Joined: 8/24/2011(UTC) Posts: 34 Location: New Zealand
Thanks: 4 times
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FWIW, I can't test with the Xbox 360 controller, but I noticed the following ChatPad specific keys are missing and should be added to DE InputButton enumeration: Code:
ChatPadGreen = 0xCA,
ChatPadOrange = 0xCB,
Note, this can only be tested on the Xbox 360 console, since annoyingly the ChatPad does not work on Windows!
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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This is a strange request as I do not have a ChatPad and we do not support any of the other Xbox 360 controllers either (guitars, wheels, etc.), but okay sooner or later they have to be supported ^^ Funny thing is when I checked if keys would overlap with something else I found this: Code:
//unsupported: ChatPadGreen = 202,
//unsupported: ChatPadOrange = 203,
So I guess I just had to uncomment those lines. The keys are still not tested or supported, but they are available to use now and as long as some device fills them, they should work (I guess Delta.InputSystem.Xna will handle anything that comes from Xna).
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Joined: 8/24/2011(UTC) Posts: 34 Location: New Zealand
Thanks: 4 times
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Since DE already supports XNA keyboard input, it will just work. The ChatPad transparently acts just like a keyboard, but on the Xbox 360. It should've also worked on Windows, but I guess for the obvious reason that one already has a full keyboard, it's not supported. (Yes I have one and I was using the Orange and Green keys.) Here's a picture of what it looks like when attached to your Xbox 360 controller. Edited by user Monday, May 7, 2012 3:42:21 AM(UTC)
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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Yeah I know what the ChatPad is, but I know noone that has one.
Keyboard support with XNA works fine under Windows and Xbox 360, we have tested and used it many times ^^ Console text entering on a console is one of the most productive development features.
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