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Game controller input
This lesson will show how to read user input from game controllers.
First create a new project. For this lesson, use the DeviceResources variant described in Using DeviceResources, then use the instructions in Adding the DirectX Tool Kit.
In the Game.h file, add the following variable to the bottom of the Game class's private declarations:
std::unique_ptr<DirectX::GamePad> m_gamePad;
In Game.cpp, add to the end of Initialize:
m_gamePad = std::make_unique<GamePad>();
In Game.cpp, add to the TODO of OnSuspending and OnDeactivated:
m_gamePad->Suspend();
In Game.cpp, add to the TODO of OnResuming and OnActivated:
m_gamePad->Resume();
In Game.cpp, add to the TODO of Update:
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
if (pad.IsViewPressed())
{
ExitGame();
}
}
Build and run. The application does not display anything other than our cornflower blue screen, but you can use the View button on the Xbox One controller or Back on the Xbox 360 Controller to exit.
Start by saving roomtexture.dds into your new project's directory, and then from the top menu select Project / Add Existing Item.... Select "roomtexture.dds" and click "OK".
In the Game.h file, add the following variables to the bottom of the Game class's private declarations:
std::unique_ptr<DirectX::GeometricPrimitive> m_room;
DirectX::SimpleMath::Matrix m_proj;
DirectX::SimpleMath::Vector3 m_cameraPos;
float m_pitch;
float m_yaw;
DirectX::SimpleMath::Color m_roomColor;
At the top of Game.cpp after the using
statements, add:
namespace
{
const XMVECTORF32 START_POSITION = { 0.f, -1.5f, 0.f, 0.f };
const XMVECTORF32 ROOM_BOUNDS = { 8.f, 6.f, 12.f, 0.f };
constexpr float ROTATION_GAIN = 0.1f;
}
In Game.cpp file, modify the Game constructor to initialize our variables:
Game::Game() noexcept(false) :
m_pitch(0),
m_yaw(0),
m_cameraPos(START_POSITION),
m_roomColor(Colors::White)
{
m_deviceResources = std::make_unique<DX::DeviceResources>();
m_deviceResources->RegisterDeviceNotify(this);
}
In Game.cpp, add to the TODO of CreateWindowSizeDependentResources:
auto size = m_deviceResources->GetOutputSize();
m_proj = Matrix::CreatePerspectiveFieldOfView(XMConvertToRadians(70.f),
float(size.right) / float(size.bottom), 0.01f, 100.f);
Continue below depending on which version of DirectX Tool Kit you are using.
In the Game.h file, add the following variables to the bottom of the Game class's private declarations:
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_roomTex;
In Game.cpp, add to the TODO of CreateDeviceDependentResources:
auto context = m_deviceResources->GetD3DDeviceContext();
m_room = GeometricPrimitive::CreateBox(context,
XMFLOAT3(ROOM_BOUNDS[0], ROOM_BOUNDS[1], ROOM_BOUNDS[2]),
false, true);
DX::ThrowIfFailed(
CreateDDSTextureFromFile(device, L"roomtexture.dds",
nullptr, m_roomTex.ReleaseAndGetAddressOf()));
In Game.cpp, add to the TODO of OnDeviceLost:
m_room.reset();
m_roomTex.Reset();
In Game.cpp, add to the TODO of Render:
float y = sinf(m_pitch);
float r = cosf(m_pitch);
float z = r * cosf(m_yaw);
float x = r * sinf(m_yaw);
XMVECTOR lookAt = m_cameraPos + Vector3(x, y, z);
XMMATRIX view = XMMatrixLookAtRH(m_cameraPos, lookAt, Vector3::Up);
m_room->Draw(Matrix::Identity, view, m_proj,
m_roomColor, m_roomTex.Get());
This assumes you've already added DirectX Tool Kit for 12 support including
GraphicsMemory
to your project.
In the Game.h file, add the following variables to the bottom of the Game class's private declarations:
Microsoft::WRL::ComPtr<ID3D12Resource> m_roomTex;
std::unique_ptr<DirectX::DescriptorHeap> m_resourceDescriptors;
std::unique_ptr<DirectX::CommonStates> m_states;
std::unique_ptr<DirectX::BasicEffect> m_roomEffect;
In Game.cpp, add to the TODO of CreateDeviceDependentResources:
m_resourceDescriptors = std::make_unique<DescriptorHeap>(device, 1);
m_states = std::make_unique<CommonStates>(device);
m_room = GeometricPrimitive::CreateBox(
XMFLOAT3(ROOM_BOUNDS[0], ROOM_BOUNDS[1], ROOM_BOUNDS[2]),
false, true);
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
m_deviceResources->GetDepthBufferFormat());
{
EffectPipelineStateDescription pd(
&GeometricPrimitive::VertexType::InputLayout,
CommonStates::Opaque,
CommonStates::DepthDefault,
CommonStates::CullNone,
rtState);
m_roomEffect = std::make_unique<BasicEffect>(device,
EffectFlags::Lighting | EffectFlags::Texture, pd);
m_roomEffect->EnableDefaultLighting();
}
ResourceUploadBatch resourceUpload(device);
resourceUpload.Begin();
DX::ThrowIfFailed(CreateDDSTextureFromFile(device, resourceUpload,
L"roomtexture.dds",
m_roomTex.ReleaseAndGetAddressOf()));
CreateShaderResourceView(device, m_roomTex.Get(),
m_resourceDescriptors->GetFirstCpuHandle());
m_roomEffect->SetTexture(m_resourceDescriptors->GetFirstGpuHandle(),
m_states->LinearClamp());
auto uploadResourcesFinished = resourceUpload.End(
m_deviceResources->GetCommandQueue());
uploadResourcesFinished.wait();
m_deviceResources->WaitForGpu();
In Game.cpp, add to the TODO of OnDeviceLost:
m_room.reset();
m_roomTex.Reset();
m_resourceDescriptors.reset();
m_states.reset();
m_roomEffect.reset();
In Game.cpp, add to the TODO of Render:
float y = sinf(m_pitch);
float r = cosf(m_pitch);
float z = r * cosf(m_yaw);
float x = r * sinf(m_yaw);
XMVECTOR lookAt = m_cameraPos + Vector3(x, y, z);
XMMATRIX view = XMMatrixLookAtRH(m_cameraPos, lookAt, Vector3::Up);
ID3D12DescriptorHeap* heaps[] = {
m_resourceDescriptors->Heap(), m_states->Heap()
};
commandList->SetDescriptorHeaps(static_cast<UINT>(std::size(heaps)),
heaps);
m_roomEffect->SetMatrices(Matrix::Identity, view, m_proj);
m_roomEffect->SetDiffuseColor(m_roomColor);
m_roomEffect->Apply(commandList);
m_room->Draw(commandList);
Build and run, and you should get the following screen:
Troubleshooting: If you get a runtime exception, then you may have the "roomtexture.dds" in the wrong folder, have modified the "Working Directory" in the "Debugging" configuration settings, or otherwise changed the expected paths at runtime of the application. You should set a break-point on
CreateDDSTextureFromFile
and step into the code to find the exact problem.
In Game.cpp, modify to the TODO of Update:
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
if (pad.IsViewPressed())
{
ExitGame();
}
if (pad.IsLeftStickPressed())
{
m_yaw = m_pitch = 0.f;
}
else
{
m_yaw += -pad.thumbSticks.leftX * ROTATION_GAIN;
m_pitch += pad.thumbSticks.leftY * ROTATION_GAIN;
}
}
const float limit = XM_PI / 2.0f - 0.01f;
m_pitch = std::max(-limit, std::min(+limit, m_pitch));
if (m_yaw > XM_PI)
{
m_yaw -= XM_PI * 2.f;
}
else if (m_yaw < -XM_PI)
{
m_yaw += XM_PI * 2.f;
}
Build and run. The left thumb stick on the gamepad can be used to adjust the view. If you click the left-stick, it resets the view.
-
The view can never be exactly straight up or straight down to avoid a problem known as gimbal lock which can cause the camera view to flip unexpectedly or tumble uncontrollably.
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This control implementation is very simple, and really only works on a system with fast frame-rate. For a more robust implementation, the
Update
code should make use ofelapsedTime
to scale the keyboard movement rate values andROTATION_GAIN
adjusted accordingly.
In Game.cpp, modify the TODO section of Update:
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
if (pad.IsViewPressed())
{
ExitGame();
}
...
{
float left = (pad.IsAPressed()) ? 1.f : 0;
float right = (pad.IsBPressed()) ? 1.f : 0;
m_gamePad->SetVibration(0, left, right);
}
}
Build and run. If you press and hold A or B, you get vibration motors of the controller to activate.
In Game.cpp, modify the TODO section of Update to replace the use of SetVibration
above with:
m_gamePad->SetVibration( 0, pad.triggers.left, pad.triggers.right);
Build and run. Slowly depress the left and right triggers to feel the vibration motor change intensity.
The use of gamepad above is all written using 'instantaneous state' where we only care about the position or state at the time we read the gamepad. For many controls, you want to trigger an event at the moment a button is pressed or released.
In the Game.h file, add the following variables to the bottom of the Game class's private declarations:
DirectX::GamePad::ButtonStateTracker m_buttons;
In Game.cpp, add to the TODO of OnResuming and OnActivated:
m_buttons.Reset();
In Game.cpp, modify the TODO section of Update:
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
m_buttons.Update(pad);
if (pad.IsViewPressed())
{
ExitGame();
}
...
}
else
{
m_buttons.Reset();
}
...
if (m_buttons.a == GamePad::ButtonStateTracker::PRESSED)
{
if (m_roomColor == Colors::Red.v)
m_roomColor = Colors::Green;
else if (m_roomColor == Colors::Green.v)
m_roomColor = Colors::Blue;
else if (m_roomColor == Colors::Blue.v)
m_roomColor = Colors::White;
else
m_roomColor = Colors::Red;
}
Build and run. Pressing the A button will cycle the color of the room through Red, Green, Blue, and White. Holding down the A button does not flash though the colors with the framerate.
Next lessons: Mouse and keyboard input
DirectX Tool Kit docs GamePad
DirectX Tool Kit: Now with GamePads
XInput and Windows 8
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
- Universal Windows Platform apps
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