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AppGameKit/AppGameKit Studio Showcase / XInput for AppGameKit

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Raven
19
Years of Service
User Offline
Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 2nd Mar 2023 03:33
XInput Plug-In for AppGameKit Classic and Studio

[note: This is a Work-in-Progress and does not represent the final product. Functionality and Commands are subject to change]
I'm only creating a post now because I was asked to on Discord, which is where I will be posting Development Builds for help testing.

XInput is only supported on Windows, Windows Store (UWP) and Xbox Platforms., as such those are the only supported platforms by this plug-in.
For those curious why create this when there is already built-in Joystick (Controller) Support...
What this Plug-In provides is better support for Xbox Compatible Input Devices., which can provide a better Quality of Life experience for your Games.

This isn't to say it "Works Better" for the actual Inputs... but rather providing:
• Support for Force Feedback
• Support for Runtime Controller Connection & Disconnection
• Support for Headsets
• Support for Battery Information
• Support for Associated Xbox Profile with Xbox Compatible Devices

As such can allow you (on Windows or Xbox) to provide a better gaming experience for your end-users.

Current Commands:

This command simply returns an Integer that is made up of all of the pressed buttons, which can be determined with Binary Logic.
See example below:
ButtonFlags As Integer = GetGamepadButtons( ControllerID As Integer )

Button Flags


Example: Gamepad_AorB_Pressed = ( ( XINPUT_GAMEPAD_A && XINPUT_GAMEPAD_B ) || Xinput.GetGamepadButtonPressed( 0 ) )

The following commands return a value between -1.0 to 1.0 and has a default deadzone profile built-in
Magnitude As Float = GetGamepadLeftThumbstickX( ControllerID As Integer )
Magnitude As Float = GetGamepadLeftThumbstickY( ControllerID As Integer )
Magnitude As Float = GetGamepadRightThumbstickX( ControllerID As Integer )
Magnitude As Float = GetGamepadRightThumbstickY( ControllerID As Integer )

The following commands return a value between 0.0 to 1.0 and currently have no deadzone profile built-in
Magnitude As Float = GetGamepadLeftTrigger( ControllerID As Integer )
Magnitude As Float = GetGamepadRightTrigger( ControllerID As Integer )

The following commands are simple True (1) / False (0)
True/False As Integer = GetGamepadExists( ControllerID As Integer )
True/False As Integer = GetHeadsetExists(ControllerID As Integer ) // Only works with Wired Headsets directly connected to Controller at present

This is a "Special" Function that allows you to set the Motor Speeds in the Controller., accepting values between 0.0 and 1.0
Whatever you last set will continue until you set a new value.
SetVibration( ControllderID As Integer, MagnitudeLeft As Float, MagnitudeRight As Float )

------------------------------------

Now for those who tested the original Development Build., I have removed (for the moment) the Virtual Key Support.

Planned Features:
--------------------------

Virtual Key Support
Headset Audio Support (Record and Playback through associated Headset)
Recorded Audio to Sound Memblock
Recorded Audio to Network Packet
Xbox One and Series Impulse Trigger Support (Windows 10 and 11 only)
Support for up to 8 Devices (Windows 10 and 11 only)
Returning the Xbox Profile Information associated with the Controller (Windows 8, 10 and 11)
Battery and Connection Information
Gamepad Feature Support Information
Share Button Support (Windows 10 and 11 only)
Help Files
Installer Package

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blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 2nd Mar 2023 03:42
Excellent work! Added a Tool maker badge.
Virtual Nomad
Moderator
18
Years of Service
User Offline
Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 2nd Mar 2023 05:00 Edited at: 2nd Mar 2023 05:03
the ability to plug in the device after launch and the rumble support are massively appreciated, raven.

thank you!
DARKHALO2K
21
Years of Service
User Offline
Joined: 4th Sep 2003
Location: UK
Posted: 7th Mar 2023 22:14
This could lead to compatibility with Steam Remote Play Together, which is incredibly exciting.

Amazing work, Raven. I look forward to updates.

Thanks for sharing!

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