How To Use Gamepad Or Joystick Controller In A C++ Builder VCL App?
C++ is one of the most powerful programming languages that we can use to create games that are playable with mouse, keyboard and gamepads or joysticks. We use C++ not just in games but also in almost every kind of industry, in robotics, and in the control of IoT devices. Games frequently have better playability if the user can control the game with input devices other than keyboard. The most popular controllers for games are gamepads and joysticks. One of the simplest ways to use such game controller hardware on Windows is using the venerable XInput library. Despite XInput having been around for a long time it can still be used with the latest C++ IDE and compiler for Windows. In this post, we explain how you can use gamepad or joystick controller in C++ using with Xinput library. Is there a ready-made component for controlling a gamepad or joystick in C++ on Windows? If you are looking for a component library, there are Delphi and C++ Builder-compatible components built around the XInput library. The Controller library is a Delphi and C++ Builder component that allows applications to receive input from the Xbox Controller. The main features of this library are, Uses Windows XInput API. Available for Delphi/C++ Builder 6 – 11 and Lazarus 2.0.12 Source code included in the registered version. Royalty free distribution. You can download the trial version of the XInput library, or you can buy a professional edition from here. How can I control a gamepad or joystick in C++ with the Xinput Library? XInput library was developed quite some time ago and is a deprecated but still supported library by Microsoft. They recommend moving towards the GameInput library or Windows.Game.Input for Windows applications. If we look at these kinds of libraries (i.e GamePad.h library), like MS’ own DirectXTK, we can see that the toolkit allows one to define USING_XINPUT vs. USING_GAMEINPUT vs. USING_WINDOWS_GAMING_INPUT to pick which underlying library is used. If we compare XInput compared to GameInput: XInput library is easy to implement Windows applications. XInput library is limited to 4 controllers. XInput library has no uniform interface to other input (like mouse/keyboard). XInput library occurs with higher latency. XInput library is not friendly with other controllers. i.e. no support for Xbox One Rumble Motors. In brief, DirectInput is better than XInput. If you still want to use XInput, you can check more about https://learn.microsoft.com/en-us/windows/win32/xinput/getting-started-with-xinput XINPUT_GAMEPAD structure (declared in ) is explained here: https://learn.microsoft.com/en-us/windows/win32/api/xinput/ns-xinput-xinput_gamepad In there, this structure has these members: wButtons, bLeftTrigger, bRightTrigger, sThumbLX, sThumbLY, sThumbRX, sThumbRY. Here wButtons member is used as a bitmask of the device digital buttons, it can be used as below. wButtons Device digital button flags Gamepad Bitmask XINPUT_GAMEPAD_DPAD_UP 0x0001 XINPUT_GAMEPAD_DPAD_DOWN 0x0002 XINPUT_GAMEPAD_DPAD_LEFT 0x0004 XINPUT_GAMEPAD_DPAD_RIGHT 0x0008 XINPUT_GAMEPAD_START 0x0010 XINPUT_GAMEPAD_BACK 0x0020 XINPUT_GAMEPAD_LEFT_THUMB 0x0040 XINPUT_GAMEPAD_RIGHT_THUMB 0x0080 XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100 XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200 XINPUT_GAMEPAD_A 0x1000 XINPUT_GAMEPAD_B 0x2000 XINPUT_GAMEPAD_X 0x4000 XINPUT_GAMEPAD_Y 0x8000 How to use a gamepad or joystick in C++ Builder VCL Application? Here are the step to use gamepad or joystick in C++ Builder VCL app, Create a new VCL Windows application in C++ Builder. Drag a Timer (TTimer) component onto the Form. In the Object Inspector window, set its interval to 15 and be sure it is enabled. Drag a Shape (TShape) component on to Form. In Object Inspector window, set its Shape property to stCircle, change Brush color something that makes you happy. Double click to […]
