Most modern DI pads d-pad will show up as a hat, and one analog stick would show up as a stick the other would show up as 2 different axis's and most of the time the analog triggers would show up as a single axis and wouldn't work if you held both down.Īnd each would have a different number of buttons in different layout and you ended up spending the first 20mins in setting the controller, and the prompts wouldn't show anything similar to the pad button. This isn't a new input API from MS or an official part of DirectX, its a wrapper library written by some of the dev's who made XNA, Its actually based on the XNA gamepad class.įrom using the XNA version I can say it should work quite nicely.ĭirectInput was a input API based on what was popular at the time, flight sticks and it shows. Hopefully Microsoft can resolve the issues quickly as Microsoft's gamepads are still the most functional/compatible option for Xinput support (other than Logitech, who else makes Xinput-compatible gamepads currently?) and 360 controllers will get increasingly difficult to come by.īluetooth support on the new controller is news to me and quite interesting (despite the senseless 1-controller limitation) - I would love it if somebody could hack together an Android-compatible driver for that controller so that I could finally have a single controller that can be used on my desktop (using the dongle) Surface Pro (using either mode) and be used without any dongles on mobile devices like tablets and phones (using BT). I feel for any developer whose game requires the implementation of anything more than the most basic of controller input the byzantine web of APIs and catch cases they need to implement is truly horrifying.Ībove rant aside, I just tested my (knockoff) wireless 360 receiver with my (official) 360 controller and everything seems to be working as before on Win10AU, so the problems described above do appear to be specific to the Xbox One controller(s). Game devs now have three (four, if you count raw input) separate controller methods to choose from, all of which are broken in various ways (deprecated, extremely limited support for controllers that differ in terms of buttons/layout from a 360 controller, inconsistent handling of axis center positions, inconsistent handling of controller hotplug, problematic conflicts when the same controller is available through multiple APIs, limited maximum number of controllers, etc.) Microsoft appears to now be pushing yet another input API to developers, although I believe this one is built as an abstraction layer on top of Xinput. The API is technically inferior to DirectInput in almost every way (and the ways it isn't could have simply been incorporated into an updated version of DirectInput), and it additionally requires licensing fees paid to Microsoft to implement peripherals using it (one of the reasons there was a serious lack of non-Microsoft Xinput compatible controllers for so long). Microsoft has been cocking up game input devices on Windows for the past 10 years ever since Xinput was released.
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