How To Use Gamepad Or Joystick Controller In A C++ Builder FMX 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 also use C++ in commerce, industry, in robotics, and in the control of IoT devices. Despite competition from other programming languages the games market is still very much dominated by C++. Many games seek to go beyond keyboards to control the gameplay by using specialized controllers either in addition to or instead of keypresses on the computer’s keys. Two of the most well-known controllers in these areas are joysticks or gamepads. The simplest examples of interfacing with game controllers on Windows is by using the XInput library. Even though XInput has been around for a long time it can still be used with the latest C++ Editor 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 component for using 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 on 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 and C++ Builder from versions 6 right up to the current modern version 11. 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 Xinput Library? XInput library is deprecated but is still a 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 old and 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. Briefly, 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 As 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 a C++ Builder FMX application? Here are the steps to use gamepad or joystick in C++ Builder FMX app, Create a new Multi-Device C++ Builder FMX application Drag a Timer (TTimer) component on to Form In Object Inspector window, set its interval to 15 and be sure it is enabled Drag a shape Circle (TCircle) component on to Form In Object […]
