

- #XINPUT TEST CONTROLLER 2 CONNECTED HOW TO#
- #XINPUT TEST CONTROLLER 2 CONNECTED PC#
- #XINPUT TEST CONTROLLER 2 CONNECTED WINDOWS 8#
The example above processes the left stick. The raw stick values can be found in, (left stick) and, (right stick). If fmaxf() doesn’t work in your compiler, try using max() instead) To cycle through all the ports and find the first connected controller, you can use:įor (DWORD i = 0 i header which isn’t C99-compliant.
#XINPUT TEST CONTROLLER 2 CONNECTED HOW TO#
The code above shows how to check if a controller is connected on port 0. If (XInputGetState(0, &state) = ERROR_SUCCESS) ZeroMemory(&state, sizeof(XINPUT_STATE)) The function itself returns an error/success code. The first argument is the port number to query, and the second argument is a pointer to receive the controller state in the form of an XINPUT_STATE struct. The XInputGetState function retrieves the state of a controller. If we succeeded in receiving the state, then the controller is connected on that port, otherwise it is disconnected. To see if a controller is connected on a given port, we try to query the state of the controller on the port, and check for success or failure. There are four virtual ports numbered 0-3 on which a controller can be connected (on an Xbox 360 controller, the connected port is highlighted by which quadrant of the green ring around the Xbox button is lit, with port 0 being the top-left quadrant, and the other ports proceeding in a clockwise direction around the ring). How to check whether a controller is connected To use this, you need to #include at the start of your source code, and include Xinput9_1_0.lib as a linker input (if you want to link against XInput 1.3/1.4, use XInput.lib as the linker input). We will be working with XInput 9.1.0 here.
#XINPUT TEST CONTROLLER 2 CONNECTED WINDOWS 8#
There are three versions of XInput at the time of writing XInput 1.3 is bundled with Windows 7, XInput 1.4 is bundled with Windows 8 and XInput 9.1.0 is a generalized version with some features added and some removed, which can be used across platforms. NOTE: If you can’t be bothered with the low-level details and just want to shoehorn gamepad support into a game really quickly, my Simple2D library (version 1.11 and above) includes gamepad support – see the Tetris gamepad support article for a quick example on how to use the library to add gamepad support in just a few minutes! How to make a class which wraps it all together.How to calibrate deadzones for the analog sticks.How to check the movement positions of the analog thumb sticks and rear triggers.How to check for digital button presses.

How to check if a controller is connected and on which port.


How to compile applications which use XInput.Our end goal is to develop a library which allows us to shoehorn in gamepad support to existing games which use the keyboard and mouse for input with almost no extra effort at all (and if you want to cut to the chase and just use such a library, my Simple2D library versions 1.11 and above include all the code in this article and more to do the job for you), To start with though, we’ll have a quick crash course on the basic API.
#XINPUT TEST CONTROLLER 2 CONNECTED PC#
If you don’t normally use a gamepad on your PC but you own an Xbox 360 then you’re in luck: Xbox 360 controllers support XInput, so just plug it into a USB port on your PC and you’re good to go. XInput replaces DirectInput from previous DirectX versions and greatly simplifies the task of working with game controllers, as long as they are XInput-compatible. In this game development tutorial we will look at how to add support for gamepads to Windows games written in C++, using the XInput API introduced in DirectX 11.
