GameMaker: Studio has a number of dedicated functions
that can be used to detect both analogue and digital controls from
multiple connected game pads. These functions work similar to the
Device Inputs, in that
you can detect up to four different game pads that are connected
and deal with the input from each one using the same functions.
Note that when a gamepad is plugged in to your device (or it is
removed) then an asynchronous
System Event is triggered where you can deal with the situation
using the appropriate functions.
When working with the gamepad functions, there are a number of built-in constants that should be used for getting/defining buttons and stick axis etc...:
|gp_face1||Top button 1 (this maps to the "A" on an Xbox 360 controller and the cross on a PS controller)|
|gp_face2||Top button 2 (this maps to the "B" on an Xbox 360 controller and the circle on a PS controller)|
|gp_face3||Top button 3 (this maps to the "X" on an Xbox 360 controller and the square on a PS controller)|
|gp_face4||Top button 4 (this maps to the "Y" on an Xbox 360 controller and the triangle on a PS controller)|
|gp_shoulderl||Left shoulder button|
|gp_shoulderlb||Left shoulder trigger|
|gp_shoulderr||Right shoulder button|
|gp_shoulderrb||Right shoulder trigger|
|gp_select||The select button (this is a touch-pad press on a PS4 controller)|
|gp_start||The start button (this is the "options" button on a PS4 controller)|
|gp_stickl||The left stick pressed (as a button)|
|gp_stickr||The right stick pressed (as a button)|
|gp_axislh||Left stick horizontal axis (analogue)|
|gp_axislv||Left stick vertical axis (analogue)|
|gp_axisrh||Right stick horizontal axis (analogue)|
|gp_axisrv||Right stick vertical axis (analogue)|
To better understand exactly what part of the controller each constant represents, you can refer to the following image of a standard gamepad:
Below you can find a list of all the gamepad functions:
The following list shows current compatibility across the platforms (note that this will change with future updates):
- Windows is fully supported with up to a maximum of 4 connected devices permitted at once. Note that on Windows, gamepads are handled using the XInput dll, meaning that only XBox controllers may be 100% compatible and that other controller types may require third-party tools to function.
- Mac OSX is supported with up to a maximum of 4 connected devices permitted at once, and these devices can ONLY be of the type Playstation3 or Xbox 360. Please note that the "Build for Mac AppStore" option in Mac Global Game Settings needs to be OFF for pad support to work.
- Ubuntu does also support GamePad input, but you may need to install additional libraries from the Ubuntu repository. You can do this easily by opening a command line terminal and typing the following:
sudo apt-get install jstest-gtk
sudo apt-get install joystick.
This will install GUI support for the joystick as well as the joystick itself.
- HTML5 games are only supported by most major browsers, except Safari.
- Gamepad support also extends to iOS with the iCade cabinet. The left axis maps to the stick controller (although the input is digital, not analogue), the four "face" buttons map to the cabinet front buttons, and the four shoulder buttons map to those at the back of the cabinet.
- Android export supports NYKO controllers and generic Bluetooth controllers (including the OUYA), but only when they are enabled, meaning that you will have to tick the iCade/Bluetooth option in the Android Tab of the Global Game Settings. They require API level 12 for them to work fully and it should be noted that GameMaker: Studio will register as connected any Bluetooth devices that your device is paired with, whether or not it’s actually connected. Therefore this should be taken into account when assigning and checking "slots".
- On PS4, if you want to use the touch pad tracking you need to use the device_mouse_* buttons.