Open jloehr opened 9 years ago
How would you map the various motion control axes to an Xbox 360 controller? Just curious.
The XUSB/Xinput support will be primarily for the Wii U Pro Controller and Classic Controller (Pro). For the Wii Remote and Wii Remote with Nunchuk i don't know exactly yet. Two are going to be used as right Thumbstick and the others as buttons on swipes. The problem is there are not enough inputs to serve all inputs of a Xbox 360 Controller. However i am planing a custom mapping functionality for the advanced Configuration Tool, so everyone can map it themself.
I see; Using the DolphinBar in "mode 3", which makes the inputs map to a joystick, you can't get the full range of motion sensing input, so I was wondering if there was a similar limitation with XInput. But it makes sense for the classic controller.
Why adding complexity to the driver? Wouldn't x360ce work just fine?
Complexity for the driver means, simplicity for the user. Currently the user needs two separate programs/drivers to get XInput support. When XUSB support is added the user just needs one.
Additionally the main issue with x360ce is that you need to replace files in your game directory. That breaks support for normal XInput Devices. Furthermore if one game isn't working the user has to report a bug and needs to wait until the dev fixes the game compatibility.
Mhh, makes sense. I wonder if you couldn't inspire yourself by looking to https://github.com/nefarius/ScpToolkit/
Hell, I'm even dreaming of a common framework now.
I already know the SCPDriver and took a look at their code. Their Kernel Mode driver is implemented using the WDM, whereas i am trying to stick to the WDF.
Well, if it has no limitations in this compass I guess it's a neater thing. But I'm pinging @nefarius nevertheless hoping he feels chatty.
I'm always chatty =3
Let the Wii Remote appear as Xbox 360 Controller, so it can be accessed by XInput.