/// <summary> /// Check if the player has a game pad connected if /// so this method creates the code for one. /// </summary> /// <returns>The result of the check.</returns> public static bool CheckCreateGamePad() { if (gamePad == null) { GamePadState state = default(GamePadState); bool connected = false; int playerIndex = 0; while (!connected && playerIndex < 4) { state = Microsoft.Xna.Framework.Input.GamePad.GetState((Microsoft.Xna.Framework.PlayerIndex)playerIndex); if (state.IsConnected) { connected = true; gamePad = new Input.GamePad((PlayerIndex)playerIndex); } else { playerIndex++; } } return(connected); } return(true); }
internal static void CurrentGamePadDisconnected() { gamePad.Destroy(); gamePad = null; wasGamePadConnected = true; if (OnGamePadDisconnected != null) { OnGamePadDisconnected(); } }
public void _Update() { if (gamePad == null && wasGamePadConnected) { int idx = 0; bool connected = false; while (idx < 4 && !connected) { connected = Microsoft.Xna.Framework.Input.GamePad.GetState( (Microsoft.Xna.Framework.PlayerIndex)idx).IsConnected; idx++; } gamePad = new Input.GamePad((PlayerIndex)idx); } }