所以事实上,我真的很喜欢和朋友一起玩DS3游戏,每当有人去世,控制器就会传递给下一个典型的沙发游戏。但通常我们没有时间互相访问,所以唯一的选择就是在线MP。由于我不喜欢这样,我的朋友大多没有DS3我想用XInput创建一个程序,它不断获取控制器状态并通过WinSockets将其镜像到另一个,所以我的朋友可以通过他们的控制器来控制我的游戏。我已经为一个带有一些基本功能的控制器类编写了一些快速代码,以便更好地了解XInput。现在我的问题是:DS3使用XInput还是DInput?无论哪种方式,我如何让DS3解释我的输入?我希望这个问题足够具体。
如果到目前为止我的代码是必要的:
#pragma once
#include <iostream>
#include <Windows.h>
#include <Xinput.h>
#include <limits.h>
#include <time.h>
using namespace std;
class Ctimer
{
private:
clock_t cur_time;
clock_t last_time;
public:
Ctimer() {
cur_time = last_time = clock();
}
void update() {
cur_time = clock();
}
void reset() {
last_time = cur_time;
}
clock_t GetElapsed() {
return cur_time - last_time;
}
};
class CPad
{
private:
int DevID = -1;
int dwPacketNumber_last;
int vibration_duration;
bool vibrate = 0;
Ctimer vibration_timer;
XINPUT_VIBRATION vibration;
public:
XINPUT_STATE state;
CPad();
bool CheckInput();
void SetVibration(int lMotor, int rMotor, int vibration_duration);
void ProcVibration();
void UpdateVibrationTimer();
};
#include "CPad.h"
CPad::CPad()
{
for (int i = 0; i < XUSER_MAX_COUNT; i++)
{
XINPUT_STATE tmp;
ZeroMemory(&tmp, sizeof(XINPUT_STATE));
if (XInputGetState(i, &tmp) == ERROR_SUCCESS)
{
DevID = i;
state = tmp;
}
}
if (DevID == -1)
{
cerr << "Error: couldn't find Controller" << endl;
delete(this);
exit(1);
}
dwPacketNumber_last = state.dwPacketNumber;
}
bool CPad::CheckInput()
{
dwPacketNumber_last = state.dwPacketNumber;
XInputGetState(DevID, &state);
if (dwPacketNumber_last != state.dwPacketNumber)
{
dwPacketNumber_last = state.dwPacketNumber;
return true;
}
else
{
return false;
}
}
void CPad::SetVibration(int lMotor, int rMotor, int vibration_duration)
{
this->vibration_duration = vibration_duration;
vibrate = true;
vibration.wLeftMotorSpeed = lMotor;
vibration.wRightMotorSpeed = rMotor;
XInputSetState(DevID, &vibration);
}
void CPad::ProcVibration()
{
if (vibrate)
{
if (vibration_timer.GetElapsed() > vibration_duration)
{
vibration_timer.reset();
vibrate = false;
vibration.wLeftMotorSpeed = 0;
vibration.wRightMotorSpeed = 0;
XInputSetState(DevID, &vibration);
}
}
}
void CPad::UpdateVibrationTimer()
{
vibration_timer.update();
}
#include "CPad.h"
int main(int argc, char **argv)
{
bool run = true;
CPad pad;
while (run)
{
pad.ProcVibration();
pad.UpdateVibrationTimer();
if (pad.CheckInput())
{
switch (pad.state.Gamepad.wButtons)
{
case(XINPUT_GAMEPAD_A):
{
cout << "Pressed A" << endl;
pad.SetVibration(INT_MAX, INT_MAX, 300);
break;
}
case(XINPUT_GAMEPAD_BACK):
{
run = false;
break;
}
}
}
}
return 0;
}