[QUOTE="ronvalencia"] Both the PC and XBox 360 shares the same Xinput APIs. loosingENDS
Which means what ?
The API differentiates pad and keyboard calls and you can tailor for the specific controls even in XNA
Nothing is automatic really, when you want something specific, you have to write it, there is no bridge unless you make one
From my XNA experience, you can group basic functions for both pad and keyboard, but the highest level controls have to be specifically tweaked for pad and keyboard
And depending on the game nd its specifics this could take some or a lot of work
Support for PC's KB/M is dependent on the quality of the port and the nature of the game type. For example, a XBL Pinball type game wouldn't require elaborate control system.
Anyway, most PC racing games on Windows indirectly forces the user to play with Xbox 360 controller (and clones) since KB/M is not suitable for this game type. A hardcore PC gamer is most likely to have an Xbox 360 controller (and it's clones).
For the PC, KB/M and Xbox 360 controller support is enough.
From msdn.microsoft.com/en-us/library/windows/desktop/ee417014(v=vs.85).aspx
There are several advantages to using XInput over DirectInput:
- XInput is easier to use and requires less setup than DirectInput
- Both Xbox 360 and Windows programming will use the same sets of core APIs, allowing programming to translate cross-platform much easier
- There will be a large installed base of Xbox 360 controllers
- XInput devices (that is, the Xbox 360 controllers) will have vibration functionality only when using XInput APIs
- Future controllers released for the Xbox 360 console (that is, steering wheels) will also work on Windows
PS; Most of my PC input devices are Microsoft branded anyway i.e. they last long. Adding MS Xbox 360 controller to this list is not a big issue.
Log in to comment