R
Ratatosque
Guest
Im still very confused about the whole gamepad input system.
im using the asynchronous event to check for gamepads.
From what i've read i imagine that xinput is a windows thing that handles xbox 360 controllers and game maker reserves gamepad indexes of 0-3 for xinput. I now have an original xbox360 controller and a fake one but when i plug them, the asynchronous event gives them both indexes starting from 4. Does that mean the controller is not detected as a proper xbox360 controller?
i ask this because i need to know as which kind of controller my devices are detected so i can use the approbriate functions for the input. also, i guess it is more reliable to use only the xbox-controller functions instead of allowing the player to plug whatever gamepad he has and not specifically demand a xbox-controller. has something changed in this regard since the last update?
im using the asynchronous event to check for gamepads.
From what i've read i imagine that xinput is a windows thing that handles xbox 360 controllers and game maker reserves gamepad indexes of 0-3 for xinput. I now have an original xbox360 controller and a fake one but when i plug them, the asynchronous event gives them both indexes starting from 4. Does that mean the controller is not detected as a proper xbox360 controller?
i ask this because i need to know as which kind of controller my devices are detected so i can use the approbriate functions for the input. also, i guess it is more reliable to use only the xbox-controller functions instead of allowing the player to plug whatever gamepad he has and not specifically demand a xbox-controller. has something changed in this regard since the last update?