![]() There are four functions that I use from the XInput library for interacting with the controller, XInputGetState, XInputSetState, Right motors are supported there will be a non-zero value in the fields of this structure. After the XInputGamepad structure is a XInputVibration structure. For each one of the possible inputs there will be a non-zero value if theĬontroller supports that input. The possible values can be viewed in the enumeration CapabilityFlags in This includes whether or not the controller is wireless, supports voice, has navigation buttons (start, back, dpad), supportsįorce feedback, and whether it has a plugin module like the chat pad. I've added the enumerationĬontrollerSubtypes to the XInputConstants.cs file which contains the possible values for this field. Types in the subtypes documentation page. You can tell whether the controller is a gamepad, arcade stick, steeringwheel, or other type of controller. The Type field will always be populated with the same value (this may change in the future) and can be ignored for now. Not all Xbox controlls have all of the available buttons on them, such as the dance pads which generally only contains. The XInputCapabilities structure returns the capabilities of the controller. Return ((PacketNumber = source.PacketNumber) If ((obj = null) || (!(obj is XInputState))) The higher the value placed in the structure the faster the associated motor will be The XInputVibration structure contains two unsigned integers between 0 and 65,535. I've added the two methods as a notational difference. The same structure is used for querying the state of the controller and the capabilities of the controller. The methods IsButtonPressed and IsButtonPresent have I've added a few methods to make the the structure easier to use. The method IsButtonPressed accepts a constant that identifies the button of interest and will look in the wButtons member to see if the button is pressed and return true or false accordingly. XInputGamepad source = (XInputGamepad)obj Public bool IsButtonPresent( int buttonFlags) Return (wButtons & buttonFlags) = buttonFlags Public bool IsButtonPressed( int buttonFlags) The digital inputs are all returned in a single dield named wButtons. The thumb sticks return their X and Y values as 16-bit integers between the range of Triggers both an integer value between 0 and 255 in a byte. For the analog inputs there is a field for each input. TheĪnalog inputs include the two triggers and the two thumb sticks. It also includes the Start, Back, the four directions on the D-pad, and the buttonsunder the thumb sticks. The digital inputs include theĪ,B,X,Y, LB, and RB buttons. The gamepad has two types of data to expose information from the analog inputs and that from the digital inputs. Let's take a look at the structures redefined for. } XINPUT_BATTERY_INFORMATION, *PXINPUT_BATTERY_INFORMATION Typedef struct _XINPUT_BATTERY_INFORMATION The header starts with defining the name of the DLL in which we will find the functionality. In C:\Program Files (x86)\Windows Kits\8.0\Include\um\Xinput.h. Let's take a look at what is in the C language header file to see what functionality it provides. This library is dedicated to the the Xbox 360 controller. It is accessed through a different library named XInput. But the Xbox 360 controller is not accessed DirectInputĬontains functionality for accessing various input devices (joysticks, keyboards, and more). There's Direct3D for for rendering 3D graphics, DirectSound for playing sound, and so on. ![]() Installations are needed to use the code.ĭirectX is composed of many libraries. It makes use of the XInput dll which is already part of Windows. I wrote this code using Visual Studio 2012. This is still a managed program.īut it makes use of P/Invoke to use the functionality provided in the DirectX library. Wrote this code as an example of accessing the controller without the XNA assemblies. I had receivedĪ question about accessing the controller in an environment in which the XNA assemblies wouldn't be appropriate. The function does not use SetLastError to set the calling thread's last-error code.A few years ago I wrote on using XNA to access the Xbox 360 controller from a Windows Form application. If the function fails, the return value is an error code defined in WinError.h. If the controller is not connected, the return value is ERROR_DEVICE_NOT_CONNECTED. If the function succeeds, the return value is ERROR_SUCCESS. Pointer to an XINPUT_VIBRATION structure containing the vibration information to send to the controller. For information about how this value is determined and how the value maps to indicators on the controller, see Multiple Controllers. This function is used to activate the vibration function of a controller.
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