XINPUT_GAMEPAD_A does not work unless you hold down the button when program starts

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So I am using xinput with my program, it is all set up and working so I can detect my xbox one controller. I want to be able to detect when a button on the controller is pressed. The procedure I use works if I hold down the button when the program starts. I have the if command setup inside a while so it constantly executes although for some reason the value does not change when I press A on my controller.

So basically, if I hold down A when the program is opening it works and returns the cout on the screen. Although if I want to press it a little after the program has started (which is what I want to work) it does not detect it.

Here is my code:

using namespace std;
XINPUT_STATE state;

bool A_button_pressed;
int online;
int test;

int main() {
    if (XInputGetState(0, &state) == ERROR_SUCCESS)
    {
        online = 1;
        cout << "I could find a controller, it is an Xbox Controller" << endl;
    } else {
        online = 2;
        cout << "Unable to find controller, searching..." << endl;
    }
    cout << A_button_pressed << endl;
        cout << "Active" << endl;
        while (online == 1) {
            bool A_button_pressed = ((state.Gamepad.wButtons & XINPUT_GAMEPAD_A) != 0);
            cout << A_button_pressed << endl;
            if (A_button_pressed = ((state.Gamepad.wButtons & XINPUT_GAMEPAD_A) != 0)) {
                cout << "You pressed a button, congrats, game over..." << endl;
            }
        };
}

As far as I know I am including all of the correct libraries in the correct order:

#include "stdafx.h"
#include <windows.h>
#include <iostream>
#include <Xinput.h>
#pragma comment(lib, "Xinput.lib")
#pragma comment(lib, "Xinput9_1_0.lib")
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Chip Burwell On BEST ANSWER

Your problem is that you are only calling XInputGetState once at startup. You must call XInputGetState every frame that your program runs so that your state info can be updated.