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Xbox gamepad (joystick) controller - broken features

Q and A about functionality and how to solve a special task for your application.

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stwagstaff

Xbox gamepad (joystick) controller - broken features

Post by stwagstaff » 05 Sep 2012, 03:02

I'm attempting to build a presentation that uses an Xbox USB game controller to drive the content. I have the joystick node working, but several of the buttons and features of the game controller appear not to be supported -- they just don't appear in the node -- which is frustrating, since quite a few buttons and features work OK.

Looking at this diagram, the following features don't work: Left Trigger, Right Trigger, D-Pad, Guide, and Right Stick.

http://upload.wikimedia.org/wikipedia/c ... roller.svg

The following features are OK: Left Stick, Back, Start, X button, Y button, B button, A button, Left Bumper and Right Bumper.

I am running 64-bit version on Windows 7. Anybody know a way to get the the missing features to work, or is a newer, more feature-complete version of the "joystick" controller needed?

stwagstaff

Re: Xbox gamepad (joystick) controller - broken features

Post by stwagstaff » 05 Sep 2012, 17:19

Just a correction to my previous post. The Left and Right trigger buttons actually do function. They are mapped into the positive-Z, and negative-Z spaces, respectively as analog inputs. The left trigger varies the Z value from 0 to +1. The right trigger varies the Z value from 0 to -1

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Karol
Posts: 640
Joined: 10 Jan 2012, 12:07

Re: Xbox gamepad (joystick) controller - broken features

Post by Karol » 06 Sep 2012, 12:02

Hi,

the Joystick node is limited to one Axis and 8 buttons so it cannot completely cover all functionality of the XBox 360 controller.
I think it could be possible in the Script node because you have access to the SlimDX.DirectInput namespace. This namespace contains classes which provide interfaces to game controllers etc.

Best Regards
Karol

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