Game Development Community

Gamepads not recognized

by Marc Dreamora Schaerer · in Torque X 2D · 12/26/2006 (4:41 am) · 2 replies

I really like that it is meant to be able to be used on XBox 360 as well.
But it makes no sense that it is not able to use other game devices at all (at least it does not seem to realized that there is any)

I've tried to get the "fresh" spaceshooter game to use my saitek cyborg rumble pad which has a similar button setup to XBox 360 controller but it isn't usable at all. (1 digital pad, 2 analog sticks, 10 buttons, rumble feature)
Tried with all 4 XGamePads which it believes there are when getting the device number.
EDIT: Just to make sure: the same with the other game templates.

Is this planned to stay like this or just a restriction of the current beta version?

#1
12/31/2006 (2:35 pm)
That's a restriction of XNA. XNA only supports the Xbox 360 controllers. For PC only, you can use DirectInput to support your non-Xbox controllers and wrap your input handling code in an interface that will work with both Xbox and non-Xbox controllers.
#2
01/02/2007 (11:36 am)
With Pro, yes I could do that.

But I assume that TGBX is meant to work for PC as well which is why I actually asked if this is planned to stay like this ie if I really need to get TGBX Pro, take the source from TGB Pro convert it and move it over just to get correct windows joypad support ... (would be highly disappointing and make it a little less usefull for the windows plattform if I have to extend the whole thing to support the windows default game input handling so I hope that this is not needed)