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 tostCircle
, change Brush color something that makes you happy. - Double click to Timer1 to create
Timer1Timer()
.
Now we can add the XInput library and a custom TController
class as shown below:
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#include #pragma comment(lib, “XInput.lib”)
class TController { private: int n; XINPUT_STATE state;
public: TController(int num) { n = num; }
XINPUT_STATE GetState() { ZeroMemory(&state, sizeof(XINPUT_STATE)); XInputGetState(n, &state); return state; }
bool IsConnected() { ZeroMemory(&state, sizeof(XINPUT_STATE)); DWORD statenow = XInputGetState(n, &state);
if(statenow == ERROR_SUCCESS) return true;
return false; }
void vibrate(int LV=0, int RV=0) { XINPUT_VIBRATION vibration; ZeroMemory(&vibration, sizeof(XINPUT_VIBRATION));
vibration.wLeftMotorSpeed = LV; vibration.wRightMotorSpeed = RV;
XInputSetState(n, &vibration); } };
TController* controller0 = new TController(0);
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In the Timer1Timer()
procedure we can check if our controller is connected, and if it is true, then we can check state of wButtons
. For example, for the A button we can check it with the XINPUT_GAMEPAD_A flag
. If this condition is provided, then we can move our shape (for example we can increase the Top
value) and we can vibrate it like we show in the example below.
void __fastcall TForm1::Timer1Timer(TObject *Sender) { if(controller0->IsConnected()) {
if(controller0->GetState().Gamepad.wButtons & XINPUT_GAMEPAD_A) { Shape1->Top++; controller0->vibrate(65535, 0); } } }
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Here we can use any device digital button flags as given in the table above. Note that, we should disable Timer1
and delete our controller0
when the Form is destroyed. So, in the Object Inspector, double click the OnDestroy()
event of the Form and write these lines:
void __fastcall TForm1::FormDestroy(TObject *Sender) { Timer1->Enabled=false; delete(controller0); }
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Now, let’s see a full VCL example in C++ Builder.
Is there a full C++ Builder VCL example about to use a gamepad or joystick in C++?
The example above works well with my son’s Logitech F710 Wireless on Windows Console application in C++ Builder. This controller class also works with FMX app and VCL apps too. I think, this example is also compatible with the XBOX series too. Please let me know if anyone tested on an XBOX. Here is a full example that uses the XInput library in C++.
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#include #include
#pragma hdrstop
#include “Gamepad_TController_Unit1.h” //————————————————————————— #pragma package(smart_init) #pragma resource “*.dfm” TForm1 *Form1;
#pragma comment(lib, “XInput.lib”)
class TController { private: int n; XINPUT_STATE state;
public: TController(int num) { n = num; }
XINPUT_STATE GetState() { ZeroMemory(&state, sizeof(XINPUT_STATE)); XInputGetState(n, &state); return state; }
bool IsConnected() { ZeroMemory(&state, sizeof(XINPUT_STATE)); DWORD statenow = XInputGetState(n, &state);
if(statenow == ERROR_SUCCESS) return true;
return false; }
void vibrate(int LV=0, int RV=0) { XINPUT_VIBRATION vibration; ZeroMemory(&vibration, sizeof(XINPUT_VIBRATION));
vibration.wLeftMotorSpeed = LV; vibration.wRightMotorSpeed = RV;
XInputSetState(n, &vibration); } };
TController* controller0 = new TController(0);
//————————————————————————— __fastcall TForm1::TForm1(TComponent* Owner) : TForm(Owner) { Timer1->Interval = 15; Timer1->Enabled = true; } //————————————————————————— void __fastcall TForm1::Timer1Timer(TObject *Sender) { if(controller0->IsConnected()) {
if(controller0->GetState().Gamepad.wButtons & XINPUT_GAMEPAD_A) { Shape1->Top++; controller0->vibrate(65535, 0); }
if(controller0->GetState().Gamepad.wButtons & XINPUT_GAMEPAD_B) { Shape1->Left++; controller0->vibrate(0, 65535); }
if(controller0->GetState().Gamepad.wButtons & XINPUT_GAMEPAD_X) { Shape1->Left—; controller0->vibrate(65535, 65535); }
if(controller0->GetState().Gamepad.wButtons & XINPUT_GAMEPAD_Y) { Shape1->Top—; controller0->vibrate(); }
if(controller0->GetState().Gamepad.wButtons & XINPUT_GAMEPAD_BACK) { controller0->vibrate(); Timer1->Enabled=false; Form1->Close(); }
} } //————————————————————————— void __fastcall TForm1::FormDestroy(TObject *Sender) { Timer1->Enabled=false; delete(controller0); }
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Note that you can declare this TController
class under the TForm1
class in header.
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