Advertisement

10.27.2008 at 12:12AM PDT, ID: 23849652
[x]
Attachment Details
[x]
The Solution Rating System

With so many solutions, how can you tell which solutions are most likely to help you and which ones are not? To provide you with a tool to use, we rate our solutions based on various elements that most accurately determine if a solution is a quality solution. To explain what factors affect the solution rating, here are the elements we take into consideration when formulating our solution rating.

  • The Grade of the Solution
  • The Zone Rank of the Expert Providing the Solution
  • The Number of Author and Expert Comments
  • The Number of Experts Contributing
  • The Feedback of the Community

Your Input Matters
Because of the way the system is set up, the most important variable in this equation is you. As a member of Experts Exchange, you are able to cast your vote on the quality of the solutions in regard to how complete, accurate, helpful and easy to understand each solution is. When you provide your feedback, each rating is adjusted accordingly. So, if you see a solution that has a poor rating that you think is a good solution, let us know by rating it. As you do, the rating will be adjusted and will become more accurate for other members of our site.

If you have any suggestions that you would like to make for our rating system, please ask a question in the Suggestions Zone of Community Support.

Thank you!

7.7

does this code for XInput look correct?

Asked by WriterOfCode in Game Programming, Miscellaneous Hardware

Tags: ,

I'm trying to get an XBOX 360 controller to work with a small game engine which has certain requirements for what the function can return and the parameters it can take. Therefore, the below code has to return *char.

No matter what I seem to do, I get a report in from the game engine which says that the controller is disconnected. Worse, I always get "160" back from this:

DWORD Result = XInputGetState(controllerNum, &controllerState);

Does anything look obviously wrong in the code below?

The correct controller drivers are installed, and the controllers work fine with other programs.
Start Free Trial
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
11:
12:
13:
14:
15:
16:
17:
18:
19:
20:
21:
22:
23:
24:
25:
26:
27:
28:
29:
30:
31:
32:
33:
34:
35:
36:
37:
38:
39:
40:
41:
42:
43:
44:
45:
46:
47:
48:
49:
50:
51:
52:
53:
54:
55:
56:
57:
58:
59:
60:
61:
62:
63:
64:
65:
66:
67:
68:
69:
70:
extern "C" R_CONTROLLER_API char *GetButtonPress(int n,char *v[])
{
   static char buf[500];
   *buf=0;
   ostringstream SS;
   XINPUT_STATE controllerState;
   DWORD dwResult;
   ZeroMemory(&controllerState, sizeof(XINPUT_STATE));
   int controllerNum = *(int *)v;
      
   
   if( (controllerState.Gamepad.sThumbLX < XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE && 
     controllerState.Gamepad.sThumbLX > -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) && 
    (controllerState.Gamepad.sThumbLY < XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE && 
     controllerState.Gamepad.sThumbLY > -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) )
    {	
        controllerState.Gamepad.sThumbLX = 0;
        controllerState.Gamepad.sThumbLY = 0;
    }
 
    if( (controllerState.Gamepad.sThumbRX < XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE && 
     controllerState.Gamepad.sThumbRX > -XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) && 
    (controllerState.Gamepad.sThumbRY < XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE && 
    controllerState.Gamepad.sThumbRY > -XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) ) 
    {
        controllerState.Gamepad.sThumbRX = 0;
        controllerState.Gamepad.sThumbRY = 0;
    }
   dwResult = XInputGetState(controllerNum, &controllerState);
 
/* For debugging, this snippet never finds any of the key presses
   if((XINPUT_GAMEPAD_A & dwResult)==XINPUT_GAMEPAD_A)
	Log2File("A");
   if((XINPUT_GAMEPAD_B & dwResult)==XINPUT_GAMEPAD_B)
	Log2File("B");
   if((XINPUT_GAMEPAD_X & dwResult)==XINPUT_GAMEPAD_X)
	Log2File("X");
   if((XINPUT_GAMEPAD_Y & dwResult)==XINPUT_GAMEPAD_Y)
	Log2File("Y");
*/
 
 
   SS << dwResult;
   strcat(buf,SS.str().c_str());
   Log2File(buf);
   return buf;
  
}
 
 
 
 
extern "C" __declspec(dllexport) char *IsConnected(int n,char *v[])
{
    XINPUT_STATE controllerState;
    int controllerNum = *(int *)v;
	ZeroMemory(&controllerState, sizeof(XINPUT_STATE)); 
 
    // Get the state
    DWORD Result = XInputGetState(controllerNum, &controllerState);
 
    if(Result == ERROR_SUCCESS)
    {
        return "true"; 
    }
    else
    {
        return "false";
    }
}
[+][-]10.27.2008 at 06:47AM PDT, ID: 22812567

View this solution now by starting your 7-day free trial. Setting up your free trial is quick, easy, and secure. We will return you to this solution, unlocked, when you're done.

 

About this solution

Zones: Game Programming, Miscellaneous Hardware
Tags: VC++, XInput, DirectX
Sign Up Now!
Solution Provided By: jgordos
Participating Experts: 1
Solution Grade: B
 
 
[+][-]10.28.2008 at 08:31PM PDT, ID: 22828326

Often, when Experts are collaborating with members who have asked questions, they will request additional information about the problem. Askers respond with an author comment like this one.

Start your 7-day free trial to view this Author Comment or ask the Experts your question.

 
[+][-]10.29.2008 at 08:02AM PDT, ID: 22831849

At Experts Exchange, members can ask their questions to thousands of technology professionals, also known as Experts. Experts compete and collaborate to answer those questions by leaving comments like this one.

Start your 7-day free trial to view this Expert Comment or ask the Experts your question.

 
[+][-]10.29.2008 at 08:44PM PDT, ID: 22837890

Often, when Experts are collaborating with members who have asked questions, they will request additional information about the problem. Askers respond with an author comment like this one.

Start your 7-day free trial to view this Author Comment or ask the Experts your question.

 
 
Loading Advertisement...
20081119-EE-VQP-49 - Hierarchy / EE_QW_2_20070628