I'm struggling to understand what's going on in the source. I understand how the 1-255 corresponds to the ASCII codes but I really can't see where the gamepad button IDs are coming from.<grinvader> read winlink.cpp:2730-2889
Search found 4 matches
- Thu Aug 25, 2011 12:28 am
- Forum: Development
- Topic: How are keys/buttons stored in zinput.cfg?
- Replies: 5
- Views: 14734
Re: How are keys/buttons stored in zinput.cfg?
I was listening, I promise
- Wed Aug 24, 2011 5:44 pm
- Forum: Development
- Topic: How are keys/buttons stored in zinput.cfg?
- Replies: 5
- Views: 14734
Re: How are keys/buttons stored in zinput.cfg?
48 views... can no one help me with this?
Where do I get the button ID's?
Are they generated by DirectX or are they assigned internally?
Where do I get the button ID's?
Are they generated by DirectX or are they assigned internally?
- Thu Aug 18, 2011 6:45 pm
- Forum: Development
- Topic: How are keys/buttons stored in zinput.cfg?
- Replies: 5
- Views: 14734
Re: How are keys/buttons stored in zinput.cfg?
OK so I think I understand the formula now...
256 + (joypad_id * 32) + button_value
I can get the joypad_id from Joystick.Properties.JoystickId() but where do I get the button value?
256 + (joypad_id * 32) + button_value
I can get the joypad_id from Joystick.Properties.JoystickId() but where do I get the button value?
- Thu Aug 18, 2011 5:00 pm
- Forum: Development
- Topic: How are keys/buttons stored in zinput.cfg?
- Replies: 5
- Views: 14734
How are keys/buttons stored in zinput.cfg?
Hi I am writing a little application to modify the controller configuration of ZSNES by manipulating the zinput.cfg However I am struggling to understand how the values are stored. This is what I think I have figured out so far. 0 = Unassigned 1-255 = Keyboard keys (ASCII codes?) 256+ = DirectX Joys...