XNA Final Engine Input



LamborghiniMouse.jpgG19Keyboard.jpgXBOX360Controller.jpg

XNA input support is fairly complete and robust.

The engine extends this functionally making some operations easier. Moreover it tracks the previous input state making easier knowing if a button or key was just pressed. It also provides the alternative to track the mouse position with relative or absolute values, to track the dragging amount, etc.

The input system operation is completely based on states. Events are not provided to prevent the execution of code outside the user logic update code.

There is also the possibility to work in a higher layer in witch input is defined with virtual axis or buttons, this makes a lot easier to configure and maintain the input of your game. For example, you can create a "go right" axis and configure some input devices so that they can modify this virtual axis state in a particularly way, not only you can ask for the state of the axis in just a single line of code, you can also change the input behavior by just looking the area where the virtual axis and buttons were defined. Moreover, different control layouts are naturally managed with this abstraction layer.

In addition, there is Wiimote support that includes some high level operations, like a pointer reconstruction. The code was excluded temporarily of the solution because it couldn't be tested over a year and of course it is impossible to make it work on the Xbox 360.

Wiimote.jpg

Project description...

| CORE | GRAPHICS | AUDIO | INPUT | ANIMATIONS |

 | PHYSICS | EDITOR | USER INTERFACE | XBOX 360 |



Last edited Jan 24, 2013 at 5:17 PM by jischneider, version 17

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