Files
WickedEngine/WickedEngine/wiXInput.h
T
Turánszki János 74cb74d3c9 version 0.60 (#367)
- namespace refactor (example: wiGraphics:: -> wi::graphics)
  - provided namespace compatibility macro for old user code: WICKEDENGINE_BACKWARDS_COMPATIBILITY_0_59
- resource manager will return `Resource` instead of `shared_ptr<Resource>` objects
- MAD shader optimizations
- implemented alpha to coverage with alpha tested materials when MSAA is enabled
- alpha testing fix with transparent shadow maps
- TLAS and scene buffers will be recreated less frequently when things get added/removed from the scene
2021-12-03 21:22:27 +01:00

20 lines
682 B
C++

#pragma once
#include "CommonInclude.h"
#include "wiInput.h"
namespace wi::input::xinput
{
// Call once per frame to read and update controller states
void Update();
// Returns how many gamepads can Xinput handle
int GetMaxControllerCount();
// Returns whether the controller identified by index parameter is available or not.
// Id state parameter is not nullptr, and the controller is available, the state will be written into it
bool GetControllerState(wi::input::ControllerState* state, int index);
// Sends feedback data for the controller identified by index parameter to output
void SetControllerFeedback(const wi::input::ControllerFeedback& data, int index);
}