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Non-Microsoft devices and XNA

Started by NamelessTwo Sep 4, 2006 at 7:31 AM 5 replies 2.7k views
Original Post
NamelessTwo
NamelessTwo
It seems to me that XNA supports only the XBox 360 controller. Is there a way that a non-Microsoft device to support XInput? A Logitec gamepad?
Another nameless person in the virtual space...
ViLiO
ViLiO
That is what Microsoft is hoping for. They plan for XInput to replace DirectInput for all pads/steering wheels/joysticks/etc. However, XInput is still quite young and hasn't been adopted by many (any?) companies yet.

Regards,
ViLiO

Edit:
Quote:
Jon Watte (MVP)
If they are using XInput, you have to use a 360 compatible game pad. There are pads other than Microsoft that are 360 compatible, but none of them older than a year.

Couldn't find a list of them though [smile]

Also, I was under the impression that XInput would become much more than just an API for the 360 controller [dead]
Richard 'ViLiO' Thomasv.net | Twitter | YouTube
NamelessTwo
NamelessTwo
And it doesn't support generic devices?
Another nameless person in the virtual space...
S1CA
S1CA
Quote:
Original post by ViLiOHowever, XInput is still quite young and hasn't been adopted by many (any?) companies yet.


Minor correction: XInput is still quite young on PC, however it was the main input API for the original Xbox and now Xbox360, so as an API it's quite mature and widely adopted - just not for PC [smile].
Simon O'Connor | Technical Director (Newcastle) Lockwood Publishing | LinkedIn | Personal site
S1CA
S1CA
Quote:
Original post by NamelessTwo
And it doesn't support generic devices?


That's between Microsoft and the 3rd party device manufacturers...

...I'd think it's likely a simple case that no 3rd party XInput compliant PC drivers/devices have been released yet rather than XInput only working with the 360 controller.
Simon O'Connor | Technical Director (Newcastle) Lockwood Publishing | LinkedIn | Personal site
Ravyne
Ravyne
XNA gives you a few options:

1) Xbox 360 controllers (360/PC - both official and licensed 3rd party controlers)
2) Keyboard (360/PC - Any old USB keyboard will work I AFAIK)
3) Mouse (PC only - Again, any old USB mouse ought to work)

It would be really nice to see Microsoft adopt the mouse into XNA as well, but that seems pretty unlikely to happen. Personally, my 360 is sitting next to me right now, hooked up to my PC monitor on input 2, so I wish I could use desktop-style controls for many games. Although I think one of the primary reasons its not supported is because it would give FPS gamers and unfair advantage if they used keyboard/mouse controls in online play.

As far as other kinds of peripherals (Arcade sticks/Dance Mats/Steering wheels) all that should work with XInput as simply another device - Just another Gamepad as far as the XNA API is concerned.
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Promit
Promit
There is a crude DI wrapper for XNA here.

Though personally I'd suggest you ignore that code and write up your own DI stuff.
SlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.

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