what priority is joypad support?

New releases and general discussions.

Post » Wed Jan 28, 2009 6:31 pm

I'm sure direct input/joypad support has been suggested, but I couldn't find it on the todo list.
is it probably not going to happen any time soon?

just don't want to start studying python and researching open source controller stuffs if it's planned in an upcoming version sometime soon.
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Post » Wed Jan 28, 2009 7:00 pm

It's not really actively planned, it would just be a nice thing to have after 1.0. You can look in to the plugin SDK for your own solution, but we really want to try to stop adding features before 1.0, or we'll never get there!
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Post » Wed Jan 28, 2009 9:16 pm

you should use xinput, it allows you to control vibration, recieve and send headphone/mic stuff on an xbox 360 controller

also direct input cant handle the analog triggers on an xbox 360 mote very well

Directinput
[quote:1fhmnx8z]The left and right trigger buttons will act as a single button, not independently
The vibration effects will not be available
Querying for headset devices will not be available [/quote:1fhmnx8z]

Xinput
[quote:1fhmnx8z]XInput is easier to use and requires less setup than DirectInput
Both Xbox 360 and Windows programming will use the same sets of core APIs, allowing programming to translate cross-platform much easier
There will be a large installed base of Xbox 360 controllers
XInput devices (i.e. The Xbox 360 controllers) will have vibration functionality only when using XInput APIs
Future controllers released for the Xbox 360 console (i.e. steering wheels) will also work on Windows
Using the Xbox 360 Controller with DirectInput[/quote:1fhmnx8z]
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Post » Wed Jan 28, 2009 9:54 pm

thanks quazi, but

[quote="wikipedia":242kr7vv]
The above, however, ignores the fact that many DirectInput controllers, such as gamepads with dual analog sticks and racing wheel controller sets, already map triggers and pedals independently. In addition, many DirectInput devices also have vibration effects. There is at least one driver, XBCD, that gives the Xbox 360 controllers the vibration support, dead zones and (optionally) independent triggers through DirectInput. This indicates Microsoft's Xbox 360 controller driver intentionally has weaker DirectInput support, rather than due to any differences between DirectInput and XInput APIs. On the other hand, Xbox 360 controller and XInput support only very basic control of vibration motors[4][5] in contrast with great palette of various effects supported by DirectInput.[6] The XBCD driver emulates support of these DirectInput vibration effects in driver and translates them to simple commands for each motor in controller. This approach makes reproduction of some DirectInput effects inaccurate.

The XInput API also currently has limits that DirectInput does not:

* Supports only "next generation" controllers. This limits it basically to controllers for the Xbox 360 that also have Windows drivers. Legacy Windows controllers are not supported.
* Maximum of four controllers at a time. This is an Xbox limit that is carried over to Windows. Although there are currently few PC games that need more than four controllers at once, this seems like an arbitrary restriction as DirectInput has no such limitation.
* Does not support keyboards, mice, or mouse-type devices. While this mirrors Microsoft's recommendation not to use DirectInput with these devices, it is possible to use DirectInput with these devices.
* Support for only 4 axes, 10 buttons, 2 triggers and 8-direction digital pad per controller, compared to DirectInput's support for 8 axes, 128 buttons, and full-range POV. (Incidentally, the number of axes, buttons and triggers XInput supports corresponds directly to the Xbox 360 controller.)

Currently, XInput is for Xbox 360 controllers, while DirectInput is for any controller.

[/quote:242kr7vv]

I guess I was going to have to learn python sooner or later
thanks for the quick replies guys

btw, quazi, could you post a cap of that custom shadow map thingy you did?
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Post » Thu Jan 29, 2009 5:48 am

[quote="Ashley":kibws7pg]It's not really actively planned, it would just be a nice thing to have after 1.0.[/quote:kibws7pg]

Bummer! :( I thought for sure it would be included before reaching 1.0. Greatly looking forward to joypad support, because the MMF project that I'm now porting over to Construct has joypad support. Oh well, can't have it all!
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Post » Thu Jan 29, 2009 7:40 am

I'd also love to have joypad support in there - and if it's just for playtesting. It's easier to just put a controller into peoples hands and watch them play the game instead of reaching them a keyboard, having to explain the keys first, etc.
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Post » Thu Jan 29, 2009 11:51 am

I know, I know. We can't keep adding new features before 1.0 though. There's already too much to do, we're all just part-time volunteer coders, and the more that gets added the more maintenance is required when inevitably there are bug reports. 1.0 is hopefully not that far off so we can start these kinds of projects afterwards. Alternatively, look to hire a coder to write this in the plugin SDK for you right now.
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Post » Thu Jan 29, 2009 12:51 pm

directinput wouldnt support any old controllers besides x360 ones, but it would allow for alot more control over x360 controllers, making analog triggers possible, allowing rumble ect, and directinput will probably go the way of directsound soon. xbox 360 are the one of the most used (or even the most used) windows controllers nowadays anyway, plus its probably the best one also (i hate banna controllers...).
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Post » Thu Jan 29, 2009 1:34 pm

[quote="Ashley":1vw60ww6]I know, I know. We can't keep adding new features before 1.0 though. There's already too much to do, we're all just part-time volunteer coders, and the more that gets added the more maintenance is required when inevitably there are bug reports. 1.0 is hopefully not that far off so we can start these kinds of projects afterwards. Alternatively, look to hire a coder to write this in the plugin SDK for you right now.[/quote:1vw60ww6]

Btw. You ( as a team) should find one more proggramer to help. Maybe even someone from click scene? Would help you a lot, wouldn't?
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Post » Thu Jan 29, 2009 2:22 pm

Well, anyone could theoretically come along and write a plugin for joypads or whatever. It's much easier to do that than to plunge in to the core codebase. It's not just us who are responsible for finding coders. You guys can look for people to fill the features you want too.
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