Searched refs:m_GamePad (Results 1 – 2 of 2) sorted by relevance
1315 ZeroMemory( m_GamePad, sizeof(DXUT_GAMEPAD)*DXUT_MAX_CONTROLLERS ); in CBaseCamera()1608 DXUTGetGamepadState( iUserIndex, &m_GamePad[iUserIndex], true, true ); in GetInput()1611 if( m_GamePad[iUserIndex].wButtons || in GetInput()1612 m_GamePad[iUserIndex].sThumbLX || m_GamePad[iUserIndex].sThumbLX || in GetInput()1613 m_GamePad[iUserIndex].sThumbRX || m_GamePad[iUserIndex].sThumbRY || in GetInput()1614 m_GamePad[iUserIndex].bLeftTrigger || m_GamePad[iUserIndex].bRightTrigger ) in GetInput()1633 if( iMostRecentlyActive >= 0 && m_GamePad[iMostRecentlyActive].bConnected ) in GetInput()1635 m_vGamePadLeftThumb.x = m_GamePad[iMostRecentlyActive].fThumbLX; in GetInput()1637 m_vGamePadLeftThumb.z = m_GamePad[iMostRecentlyActive].fThumbLY; in GetInput()1639 m_vGamePadRightThumb.x = m_GamePad[iMostRecentlyActive].fThumbRX; in GetInput()[all …]
365 DXUT_GAMEPAD m_GamePad[DXUT_MAX_CONTROLLERS]; // XInput controller state variable