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I freaking love XInput

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Because I'm supposed to be revising for exams at the moment I decided to carry on with the game I mentioned yesterday.

I've decided I love XInput. If only all API's were this simple:

// Put this in the usual place:
#include

// Put the following anywhere you want to check input:
XINPUT_STATE currentState;
if( ERROR_SUCCESS == XInputGetState( 0, ¤tState ) )
{
// Process the input here, just a simple case
// of checking flagged bits against constants.
}
else
{
// The device isn't connected. Use WM's or DInput instead.
}



In so little time it seems wrong, I have a player mesh zipping around in my little game world (it's the red "thing" at the back of the grid):

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Quote:
Because I'm supposed to be revising for exams at the moment I decided to carry on with the game I mentioned yesterday.


Haha!! If you had done otherwise, I would have been forced to call your sanity into question. [grin]

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I've decided I love XInput. If only all API's were this simple


Aye, it does seem a little odd. Very not-like Microsoft to have such a straight-forward API. ;)

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I would have been forced to call your sanity into question
I accepted a role as a moderator, is that proof enough that I'm (in)sane? [lol]

Quote:
Very not-like Microsoft to have such a straight-forward API.
Agreed. But I won't be complaining. What really threw me was the lack of any initialization/termination code. That's pretty much a given across all of DirectX as far back as I can remember. I'm a bit lost if I don't have to do that [oh]

Jack

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