It uses older racing wheels (Logitech G25, etc) which use DINPUT! These act and are seen the exact same way any other older gamepad / DINPUT controller would be seen in windows. So far we have keyboard scan codes and XBox keys, I'll just make a third. If so, then yes, I can add another class of input button. Interested to know if the test routine is picking up those buttons known as DInput buttons. I will head to the shed and make a couple of proper buttons so I can test more. I don't think its 100% correct yet, but I can read a few buttons from my test Pinscape. If you right click and select "Test Gamepad Buttons" then you will be able to test the buttons on both Xbox and joystick devices. I knocked up a quick test screen this morning and have attached the beta. Well if all of this talk about DInput are simply buttons presented as joystick buttons then it shouldn't be a problem. hence why I hacked up a xbox 360 gamepad, and a logitech gamepad that can switch between the two standards.Įdited by TerryRed, 11 January 2019 - 04:27 AM. I'm a special case because I'm smart and did a lot of testing when I built my cab to know what controller would work with everything. I don't know of any "controller" board that uses XINPUT.they all seem to only use the older DINPUT standard, or they can act as a keyboard. He wants to use his Pinscape with DOFLinx.but can't because it only works with newer type of XINPUT based controllers / gamepads. That's why anyone using it with FX3 needs to use x360ce (to translate DINPUT to XINPUT via x360ce created DLL) because FX3 also only recognizes xbox gamepads or keyboards. It's not capable of operating as an XINPUT device with its firmware. Then you just connect your choice of buttons or arcade joystick to it to control it. The KL25Z plugs into the PC and is seen as a windows gamepad.an "older" type of gamepad that uses DINPUT. This allows for analogue AXIS for both nudge (via acceleromter) and the plunger. He (and many people) has his setup to be a gamepad.
as a keyboard controller, or a windows gamepad that uses DINPUT. Pinscape (KL25Z) firmware can be configured to allow it's input/output pins to be used as two things only.
If the Xbox controller is connected to the Pinscape and turning its buttons into DirectInput commands, aren't those DIInput commands just keyboard key strokes? At this point isn't the fact that it starts from an Xbox controller irrelevant? What am I missing? In fact I don't think I know any that use XINPUT?Įdited by TerryRed, 10 January 2019 - 11:48 PM. Sadly, MOST of the controllers out there for pinball, arcade, etc only support DINPUT. If he did I would be using KL25Z for my cab and not my hacked up gamepad. Don't know if mjr will ever add that to pinscape though. If pinscape was able to use XINPUT maybe that "could" allow for not needing x360ce for FX3. Since he is using Pinscape with gamepad controls (many people do), he can't use that with DOFLinx. Pinscape (using KL25Z) only supports DINPUT if you configure it to use gamepad controls. I have never used XInput / DInput with the Pinscape and am reasonably unfamiliar with the Pinscape capability.Īre you saying that the Pinscape connected buttons can be presented to Windows as DInput? Or are you connecting an XInput controller via Pinscape and having it convert that to DInput? DInput is depreciated by Microsoft and as such I have no plans to retrofit old DLLs, etc into DOFLinx. that are higher than the Xbox 360 controller.DOFLinx reads XInput, not DInput. However, it does not support buttons, sticks, etc. Therefore, it is possible to operate with the optimum operation method (assumed by the creator) without making any special key settings. The layout and vibration functions of the buttons and sticks are all unified in the form of the XBOX 360 controller. The format is based on the Xbox 360 controller. A format newly created and recommended by Microsoft as an alternative to DirectInput.
DirectInput has been provided as a component for input control of Microsoft DirectX, but it has not been updated since DirectX 8 (around 2000).Depending on the controller and game implementation, there may be cases where the allocation is not successful. In addition, since the number and position of buttons and sticks are not fixed, it is necessary to set the key assignment according to the controller used by the user in order to operate with the optimum operation method. Therefore, it is necessary for the program side to support various types such as the number of buttons, the number of sticks, and the presence or absence of the vibration function of the controller. It supports various types of controllers, from game pads to complex control stick controllers used in steering wheel controllers and flight sims. A format that has been used on PCs for a long time.