![]() On other platforms, pads may be detected on any slot that the OS has assigned it, which could slot 3 or slot 20 or more. However you can also check slots 4 - 11 inclusive for DirectInput gamepads, which means you can detect many other models of controller when connected through these slots. On the Windows target, slots 0 - 3 inclusive are only for Xinput gamepads, ie: Xbox360 controllers and compatibles. ![]() The gamepad "slots" are indexed from 0 upwards, and the actual slot that a gamepad assigned will depend on a variety of factors, not least of which is the OS that the project is running on. Note that when a gamepad is plugged in to your device (or it is removed) then an asynchronous System Event is triggered where you can deal with the situation using the appropriate functions. ![]() ![]() These functions work similar to the Device Inputs, in that you can detect up to four different XInput game pads that are connected (and up to 8 DirectInput gamepads) and deal with the input from each one using the same functions. GameMaker has a number of dedicated functions that can be used to detect both analog and digital controls from multiple connected gamepads.
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