Game Development Reference
In-Depth Information
{
System.Diagnostics.Debug.WriteLine("PRODUCT
NAME: " + device.ProductName);
}
}
}
First, we create a variable named
deviceList
, get the list of game controllers, and
store it in this new variable. For the first parameter of the
GetDevices()
meth-
od, we pass in the value
DeviceClass.GameController
to tell it that we are
only interested in game controllers. For the second parameter, we give it the value
DeviceEnumerationFlags.AttachedOnly
because we only want devices that
are actually installed and connected to the PC.
Next, we have an
if
statement that checks to see if the list of game controllers is
empty. If so, it prints a debug message to let you know that no game controllers are
connected to your computer. In the
else
clause of this
if
statement, we have a
foreach
loop that iterates through the list of game controllers that we just retrieved
and stored in the
deviceList
variable. Inside the
foreach
loop, we have a single
line of code. This line simply writes a single line of debug output into Visual Studio's
Output
pane for each game controller in the list. The
Output
pane is generally found
at the bottom of the Visual Studio window. You may have to click on the
Output
tab
in the lower-left corner of the window to display it if autohide is on. You can also ac-
cess it by going to the
View
menu and selecting
Output
.
By default, Visual Studio automatically displays the
Output
pane while you are run-
ning your program so that you can see your program's debug output, as shown in the
following screenshot. If it does not show the
Output
pane, see the preceding para-
graph for how to access it.
Next, go to the
InitDirectInput()
method and add the following line of code to
the end of the function:
GetJoysticks();