So I've started using DirectX C++ and have a base game with is a bunch of asteroids which you can shoot using the mouse. It also has a drawn crosshair sprite which follows the mouses location.
I have decided that I would like to change input to support Xbox 360 controllers. I have managed to program the shoot button to the A button on the gamepad however I am having some issues changing to movement of the crosshair from mouse to the analog sticks on the controller.
The following is the code which is used for determining the mouses location and getting its position for use:
virtual void Update()
{
POINT mousePosition;
D3DXVECTOR3 position, currentPosition;
DirectInput::Get().ProcessMouse();
mousePosition = DirectInput::Get().GetCurrentMousePosition();
position.x = (float) mousePosition.x;
position.y = (float) mousePosition.y;
position.z = 0.0f;
currentPosition = m_pCrossHairs->GetSpritePosition();
position.x -= currentPosition.x;
position.y -= currentPosition.y;
position.x = position.x/2.0f;
position.y = position.y/2.0f;
m_pCrossHairs->SetTranslationMatrix(position);
m_pCrossHairs->CheckBoundary();
m_pCrossHairs->Update();
}
And here is what I've changed it to for use with an Xbox Controller Instead:
virtual void Update()
{
POINT crosshairPosition;
D3DXVECTOR3 position, currentPosition;
crosshairPosition.x = XBox360Controller::Get().RightJoyStickX();
crosshairPosition.y =- XBox360Controller::Get().RightJoyStickY();
position.x = crosshairPosition.x;
position.y = crosshairPosition.y;
position.z = 0.0f;
currentPosition = m_pCrossHairs->GetSpritePosition();
position.x -= currentPosition.x;
position.y -= currentPosition.y;
position.x = position.x/2.0f;
position.y = position.y/2.0f;
m_pCrossHairs->SetTranslationMatrix(position);
m_pCrossHairs->CheckBoundary();
m_pCrossHairs->Update();
}
On a positive note what I have done kind of works. The Crosshair does move when I move the analog stick, however it is stuck in the top right hand corner and can only move within a range of about 1 square inch on the screen. I'm a bit stuck as to why this is and therefore would appreciate any kind of input. Sorry if I'm lacking any important info that I may have missed, a bit of a late post however would really love to get it working!
On a side note - I'm getting an error on the following giving me a warning about conversion from long to float or something (should I be worried about this)?
crosshairPosition.x = XBox360Controller::Get().RightJoyStickX();
crosshairPosition.y =- XBox360Controller::Get().RightJoyStickY();
Once again thank you in advance. Billy
Edit:
Code for XBox360Controller::Get().
XBox360Controller& XBox360Controller::Get()
{
if (s_pXBox360Controller == NULL)
s_pXBox360Controller = new XBox360Controller();
return *s_pXBox360Controller;
}
Code for Right analog stick X-Axis
float XBox360Controller::RightJoyStickX()
{
float joyStickX = GetState().Gamepad.sThumbRX;
// Make sure there has been movement, as joystick does return different values even if no movement.
if ( joyStickX< XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE &&
joyStickX > -XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
return 0;
else
return joyStickX/DynamicRange;
}
Code for Right analog stick Y-Axis
float XBox360Controller::RightJoyStickY()
{
float joyStickY = GetState().Gamepad.sThumbRY;
// Make sure there has been movement, as joystick does return different values even if no movement.
if ( joyStickY< XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE &&
joyStickY > -XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
return 0;
else
return joyStickY/DynamicRange;
}
EDIT SOLVED:
Added a new translation matrix and it's fixed the issue, thanks for the help.