Files
WickedEngine/WickedEngine/XInput.cpp
T
2015-07-10 23:44:51 +02:00

51 lines
1.2 KiB
C++

#include "wiXInput.h"
XInput::XInput(void)
{
g_bDeadZoneOn = true;
for(int i=0;i<MAX_CONTROLLERS;++i){
controllers[i] = CONTROLLER_STATE();
controllers[i].bConnected=false;
}
}
HRESULT XInput::UpdateControllerState()
{
DWORD dwResult = 0;
for( DWORD i = 0; i < MAX_CONTROLLERS; i++ )
{
// Simply get the state of the controller from XInput.
//dwResult = XInputGetState( i, &controllers[i].state );
if( dwResult == ERROR_SUCCESS )
controllers[i].bConnected = true;
else
controllers[i].bConnected = false;
}
return S_OK;
}
DWORD XInput::GetButtons(SHORT newPlayerIndex)
{
//if(controllers[newPlayerIndex].bConnected)
// return controllers[newPlayerIndex].state.Gamepad.wButtons;
return 0;
}
DWORD XInput::GetDirections(short newPlayerIndex){
//if(controllers[newPlayerIndex].bConnected)
// return controllers[newPlayerIndex].state.Gamepad.wButtons;
return 0;
}
bool XInput::isButtonDown(short newPlayerIndex,DWORD checkforButton){
//if(controllers[newPlayerIndex].bConnected)
// return controllers[newPlayerIndex].state.Gamepad.wButtons & checkforButton;
return false;
}
void XInput::CleanUp()
{
delete(this);
}