TGE Xbox 360 Controller.
by Thanhda Tie · in Torque Game Engine · 02/13/2007 (4:27 pm) · 9 replies
Has anyone got this to work? and is there more detail about this working on TGE 1.5? i havnt got a chance to compare them with winmerge. but just thought i'd ask first.
tdn.garagegames.com/wiki/Torque/EngineMods/Xbox360ControllerSupport
tdn.garagegames.com/wiki/Torque/EngineMods/Xbox360ControllerSupport
#2
02/13/2007 (4:48 pm)
I get this error on a fresh build.guiCanvas.obj : error LNK2019: unresolved external symbol "public: static void __cdecl Input::setCursorPos(int,int)" (?setCursorPos@Input@@SAXHH@Z) referenced in function "public: virtual void __thiscall GuiCanvas::setCursorPos(class Point2I const &)" (?setCursorPos@GuiCanvas@@UAEXABVPoint2I@@@Z) 3>../example/torqueDemo_DEBUG.exe : fatal error LNK1120: 1 unresolved externals
#3
02/13/2007 (4:55 pm)
I got that before....I don't have my original code in front of me, and by the time I finish compiling a fresh build with this resource (starting now), someone will post the answer...if not, I'll supply you with my fix.
#4
02/13/2007 (5:50 pm)
Alright let me know
#5
02/13/2007 (10:48 pm)
Okay, got the controller with just stock TGE 1.5 without that code added. but cant get anolog controls to work. which i'm guessing that code enables. any luck or anyone else know how to get this working?
#6
Are you sure you didn't mess up the merge?
Go to engine\gui\core\guiCanvas.cc, in the function GuiCanvas::setCursorPos. In the middle of the function is Input::setCursorPos.
Depending on your compiler and OS, right click on setCursorPos and try to go to the definition of Input::setCursorPos.
The prototype should be in winInput.h, and the function definition should be in winInput.cc. If they aren't, that means your merge overwrote something, or your engine didn't have the function for some reason.
That's the source of your first error. Aside from that, merge and compile went smoothly for me, with no extra steps needed.
02/14/2007 (6:01 am)
Weird, I just performed a WinMerge on a fresh build of 1.5 (with AFX). Compiled on the first run.Are you sure you didn't mess up the merge?
Go to engine\gui\core\guiCanvas.cc, in the function GuiCanvas::setCursorPos. In the middle of the function is Input::setCursorPos.
Depending on your compiler and OS, right click on setCursorPos and try to go to the definition of Input::setCursorPos.
The prototype should be in winInput.h, and the function definition should be in winInput.cc. If they aren't, that means your merge overwrote something, or your engine didn't have the function for some reason.
That's the source of your first error. Aside from that, merge and compile went smoothly for me, with no extra steps needed.
#7
02/14/2007 (7:29 am)
The definition seems to link to platformInput.h
#8
Edit: okay i got it to work. pretty much, dont merge any of the platformWin32 files besides winInput.cc
02/14/2007 (8:52 am)
Do you think it would be posible if you could upload your code online, i seem to be having lots of trouble merging the code in.Edit: okay i got it to work. pretty much, dont merge any of the platformWin32 files besides winInput.cc
#9
Send me an email at my address listed in my profile, and I'll send you what I have.
02/14/2007 (8:58 am)
Sure, I have to go get some lunch, but when I get back to the office, I'll do a merge on TGE 1.5 default SDK (since I can't provide anything related to AFX code).Send me an email at my address listed in my profile, and I'll send you what I have.
Employee Michael Perry
ZombieShortbus
Integration into TGE 1.5 should be just as easy as 1.4, so have at it.