
            }
        }

        /// <summary>
        /// Gets a value indicating whether this instance is a button pressed.
        /// </summary>
        /// <value>
        /// <c>true</c> if this instance is a button pressed; otherwise, <c>false</c>.
        /// </value>
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