![]() This is the demo application that demonstrates some of the XInputium's features. ![]() You can also take a look at XInputium Preview's source code, in the same GitHub project page. ![]() Because this article is just an introduction, we've seen the very basics about how it can be used, but you can find more information and examples on its documentation, in the wiki section of XInputium project on GitHub. This event allows for things like indicating when the joystick or trigger is moved while ignoring very short movements, or making a game character jump higher or lower depending on by how much time the user held the jump button, or firing only when a set of buttons are pressed together. For instance, the ActivationInputEvent class is extremely versatile, allowing you to specify a callback function that is called to determine when the event should fire, and can be set with several delays that instruct when and how the event should fire. XGamepad class has several methods for registering specific dynamic events, as well as methods to register instances of dynamic events you already have instantiated.ĭynamic events allow for very nice things to be made. This method creates a new instance of DigitalButtonInputEvent class, registers it in the input loop, adds the ButtonHeld() method as an event handler, and returns the created event instance (so you can change it later, use the instance to unregister the event or add more handlers to it). In the example we just saw, gamepad.RegisterButtonHoldEvent() method is called to register the dynamic event. ($ " Hello, universe! Button was held.") Gamepad.ButtonPressed += (s, e) => Debug.WriteLine You would usually put this inside your class constructor. Register an event handler, just for testing. Create an 'XGamepad' instance to use across the application. The first thing you need to do, naturally, is adding XInputium NuGet package to your project: Suppose you already have an application/game project, and you need to allow your users to interact with your application/game using an XInput compatible controller. It abstracts much of the common input logic operations from consumers, although you can still use it with a more low level approach if you wish. The internal input loop enables XInputium to compare input between input device states and to provide event based input handling. You just need to call a method on each application or game frame, from your code this allows XInputium to iterate though its internal input loop and gives it the opportunity to measure time. To achieve its objective, XInputium uses the concept of an internal input loop to perform most of its input handling. Its properties are bindable to XAML, making it simpler to bring out-of-the-box XInput support to applications, instead of just games. XInputium provides ways to automate most of the input logic you would need in a game or application.Īmong its features, XInputium is also ready to be used in an XAML application. For example, it allows you to detect specific input events, like when a specific button is held for a certain amount of time, or when a joystick is moved at a certain speed in a specific direction. Its goal is for developers to write less code and let the library handle the majority of the input related logic. XInputium was created to solve that problem. For instance, they allow you to get the current state of the controller, but it's up to you what you make of that state, you need to write your own code to detect button presses, button holds, joystick movements, etc. What makes XInputium any different? Let me answer this question, by mentioning the specific problem: most libraries that provide XInput functionality are intended for game development, thus being called from within the game loop and leaving most input handling to you. There are several libraries out there that provide XInput related functionality to. On its repository, at GitHub, you can see it in action, on a demo application ( XInputium Preview), which allows users to diagnose XInput controllers and test some of XInputium's features. NET, that provides applications with access to XInput compatible devices. XInputium is a free, open-source library for. In this article, you'll learn how to use XInputium to bring controller support into your game or application. NET library specialized on XInput, which aims to make it as easy as possible to consume, while still providing powerful features. Commonly, the easiest option, is using a library that provides you access to XInput controllers. NET application or game, there are several options at your disposal. When the task is getting input from an XInput compatible device on your.
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